Power-Ups 7: Wildcard Skills

GURPS Power-Ups 7: Wildcard Skills (2014) expands on Wildcard Skills.
==Contents==
* Information on how wildcard skills interact with such fundamental concepts as bonuses, controlling attributes, defaults, and techniques.
* Advice on how to define new wildcard skills in terms of high concept, skill count, and skill breadth, with extra detail on those that simplify character templates, martial-arts styles, and supernatural abilities.
* Optional rules for wildcard skills to relax penalties, combine multiple wildcards, grant bonuses that reach beyond skill rolls, enhance critical successes, and even bend the story itself!
* Discussion of how to use wildcard skills in your campaign, ranging from "no wildcards" all the way up to "wildcards only."
* Wild speculation, such as wildcard techniques and wildcard advantages
==Other Wildcards==
*Wildcard Techniques: 3x normal cost
*Wildcard Advantages: 3x normal cost; Wildcard Magery is a special case.
*Wildcard Languages: 3x normal cost - whole family of related languages
*Wildcard Powers: 4x normal cost
==Template Wildcards==
Template Wildcards takes all of a template's primary and secondary skill as well as any mandatory Talents and bundles them together. Depending on the template this can be several Wildcard skills (called building blocks) or just one.
Ultimate template wildcards take this to the next level by including all skills conceivably tied to the template. They are task driven rather then skill driven.
===Ultimate template wildcard examples===
* Contact!
* Flunky!
* Guard!
* Mugger!
* Orc!
* Sage!
* Samaritan!
* Thug!
==List of Wildcard skills==
This is a compilation of Wildcard skills that had appeared in GURPS supplements with those tailored for specific genres or settings generalized. Even with 70 listed more appeared later (These are in italic and do not appear in the book). Template Wildcards in the below list are in bold. 
Wildcard 	Source 	Additional Notes
Archery! 	Pyramid 3/83: Alternate GURPS IV 	Compare Bow!
Art! 	Pyramid #2 (March 7, 2008) 	None
Assassin! 	Action 1: Heroes. 	Originally a template wildcard
Barbarian! 	Dungeon Fantasy 1: Adventurers 	Compare Hunter!
Bard! 	GURPS Dungeon Fantasy 1: Adventurers 	None
Bioenhancement! 	Pyramid 3/83: Alternate GURPS IV 	None
Blade! 	Monster Hunters 1: Champions
Pyramid 3/83: Alternate GURPS IV 	Compare Katana! and Sword! Minor addition in Pyramid article.
Blunt! 	Pyramid 3/83: Alternate GURPS IV 	Compare Blade!
Boat! 	Supers 	Should be expanded from source; Compare Wheel Man!
Bow! 	Supers 	Compare Archery!
Burglar! 	Pyramid 3/83: Alternate GURPS IV 	Compare Thief!
Businessman! 	Supers 	Compare Money!
Cleaner! 	Action 1: Heroes 	None
Cleric! 	Dungeon Fantasy 1: AdventurersSupers 	Sources are slightly different.
College! 	N/G 	Collection; Has four options including Wildcard Magery
Computers! 	Supers
Pyramid 3/83: Alternate GURPS IV 	Compare Hacker!
Courtier! 	Pyramid #2 (March 7, 2008) 	Originally intended for European Renaissance games; adjust accordingly for setting
Crook! 	Pyramid 3/83: Alternate GURPS IV 	Compare Thief!, Burgler!
Demolition Man! 	Action 1: Heroes 	None
Detective! 	Basic SetMonster Hunters 1: Champions. 	building block; borderline ultimate; Compare Investigator!
Drive! 	Supers 	Needs expanding from source
Druid! 	Dungeon Fantasy 1: Adventurers 	None
Encyclopedist! 	Supers 	None
Explorer! 	Supers 	Might borrow elements of Barbarian!, Hunter!, or Scout! in a more action-oriented game.
Face Man! 	Action 1: Heroes 	Compare Negotiator! and Talker!
Fake! 	Social Engineering; Supers 	Compare Talker!
Fist! 	Supers; Pyramid 3/83: Alternate GURPS IV 	Building block; Pyramid 3/83: Alternate GURPS IV expands on Supers version; Compare Martial Artist!
Forceful Chi! 	N/A 	Wildcard Cinematic Skill; Compare Martial Artist
Grifter! 	Pyramid 3/83: Alternate GURPS IV 	Compare Crook!
Gun! 	Basic Set, Gun Fu, 
Monster Hunters 1: Champions
Pyramid 3/83: Alternate GURPS IV	Building block; Compare Shooter!
Hacker! 	Action 1: Heroes 	Compare Computer!
History! 	Infinite Worlds 	Compare Scholar!
Holy Warrior! 	Dungeon Fantasy 1: Adventurers 	Compare Lore!
Horseman! 	Pyramid 3/53: Action 	Will contain Martial Arts techniques related to mounted styles
Hunter! 	Pyramid #2 (March 7, 2008) 	In times and places where upper-class hunters use
chariots, Teamster might replace Riding. Compare Barbarian!, Explorer!, and Scout!
Infiltrator! 	Action 1: Heroes 	Thief!
