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. |