Wildcard Skills: Difference between revisions

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===Optional Rule: Wildcard Skills===
The professor who has studied every science, the swordsman who can
The professor who has studied every science, the swordsman who can fight with any blade...cinematic fiction is full of heroes who know a little bit about everything in one broad area. The time required to list every last skill such a hero might need, and the difficulty of figuring out which skills to take (and which to use), might discourage many gamers from playing cinematic experts. Such broad expertise doesn't exist in real life, but it is all part of the fun in cinematic games!
fight with any blade . . . cinematic fiction is full of heroes who know a lit-
 
tle bit about everything in one broad area. The time required to list every
A solution to this problem is "wildcard skills" or "bang skills": skills that cover extremely broad categories of ability. The names of these skills end in an exclamation point in order to distinguish them from normal skills; e.g., "Science!" is the skill of "all science." Wildcard skills include and replace all specific skills within their area. For instance, a hero could attempt a Science! roll whenever the adventure calls for a roll against [[Chemistry]], [[Physics]], or another science skill.
last skill such a hero might need, and the difficulty of figuring out which
 
skills to take (and which to use), might discourage many gamers from
Wildcard skills that cover mainly intellectual pursuits are [[IQ]]-based, while those that pertain chiefly to physical actions are [[DX]]-based. Such skills have no default; to use them, you must spend points on them. Buy wildcard skills as Very Hard skills, but at triple the usual point cost. For instance, it would normally cost 8 points to buy an IQ/Very Hard skill at [[IQ]] level, so Science! skill at IQ level would cost 24 points.
playing cinematic experts. Such broad expertise doesn’t exist in real life,
 
but it is all part of the fun in cinematic games!
The GM might choose to limit wildcard skills to those with a suitable [[Unusual Background]] – perhaps "Cinematic Hero." This Unusual Background should never be available to sidekicks and random thugs! To give each hero a well-defined dramatic niche, the GM might wish to limit PCs to one or two wildcard skills apiece (preferably those that emerge naturally from their character stories).
A solution to this problem is “wildcard skills” or “bang skills”: skills
 
that cover extremely broad categories of ability. The names of these skills
end in an exclamation point in order to distinguish them from normal
skills; e.g., “Science!is the skill of “all science.”Wildcard skills include and
replace all specific skills within their area. For instance, a hero could
attempt a Science! roll whenever the adventure calls for a roll against
Chemistry, Physics, or another science skill.
Wildcard skills that cover mainly intellectual pursuits are IQ-based,
while those that pertain chiefly to physical actions are DX-based. Such
skills have no default; to use them, you must spend points on them. Buy
wildcard skills as Very Hard skills, but at triple the usual point cost. For
instance, it would normally cost 8 points to buy an IQ/Very Hard skill at
IQ level, so Science! skill at IQ level would cost 24 points.
The GM might choose to limit wildcard skills to those with a suitable
Unusual Background – perhaps “Cinematic Hero.This Unusual
Background should never be available to sidekicks and random thugs! To
give each hero a well-defined dramatic niche, the GM might wish to limit
PCs to one or two wildcard skills apiece (preferably those that emerge nat-
urally from their character stories).
Some examples:
Some examples:
Detective! (IQ). Replaces Criminology, Detect Lies, Electronics
 
Operation (Security and Surveillance), Forensics, Interrogation, Law,
:''Detective! (IQ).'' Replaces [[Criminology]], [[Detect Lies]], [[Electronics Operation (Security and Surveillance)]], [[Forensics]], [[Interrogation]], [[Law]], [[Observation]], [[Research]], [[Savoir-Faire (Police)]], [[Search]], [[Shadowing]], [[Streetwise]], etc.
Observation, Research, Savoir-Faire (Police), Search, Shadowing,
:''Gun! (DX).'' Replaces all specialties of [[Beam Weapons]], [[Gunner]], [[Guns]], and [[Liquid Projector]], as well as al  related [[Fast-Draw]] skills. Make an [[IQ]]-based roll for [[Armoury]] pertaining to these weapons.
Streetwise, etc.
:''Science! (IQ).'' Replaces [[Astronomy]], [[Bioengineering]], [[Biology]], [[Chemistry]], [[Engineer]], [[Geology]], [[Mathematics]], [[Metallurgy]], [[Meteorology]], [[Naturalist]], [[Paleontology]], [[Physics]], [[Psychology]], etc.
Gun! (DX). Replaces all specialties of Beam Weapons, Gunner, Guns,
:''Sword! (DX).'' Replaces [[Broadsword]], [[Force Sword]], [[Jitte/Sai]], [[Knife]], [[Main-Gauche]], [[Rapier]], [[Saber]], [[Shortsword]], [[Smallsword]], and [[Two-Handed Sword]], as well as related [[Fast-Draw]] skills. Use in place of such skills as [[Acrobatics]] and [[Jumping]] for physical stunts while fighting.
and Liquid Projector, as well as all related Fast-Draw skills. Make an IQ-
 
