GURPS is a skill-based system, but sometimes it is helpful to simplify the skill system. Whether you are playing with newer players who might be intimidated by a long skill list, creating NPCs on the fly that need appropriate skill levels, or simply want to make sure that you didn’t overlook something on your character sheet, wildcard skills are a way to do that.
GURPS Power-Ups 7: Wildcard Skills, by Sean Punch, greatly expands on the Basic Set‘s rules about wildcard skills. In the Basic Set, wildcard skills are introduced in a brief sidebar as skills that cover “extremely broad categories of abilities” (p. B175). In this volume, Punch elaborates on what wildcard skills are, how to incorporate them into the campaign, and what kinds of wildcard skills are possible.
Power-Ups 7: Wildcard Skills is 39 pages and is available from Warehouse 23 (SJ Games’ online store) for $7.99.
The first chapter, Defining Wildcards, makes up about half of the supplement’s size. It reiterates the basic information about wildcard skills, including their point cost and scope, in the first few pages. In short, wildcard skills are skills denoted with an exclamation mark (like Pilot! or Science!). A character that has a wildcard skill is assumed to have any relevant abilities that would be included within the wildcard ability—so a super-science genius could take Science! instead of Biology, Chemistry, Physics, etc. This shortcut allows for dramatically simpler character sheets.
Then, the chapter gets into new information: advice for GMs about what wildcard skills to permit, how many wildcard skills to allow, and how to manage the scope of wildcard skills. The suggestions are clear, and seeing them all grouped together provides a variety of ideas for GMs who are uncertain how to use wildcards appropriately.
For GMs who are especially concerned about balance, Power-Ups 7 goes into the logic behind the target scope for wildcard skills and gives some optional suggestions for more nuanced scope, based on whether the wildcard skill is replacing Easy skills, Hard skills, or Very Hard skills (or a combination thereof). This section is probably too pedantic to be workable in an actual game—if you’re tabulating the skill replacements that closely, you might as well just use the actual skills—but it’s good food for thought when GMs need to think about how broad wildcard skills should be in a given campaign.
The following section, Additional Benefits, introduces new rules for giving mechanical bonuses to characters with wildcard skills. The motivation for this section is that wildcard skills cost a lot to compensate for their breadth, and so characters that invest in wildcard skills should be rewarded for that choice. The bonuses include eliminating familiarity penalties of all kinds and including relevant perks for free.
The most interesting of the new rules is the Wildcard Points (WP) mechanic. Players whose characters have wildcard skills receive WP based on how many points they put into wildcard skills; these WP can in turn be spent on meta-game bonuses such as buying successes or letting players determine the narrative outcome of a successful roll (e.g., by determining there is a clue present if the player rolled against an Investigation! skill). The mechanics are similar to the rules in GURPS Monster Hunters and GURPS Power-Ups 5: Impulse Buys for letting the players spend points to influence the narrative in-game; if that mechanic appeals to you, Wildcard Points are a great way to incorporate it into your game.
Chapter 2, Using Wildcards, is quite short at only 5 pages. It includes some more GM advice about how to decide what wildcards to allow in the campaign, how to use wildcards during success rolls (including restrictions, difficulty levels, and other mechanical questions), and some ideas for how to run a campaign that uses only wildcard skills—no normal skills at all!
All of the rules in this chapter are optional; they show the variety of ways that wildcard skills can be incorporated into a game. The bottom line is that GM judgment matters for wildcards, but this chapter gives some good suggestions to help GMs develop that judgment.
This chapter feels a little unbalanced compared to the rest of the volume. It is much shorter than chapter 1, and some of the GM advice feels repetitive. There may have been a better division of those two chapters between character creation/pre-game advice and in-game rules. However, the content in the chapter is still well thought out.
The final chapter is titled “Examples,” and as the name suggests, it is a list of example wildcard skills. For each wildcard skill, it describes the skills that the wildcard replaces, suggests benefits that make sense for that wildcard, and identifies where else the wildcard skill has appeared in previous GURPS publications.
The list of examples is long, at 18 pages, and it covers a wide variety of niches, genres, and skill sets. Having all the wildcard skills in one place is useful both for tracking down wildcards, as well as browsing for inspiration.
GURPS Power-Ups 7: Wildcard Skills is a great resource for expanding the use of wildcard skills. GMs will find excellent advice for structuring how wildcard skills function in their campaigns. Players can use this volume for ideas of how wildcard skills can be used and what they can cover.
This volume is not intended to be a single worked example or ruleset: the reader is expected to make decisions about what elements to incorporate into their games. Some of the options are designed to streamline the game, while other options add new mechanics, crunch, and character creation decisions. As a result, there is probably something for everyone in this volume. The material is most relevant for GMs because of the volume of advice for how to think about wildcard skills before the game begins.
For GMs interested in rules-light games, Power-Ups 7 is helpful in thinking through how wildcard skills can streamline character creation and skill lists. Players interested in rules-lite games can benefit from the lengthy list of examples, but the optional rules may be too much to filter through unless they are experienced GURPS players.
Overall, Power-Ups 7 is a valuable addition to the GURPS library. It is not a mandatory supplement, but it takes a good idea from the Basic Set and works through a number of options for how to apply it. If you are interested in building characters with wildcard skills, finding interesting ways to reward players for using wildcard skills, or making the wildcard skills in templated characters more fun to play, this book will be useful.