Index

Accuracy bonuses, 14. 1: Imbuements, 17; Power-Ups 2: the target, 24-25; player input, 23;
Advantages, bonuses to wildcards, 24; Perks, 11, 12; Power-Ups 3: Talents, 9, selecting the skill, 23; using wildcards
wildcard versions, 20. 13; Power-Ups 5: Impulse Buys, 3, 12, together, 25-26.
Attributes, bonuses from wildcards, 14, 15; 13; Psionic Powers, 17; Reign of Skills, absolute level formula, 25; choosing,
bonuses to wildcards, 24; boosted Steel: Will to Live, 33; Social 4-5, 6-10; cinematic, 16-17;
defaults, 6; controlling, 5; using Engineering, 3, 30, 34, 35; Supers, 3, complementary, 25-26; concept
wildcards with, 24. 16, 20, 28-30, 32, 33-37 ; Supporting categories, 6-7; conditional, 5, 8, 9, 19;
Benefits, 10-15; eliminating penalties, 11; Cast: Age of Sail Pirate Crew, 34; difficulty cost formula, 9; familiarity
for style wildcards, 15-16; for Tactical Shooting, 15; Thaumatology, penalties, 11; fully general, 7-8;
supernatural wildcards, 17; for template 16, 17; Thaumatology: Magical Styles, Imbuement, 17; improving from
wildcards, 19; for weapon wildcards, 20; 17; Ultra-Tech, 32; see also Pyramid, wildcards, 5-6; in style wildcards, 15;
perks, 11, 12; table, 14; techniques, 11, Transhuman Space. number of, 9-10; reasons to use
12; see also Bonuses, Hyper- Hyper-Competency, 12-14; for style wildcards, 4, 21-23; replacing standard,
Competency. wildcards, 15-16; for supernatural 22; standard vs. wildcard, 10, 21;
Block characteristic, wildcard formula, 25. wildcards, 17; for template wildcards, suitability of specific, 7-9; see also
Bonuses, 13-15; automatic, 26; based on 19; for weapon wildcards, 20; using Benefits, Bonuses, Defaults, Specialties,
points, 26; damage, 5, 15; for style Wildcard Points, 13, 23. Techniques.
wildcards, 16; for supernatural Imbuement Skills, wildcard versions, 17. Social position concept, 7.
wildcards, 17; for template wildcards, Influence bonuses, 14. Special ability concept, 7.
19; for weapon wildcards, 20; other Language Talent advantage, 20. Specialties, choosing, 4, 8; cost of, 9;
traits and, 24; relative skill level and, 5, Languages, wildcards for, 20. weapon, 19; see also Perks, Skills,

points, 26; damage, 5, 15; for style wildcards, 16; for supernatural wildcards, 17; for template wildcards,19; for weapon wildcards, 20; other

traits and, 24; relative skill level and, 5,13-15; ST, 5, 15; table, 14; see also

Benefits, Hyper-Competency.Broad subject matter concept, 7.Campaign use, 21-23; not using wildcards,weapon, 19; see also Perks, Skills,Techniques.ST (Strength) bonuses, 5, 15.Style wildcards, 15-16; combat bonuses, 5,14, 15; see also Combat, Weapon

Wildcards.Success rolls, see Skill Rolls.Supernatural wildcards, 16-17, 20.Tables, wildcard benefits, 14; wildcard cost,21; template wildcards, 17-19; see also

NPCs.Cinematic skills, for weapon wildcards, 20;wildcard versions, 16-17.Combat, bonuses, 5, 14, 15; wildcards,4.Talents, bonuses from, 24; psionic, 17;15-16, 19-20.Contacts advantage, 18, 20.Critical results, 26.Culture concept, 7.Damage bonuses, 5, 15.Defaults, boosted attribute, 6; conditional-

using with wildcards, 10; wildcards compared to, 9, 10, 13.Tech level modifiers, 11.Techniques, choosing, 8-9; counting, 10; in

Magery advantage, 16.Magic wildcards, 16.NPCs, monsters, 18; ultimate wildcards,weapon wildcards, 20; in style wildcards, 15; for wildcards, 11, 12;wildcard versions, 20.Template wildcards, 17-19, 21, 22;

to-general, 6; for wildcards, 5; skills to wildcards, 5; steeper, 6.Epitome concept, 7.Expert Skills, 10.Familiarity penalties, 11.Fighting styles, 15-16; combat bonuses, 5,18; wildcards and, 22, 23; see also

