Dungeon Fantasy Wildcard Skills for Non-Adventures Professions
Due to reasons(tm), I was trying to find the wildcard skills the various Summoner and Sage Dungeon Fantasy professions. I have failed to find them, and was wondering if anyone either knew where they were tucked away (maybe in a book or Pyramid article I don't own or whatever) or had suggestions for them.
... Actually, as long as I'm making the thread, gathering up as many of these non-basic Profession Wildcard skills as I can into a single place would probably be useful, so might as well start that off. Edit: To clarify, I'm talking about adventuring professions not contained in the book, Dungeon Fantasy 1: Adventurers, such as Incanters from Dungeon Fantasy 19: Incantation Magic or Artificers from Dungeon Fantasy 4: Sages. I'm not talking about non-adventuring professions like being a barmaid or whatever. Different Location: Mystic Knight!: Pyramid 3-60: Dungeon Fantasy III, on page 39. Covers all the skills that a Mystic Knight would reasonably be expected to imbue + a bit of Mystic Knight-esque knowledge. Same Article/Book: Justicar!: Pyramid 3-10: Crime and Grime, on page 6. Covers various investigation and capturing skills. Savage Warrior!: Dungeon Fantasy Denizens: Barbarians, page 11. Covers "barbaric" weapons, "rough" unarmed, and general wilderness skills. Sea Raider!: Dungeon Fantasy Denizens: Barbarians, page 11. Covers ships you'd find in a sailor and tossing harpoons but no "viking" weapons. Definitely Don't have Published Ones: Demolisher Dwarf (The profession) Elf (The profession) Musketeer Monster Slaver |
Re: Dungeon Fantasy Wildcard Skills for Non-Adventures Professions
In using Wildcard skills to simplify my Imitator character's multiple templates, I mostly ended up following the advice in GURPS Power-Ups 7: Wildcard Skills for template wildcards.
About twelve-ish main skills per wildcard, and it should include the template's listed Primary and Secondary skills (except weapon skills, unless the template's really about using a particular weapon). Then either trim it down, add conditional extra uses, or borrow appropriate stuff from background skills until you've got a list of twelve-ish skills. The only one I actually ran into any trouble with using this method was Sorcerer. Turns out that template has a real shortage of primary and secondary skills. For what it's worth, this was my attempt at "Demonologist!": Quote:
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As a generic hint: Did you already get the new Dungeon Fantasy Career Guide 2020? Could help with your issue and it's awesome anyway! :)
(http://www.warehouse23.com/products/SJG37-0361) I am not really sure about wild cards skill especially... ...but as an example I searched for the Mystic Knight and many page references are there, also regarding Pyramid 3-60, maybe what you need is listed under "special skills", too..? |
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Seeing as I already shared Demonologist, let's see what I can figure out for the others.
Artificer looks like it should be Alchemy, Armoury, Engineer (Gadgets), Fast-Draw (Gadget), Forced Entry, Lockpicking, Scrounging, and Traps, plus any other rolls to use gizmos and gadgeteered creations. Scholar should have Cartography, Hidden Lore (all types), Research, Speed-Reading, Teaching, and Writing. They could probably have more, as that's quite a short list, but the problem with giving Scholars a really good wildcard skill is that it makes Wild Talent and Book-Learned Wisdom less interesting. Consider applying the wildcard bonus to Book-Learned Wisdom and/or letting them roll appropriate attribute-based Scholar! in place of unmodified attribute rolls for Wild Talent. Elementalists should have Alchemy, Hazardous Materials (Magical), Hidden Lore (Elementals), Occultism, Prospecting, Psychology (Elementals), Research, Thaumatology, and probably the usual caster thing of letting them roll it for skill rolls (like Innate Attack) with their spells. Necromancers would get Exorcism, Expert Skill (Thanatology), Fast-Talk, Hidden Lore (Undead), Occultism, Research, Search, Stealth, Thaumatology, and stuff like Brawling for hitting with melee spells etc. Finally, Shamans look like they need Exorcism, First Aid, Hidden Lore (Spirits), Meditation, Naturalist, Pharmacy (Herbal), Stealth, Survival, and Weather Sense, and any non-spell skill rolls involved in using their spells and powers (though it doesn't look like they get anything that needs Innate Attack or similar, at a glance). For Mystic Knights, honestly, I think they do fine with Knight! (or Swashbuckler! or Scout! for Mystic Swordsmen and Mystic Archers, respectively). They're very similar to their 'base class' outside of the imbuement stuff, which, like caster spells, probably shouldn't be in their template wildcard anyway. |
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--Ultimate templates-- Contact! Flunky! Guard! Mugger! Orc! Sage! Samaritan! Thug! Less broad wildcards: *Businessman! (for merchants) *Cleric!: Any Philosophy, Religious Ritual, or Theology skill for the priest’s faith, plus Diagnosis, First Aid, Hidden Lore (Demons, Spirits, Undead, etc.), Occultism, Public Speaking, Surgery, and Teaching. In some settings is also includes Detect Lies, Diplomacy, Leadership, Politics, Propaganda, Savoir Faire, and Teaching *Lore! *Scholar!: Anthropology, Archaeology, Cartography, Economics, Geography, Heraldry, History, Literature, Occultism, Philosophy, Public Speaking, Sociology, Teaching, and Theology. *Scout! *Security! *Servant! *Wizard! - all the non-spell skills for spell casters such as Alchemy, Hazardous Materials (Magical), Hidden Lore (any magical specialty), Occultism, Research, Speed-Reading, Teaching, Thaumatology, and Writing. I should mention that Power-ups 7 also cites where these came from. Cleric! for example comes from Dungeon Fantasy 1: Adventurers and GURPS Supers. |
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I'm going through the list at GURPSwiki and adding in the sources for the world card (if they are provided). |
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Added a couple more to the original post, and also split up the list into 3 categories:
Professions that have the Wildcard skill tucked away somewhere else. Professions that have the Wildcard skill in the same article. Professions that I'm positive do not have the wildcard skill at all, so don't bother looking. I'm mostly going to stick to things like the Elf Profession for this list, where I'm reasonably sure that the only place it ever came up, ever, is in the article it was designed, and it didn't have the Wildcard skill in that article. On the other hand, I haven't found any published Wildcard skills for the Assassin, but it's gotten a bit of love even outside of where it was published, so I'm much less confident in the nonexistence of its Wildcard skill. |
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. |
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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! |
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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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