Follow TV Tropes

Following

History TabletopGame / HollowEarthExpedition

Go To

OR

Is there an issue? Send a MessageReason:
None


** If skills are concerned, out of the list of 30, Intelligence is tied to 13 of them. Which is not only nearly half of them  all, but also includes two combat ones. The remaining 17 skills are spread over Dexterity, Charisma and Strength.

to:

** If skills are concerned, out of the list of 30, Intelligence is tied to 13 of them. Which is not only nearly half of them  them all, but also includes two combat ones. The remaining 17 skills are spread over Dexterity, Charisma and Strength.

Added: 176

Changed: 314

Is there an issue? Send a MessageReason:
None


* BigCreepyCrawlies: Hollow Earth is home to all sorts of long-extinct species. Including a whole host of anthropods in sizes that allow them to easily bite and tear off limbs.



* KillItWithFire: Subverted. Warmth wakes up Antarctic horrors.

to:

* KillItWithFire: Subverted. ZigZagged. Warmth wakes up Antarctic horrors.horrors, which is what kick-started the plot of ''The Frozen City of Terror''. However, once they are awake, a flamethrower is a perfect way of disposing of them, as it's one of the few weapons that can cover a whole corridor in a single attack, and doing so far more effective than just about anything else.

Added: 261

Removed: 255

Is there an issue? Send a MessageReason:
Megalodon has been disambiguated.


* {{Megalodon}}: One of the most dangerous predators in the seas of the Hollow Earth is the megalodon, a shark that's more than 100 feet long and weighs more than 50 tons. They feed on whales and plesiosaurs, but avoid attacking the [[GiantSquid kraken]].


Added DiffLines:

* ThreateningShark: One of the most dangerous predators in the seas of the Hollow Earth is the megalodon, a shark that's more than 100 feet long and weighs more than fifty tons. They feed on whales and plesiosaurs, but avoid attacking the [[GiantSquid kraken]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** If skills are concerned, out of the list of 30, Intelligence is tied to 13 of them. Which is not only nearly half of them  all, but also includes two combat ones. The remaining 17 skills are spread over Dexterity, Charisma and Strength.
Is there an issue? Send a MessageReason:
None


** Receiving in a single hit more damage than the Stun rating will stun (duh!) for the next round. Receiving more than ''twice'' the Stun rating, and it will instead knock the target out cold, for a number of minutes equal to the still remaining value of extra damage (which means at least 10 rounds).

to:

** Receiving in a single hit more damage than the Stun rating will stun (duh!) for the next round. Receiving more than ''twice'' the Stun rating, and it will instead knock the target out cold, for a number of minutes equal to the still remaining value of extra damage. And all of this regardless if it was lethal or non-lethal damage[[note]]But to deal twice the Stun rating, one would have to take damage (which means at least potentially equal to or even exceeding Health, which automatically renders characters unconscious - the exception would be either total weaklings or giant beasts, due to having respectively low Stun rating, but regular Willpower ''or'' so much Health you can deal even 10 rounds).damage without killing them[[/note]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SurplusDamageBonus: Despite its simplicity, Ubiquity system offers few layers of it thanks to the effect of damage subrules:
** Each subsequent attack on the same target steadily decreases its defences, making it easier and easier to land the hit and thus deal damage.
** Receiving in a single hit more damage than the Stun rating will stun (duh!) for the next round. Receiving more than ''twice'' the Stun rating, and it will instead knock the target out cold, for a number of minutes equal to the still remaining value of extra damage (which means at least 10 rounds).
** Receiving in a single hit more damage than Strength will cause knockback, [[BlownAcrossTheRoom five feet per damage beyond the value]]. Receiving more than ''twice'' the Strength will apply both knockback ''and'' knockdown, forcing the target to get up first. Keep in mind that this doesn't have to be a melee strike, so {{Mooks}} will be sent flying after being hit by guns, especially when it's burst fire. And more importantly: you can easily punch people off the ledges.
*** And both Stun and knockback synergise, so hitting things really hard can completely take them out of combat, without actually killing them.
** The never-finished ''Perils of Mars'' expansion was supposed to include a [[TabletopGame/AchtungCthulhu Momentum-like system]], to encourage more teamplay. If it worked like in 2d20, it would probably bank surplus damage as a bonus for rest of the party instead.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Even after [[PowerCreep introduction of Martial Arts]] made Brawl somehow even worse than it was in the default ruleset, it still offers a handy option for quick and easy disarming of your opponents. And one easier to pull than with the use of Martial Arts. And it is still a Fast attack, which might come in handy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OfficialGameVariant:
** Continuous Combat. It's barely alluded to in the core rulebook, but is thoroughly covered in a booklet sold with the official GM screen (being the real reason to even buy it) and '''completely''' changes how combat, along with continuous actions, are performed: rather than strict round-by-round order of fighting and simply requiring few checks to pass a continuous action, it applies a mix of action-by-action and second-by-second, allowing to spice up combat. And, more importantly, put time pressure on non-combat tasks with game rules (like translating a mural before an AdvancingWallOfDoom will crush everyone inside the trap or trying to outrun a dinosaur stompade), which would be a matter of just rolling well enough with the default ruleset, rather than  also making it on time.
** There is a vast difference between how the occult "magick" works in the core rulebook and the actual magic ''and'' separated from it PsychicPowers are described in ''Secrets of the Surface World''. The core book treats it more like mysticism and general esoteric knowledge. The expansion provides concrete rules for pre-existing spells and powers, along with guidelines on how to design more on your own.
Is there an issue? Send a MessageReason:
None