based roll for Armoury pertaining to these weapons.
Wildcard skills are useful for omniproficient characters. Someone who can pick up and play any instrument, or sight-read any choral work, would have the Music! skill. If he's gifted with several instruments and can pick up others easily (but does have to learn them first), that's the [[Musical Ability]] Talent.
Science! (IQ). Replaces Astronomy, Bioengineering, Biology,
Chemistry, Engineer, Geology, Mathematics, Metallurgy, Meteorology,
Naturalist, Paleontology, Physics, Psychology, etc.
Sword! (DX). Replaces Broadsword, Force Sword, Jitte/Sai, Knife,
Main-Gauche, Rapier, Saber, Shortsword, Smallsword, and Two-Handed
Sword, as well as related Fast-Draw skills. Use in place of such skills as
Acrobatics and Jumping for physical stunts while fighting.
Wildcard skills are useful for omniproficient characters. Someone
who can pick up and play any instrument, or sight-read any choral work,
would have the Music! skill. If he’s gifted with several instruments and
can pick up others easily (but does have to learn them first), that’s the
Musical Ability Talent.


[[Category:Optional Rules]]
[[Category:Optional Rules]]
[[Category:Cinematic]]
[[Category:Skills]]
[[Category:Skills]]

Latest revision as of 20:29, 29 October 2014

Optional Rule: Wildcard Skills

The professor who has studied every science, the swordsman who can fight with any blade...cinematic fiction is full of heroes who know a little bit about everything in one broad area. The time required to list every last skill such a hero might need, and the difficulty of figuring out which skills to take (and which to use), might discourage many gamers from playing cinematic experts. Such broad expertise doesn't exist in real life, but it is all part of the fun in cinematic games!

A solution to this problem is "wildcard skills" or "bang skills": skills that cover extremely broad categories of ability. The names of these skills end in an exclamation point in order to distinguish them from normal skills; e.g., "Science!" is the skill of "all science." Wildcard skills include and replace all specific skills within their area. For instance, a hero could attempt a Science! roll whenever the adventure calls for a roll against Chemistry, Physics, or another science skill.

Wildcard skills that cover mainly intellectual pursuits are IQ-based, while those that pertain chiefly to physical actions are DX-based. Such skills have no default; to use them, you must spend points on them. Buy wildcard skills as Very Hard skills, but at triple the usual point cost. For instance, it would normally cost 8 points to buy an IQ/Very Hard skill at IQ level, so Science! skill at IQ level would cost 24 points.

The GM might choose to limit wildcard skills to those with a suitable Unusual Background – perhaps "Cinematic Hero." This Unusual Background should never be available to sidekicks and random thugs! To give each hero a well-defined dramatic niche, the GM might wish to limit PCs to one or two wildcard skills apiece (preferably those that emerge naturally from their character stories).

Some examples:

Detective! (IQ). Replaces Criminology, Detect Lies, Electronics Operation (Security and Surveillance), Forensics, Interrogation, Law, Observation, Research, Savoir-Faire (Police), Search, Shadowing, Streetwise, etc.
Gun! (DX). Replaces all specialties of Beam Weapons, Gunner, Guns, and Liquid Projector, as well as al related Fast-Draw skills. Make an IQ-based roll for Armoury pertaining to these weapons.
Science! (IQ). Replaces Astronomy, Bioengineering, Biology, Chemistry, Engineer, Geology, Mathematics, Metallurgy, Meteorology, Naturalist, Paleontology, Physics, Psychology, etc.
Sword! (DX). Replaces Broadsword, Force Sword, Jitte/Sai, Knife, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, and Two-Handed Sword, as well as related Fast-Draw skills. Use in place of such skills as Acrobatics and Jumping for physical stunts while fighting.

Wildcard skills are useful for omniproficient characters. Someone who can pick up and play any instrument, or sight-read any choral work, would have the Music! skill. If he's gifted with several instruments and can pick up others easily (but does have to learn them first), that's the Musical Ability Talent.