Inner Balance! 	N/A 	Compare Martial Artist!
Inventor! 	Monster Hunters 1: Champions; Pyramid 3/83: Alternate GURPS IV
Supers 	Compare Mechanism! which is better until mature TL5
Investigator! 	Action 1: Heroes 	Building block; Compare Detective!
Katana! 	Fantasy-Tech 1: The Edge of Reality 	Compare Blade! and Sword!
Knight! 	Dungeon Fantasy 1: Adventurers 	For a “knight” in the mounted-combat sense, use Horseman!
Language! 	N/A 	Wildcard Advantage; Collection (whole family of related languages)
Lore! 	Monster Hunters 1: Champions; Pyramid 3/83: Alternate GURPS IV 	Building block; Compare Cleric!, Holy Warrior!, Magic!, Occult!, and Wizard!
Magic! 	N/G 	A close wildcard analogs to Ritual Magic; Narrower versions:Wizardry! (Magery)Theurgy! (Power Investiture)Contrast to Wildcard Magery
Map! 	Dungeon Fantasy 5: Allies 	ultimate
Martial Artist! 	Dungeon Fantasy 1: Adventurers 	there is also the more limited Style!; Comare Fist!
Mechanism! 	Pyramid #2 (March 7, 2008) 	For mature TL5 and higher Inventor! is better
Medic! 	Action 1: Heroes; Monster Hunters 1: Champions; Pyramid 3/83: Alternate GURPS IV	Building Block in Monster Hunters 2; Compare Medicine!
Medicine! 	Bio-Tech, Reign of Steel: Will to Live, Supers 	Compare Medic!
Memetics! 	Transhuman Space: Changing Times 	Compare Psychologist!
Money! 	Creatures of the Night, Volume 1 	Businessman!
Monster-Hunting! 	Pyramid 3/83: Alternate GURPS IV 	None
Move! 	Supers 	None
Mystic Knight! 	Pyramid 3/60: Dungeon Fantasy III (Oct 2013) 	Compare Knight!
Mysticism! 	Pyramid 3/31: Monster Hunters 	None
Negotiator! 	Social Engineering 	Face Man! and Talker!
Occult! 	Horror 	Originally called “The Occult!”. Compare Lore!, Magic!, and Wizard!
Outdoorsman! 	Pyramid 3/83: Alternate GURPS IV 	None
Parapsychologist!	Pyramid 3/83: Alternate GURPS IV 	None
Path! (Ritualist)	Pyramid 3/83: Alternate GURPS IV 	Effectively Magic! for Path and Book magic
Perform! 	Supers 	None
Pilot! 	Supers 	Needs to be expanded from source
Pirate! 	Supporting Cast: Age of Sail Pirate Crew 	Can be ultimate
Psychologist! 	Social Engineering; Supers 	Compare Memetics!
Recon! 	Pyramid 3/83: Alternate GURPS IV 	None
Ritual Magic! 	Pyramid 3/83: Alternate GURPS IV 	Compare Magic!, College!; Ritual Path spells at -6 to roll with Ritualist or -11 without). In either case, maximum effective skill is 12.
Scholar! 	Supers 	Compare History!
Science! 	Basic Set; GURPS Monster Hunters 1: Champions; Pyramid 3/83: Alternate GURPS IV 	Very different from Science! (Classic)
Scout! 	Dungeon Fantasy 1: Adventurers 	Building block
Scrapping! 	Pyramid 3/83: Alternate GURPS IV 	None
Security! 	Supers 	None
Servant! 	Supers 	None
Shooter! 	Action 1: Heroes; Gun Fu 	Compare Gun!
Spy! 	Lair of the Fat Man 	Ultimate
Stick! 	Supers 	Can be comparable to Blade! in a high-powered campaign
Swashbuckler! 	Dungeon Fantasy 1: Adventurers 	Compare Sword!
Sword! 	Basic Set 	Compare Blade!, Katana!, and Swashbuckler!
Talker! 	Monster Hunters 1: Champions; Pyramid 3/83: Alternate GURPS IV 	Building block; Compare Face Man!, Fake!, and Negotiator!
Teamwork! 	Pyramid 3/83: Alternate GURPS IV 	Only matters when working with one or more teammates
Techie! 	Pyramid 3/83: Alternate GURPS IV 	For using or fixing equipment; Compare Inventor!
Ten-Hut! 	Monster Hunters 1: Champions 	Building block
Thief! 	Dungeon Fantasy 1: Adventurers;
Supers 	Supers variant is narrower
Throw! 	Supers 	None
Throwing! 	Pyramid 3/83: Alternate GURPS IV 	Broader version of Throw!
Transporter! 	Pyramid 3/83: Alternate GURPS IV 	Compare to Driver!
Wheel Man! 	Action 1: Heroes 	Compare Boat!, Drive!, and Pilot!
Whip! 	Supers 	Can be comparable to Blade! in a high-powered campaign
Wire Rat! 	Action 1: Heroes 	None
Wizard! 	Dungeon Fantasy 1: Adventurers 	covers all of a fantasy wizard’s trade except magic – it doesn’t allow spellcasting.
Compare Lore!, Magic!, and Occult!
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Category:Power-Ups