Re: Dungeon Fantasy Wildcard Skills for Non-Adventures Professions
I just came up with this, because I couldn't find a good Farming! wildcard skill anywhere. It's not exactly what you're looking for in this thread, but I thought it might be a useful addition to a DF-style game, especially if you use the conditional defaults rule. So... is this wildcard too much? or just right?
Farmer! IQ: Animal Handling, Farming, Gardening, Naturalist, and Meteorology. Conditionally covers any skill for running a farm of any size or kind: Accounting, Administration, Current Affairs (Business), Freight Handling, Merchant, and Packing for sales and management; Riding and Teamster for training and using farm animals; Area Knowledge (Local); Biology, Pharmacy (Herbal) and Veterinary; Carpentry, Housekeeping, Machinist, and Mechanics for farm maintenance; Diplomacy, Leadership, and Savoir-Faire (Servant) for dealing with customers, supervisors, and laborers; Cooking; First-Aid, Hiking; Knot-Tying and Lasso. Edit: There are a lot of skills listed here, but since they're almost ALL IQ-based, I thought it would be legit for a Wildcard. Also, this Wildcard would definitely be appropriate for the 7th Son (unofficial, I think) template. |
Re: Dungeon Fantasy Wildcard Skills for Non-Adventures Professions
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There are a bunch of wildcard skills in Pointless Slaying & Looting, in Pyramid 3/72, but they're not template-specific, they're just designed as a shortened Dungeon Fantasy skill list. Still, it does list stuff like Artificing! and Assassination! |
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Archery! Blade! - additional information Blunt! - crushing weapon version of Blade! Burglar! Crook! Grifter! Lore! - knowing some information about the dungeon, critters in it, etc Mechanism! if below ETL5; Inventor! if ETL5+; Medic! - The Cleric is out cold. No problem. Monster-Hunter! - think Dungeon Delver! Mysticism! Path! (Ritualist) Ritual Magic! Scrapping! - improvised weapons Teamwork! - not working as a group tends to result in adventurers getting a serious case of dead Throwing! - an even broader version of Throw! Transporter! - an even broader version of Driver! |
Re: Dungeon Fantasy Wildcard Skills for Non-Adventures Professions
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If you have to make your own Wildcard skill for the template, just make sure it's useful enough that if you put in the same points as for the template's regular Talents and skills, the character is as effective. The Knight! and Thief! skills are pretty competitive, some of the others less so. |
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"The wildcard skills from Champions (pp. 28-31) have not been repeated here, though additional notes on using them with these guidelines have been added. Such skills are marked with a (*)." The Champions wildcard appear in Power-Ups 7 Pyramid 3/83 Alternate GURPS IV version of Computers: Computer Hacking, Computer Operation, Computer Programming, Cryptography, Electronics Operation (Communications and Media), Electronics Repair (Computers), Expert Skill (Computer Security), and Mathematics (Computer Science and Cryptology). This can also stand in for any skill when creating, retrieving, reading, or changing digital files – but not when working with printed or handwritten documents. Contrast with the Power-Ups 7 version: Computer Hacking, Computer Operation, Computer Programming, Cryptography, Electronics Repair (Computers), Expert Skill (Computer Security), and Mathematics (Computer Science and Cryptology). Gives familiarity with all programming languages that don’t require an Unusual Background. Can also be used to make Influence rolls against alien space probes, giant robots with logical puzzles, and similar entities. If anything the Pyramid 3/83 version give more skills then the Power-Ups 7 version. |
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