Template Wildcards.Occupation concept, 7.Parry characteristic, wildcard formula, 25.Perks, covered by wildcards, 12; for

Expert Skills, 10. Occupation concept, 7. building blocks, 18-19, 21; building-
Familiarity penalties, 11. Parry characteristic, wildcard formula, 25. block examples, 28-32, 33, 35-37;
Fighting styles, 15-16; combat bonuses, 5, Perks, covered by wildcards, 12; for ultimate, 18.

building blocks, 18-19, 21; building-

block examples, 28-32, 33, 35-37;ultimate, 18.Training concept, 7.Transhuman Space, 27; Changing Times,14, 15; see also Weapon Wildcards.GURPS, 3, 4, 15, 22, 27; Action, 27;wildcards, 11, 12, 15.Point cost, 4, 9, 10; skill difficulty and, 9;

Action 1: Heroes, 3, 27-33, 36, 37; table, 4. 33; Martial Arts 2100, 15; see also
Basic Set, 3-5, 23, 29, 30, 35, 36; Powers, wildcard versions, 20. GURPS, Pyramid.
Bio-Tech, 33; Creatures of the Night, Psionic wildcards, 17. Ultra-tech, 11.
Volume 1, 34; Dungeon Fantasy, Pyramid, #2, 27, 29, 31, 33; #3/31: Monster Unusual Background advantage, 22.

Action 1: Heroes, 3, 27-33, 36, 37;Basic Set, 3-5, 23, 29, 30, 35, 36;Bio-Tech, 33; Creatures of the Night,Volume 1, 34; Dungeon Fantasy,25, 27, 8; Dungeon Fantasy 1:Adventurers, 3, 27, 28, 29, 31-33,35-37; Dungeon Fantasy 5: Allies, 33;Fantasy-Tech 1: The Edge of Reality,32; Gun Fu, 15, 30, 36; Horror, 34;Infinite Worlds, 31; Lair of the FatMan, 36; Magic, 4, 5, 16, 32; MartialArts, 7, 9, 11, 12, 15, 16, 20, 31, 32;Monster Hunters, 12, 27, 29, 31-33,35; Monster Hunters 1: Champions,3, 19, 28-30, 32, 33, 35-37; Power-Ups

33; Martial Arts 2100, 15; see also

GURPS, Pyramid.Ultra-tech, 11.Unusual Background advantage, 22.Weapon bonuses, 5, 14.Weapon wildcards, 19-20; examples, 27-

Hunters, 30; #3/53: Action, 31; #3/54:

Social Engineering, 20; see also

GURPS, Transhuman Space.Race concept, 7.Reaction bonuses, 14.Role concept, 7.Secondary characteristics, bonuses to

Adventurers, 3, 27, 28, 29, 31-33, Social Engineering, 20; see also Weapon wildcards, 19-20; examples, 27-
35-37; Dungeon Fantasy 5: Allies, 33; GURPS, Transhuman Space. 33, 35-37.
Fantasy-Tech 1: The Edge of Reality, Race concept, 7. Weird tech, 11.
32; Gun Fu, 15, 30, 36; Horror, 34; Reaction bonuses, 14. Wildcard Points (WP), 12-13; gaining, 12,
Infinite Worlds, 31; Lair of the Fat Role concept, 7. 14; table, 14; using, 13, 23; see also
Man, 36; Magic, 4, 5, 16, 32; Martial Secondary characteristics, bonuses to Hyper-Competency.
Arts, 7, 9, 11, 12, 15, 16, 20, 31, 32; wildcards, 24; using wildcards to Wildcards, definition, 4; design tips, 6, 20;
Monster Hunters, 12, 27, 29, 31-33, determine, 25. Golden Rule of design, 6; high concept,
35; Monster Hunters 1: Champions, Skill rolls, 23-25; compensating for 6; problems of, 10, 21; vs. Expert Skills,
3, 19, 28-30, 32, 33, 35-37; Power-Ups difficulty, 25; criticals, 26; finding 10; vs. Talents, 9, 10, 13.