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"I'm a real wild one. Well I'm just outta school Like I'm real, real cool Gotta dance like a fool Got the message that I gotta be A wild one Ooh yea, I'm a wild one" Besides being the best Idol song behind "Eyes without a Face" (don't try to convince me otherwise - just go dance with yourself), I think that sums up what a Wildcard skill is in all its 80s glory. It lets you make Reaction rolls, dance like a maniac, fight blind, fill in for any "cool kid" skill, and generally just be awesome. That's right, I just invented The Eighties! as a wildcard skill for GURPS. Deal with it. Or just run. Run so far away. But other than being awesome comb-skills, what else could Wildcard pricing be applied to? We've got Wildcard Powers and Wildcard Techniques? What else could you do? I offer a few suggestions in today's GURPS101 on Wildcard skills... http://www.ravensnpennies.com/2015/02/gurps101-call-of-wild.html#.VNqQ-vnF_Cs

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Ravens N' Pennies: GURPS101: Call of the Wild

Wildcard skills are awesome. They just are. They're a great way to represent cinematic skill mastery or even realistic legit "skill broadness" if you restrict the level to attribute or less. So how could they be better?

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