* OmnidisciplinaryScientist: Played with. While a variety of scientific and academic skills require buying direct specialisations in a given field, technically preventing this trope from happening, during char-gen each specialisation costs 0.5 (skills are 1:1) points per level. Since that makes specialisations incredibly cheap, a particularly science-oriented character can easily chalk up 4 or even more completely different fields to a respectable level. And there is, of course, nothing preventing players from spending experience later on to further branch out. Various other rules also require or at least highly encourage skill synergies, meaning there is a continuous benefit from learning as many Science and Academics skills.

to:

* OmnidisciplinaryScientist: Played with. While a variety of scientific and academic skills require buying direct specialisations in a given field, technically preventing this trope from happening, during char-gen each specialisation costs 0.5 (skills are 1:1) points per level.level and during play, it's cheaper to buy specialisations than increasing skills. Since that makes specialisations incredibly cheap, a particularly science-oriented character can easily chalk up 4 or even more completely different fields to a respectable level. And there is, of course, nothing preventing players from spending experience later on to further branch out. Various other rules also require or at least highly encourage skill synergies, meaning there is a continuous benefit from learning as many Science and Academics skills.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OmnidisciplinaryScientist: Played with. While a variety of scientific and academic skills require buying direct specialisations in a given field, technically preventing this trope from happening, during char-gen each specialisation costs 0.5 (skills are 1:1) points per level. Since that makes specialisations incredibly cheap, a particularly science-oriented character can easily chalk up 4 or even more completely different fields to a respectable level. And there is, of course, nothing preventing players from spending experience later on to further branch out. Various other rules also require or at least highly encourage skill synergies, meaning there is a continuous benefit from learning as many Science and Academics skills.


Added DiffLines:

** Skill Synergy allows to use any ''other'' skill that could help with a given obstacle, as long as its Skill Rating is 4 or higher, for a significant +2 outcome (half the rating), with a soft cap of +10 from various other skills. In practical terms, it means characters with sufficiently broad specialisation[[note]]Like an archaeologist with high Archeology, History and Religion when trying to figure out the nature of the ruins, or a hunter with high Sneaking, Hunting and Tracking effortlessly finding and getting small game despite being unarmed[[/note]] are going to get ''really'' good in their field, thanks to the passive bonus of their other expertise. It goes so far, starting with as many thematically connected skills as possible at a high enough rating is often far more viable than a very high, but also very narrow specialisation in a single skill.

Changed: 336

Removed: 337

Is there an issue? Send a MessageReason:
None


* EnemyMine:
** One of the example situations covers a combat scene where a player character yells in German to a group of Thule Society soldiers to band together against lizardmen, followed by a Diplomacy check. While the check fails, the game openly encourages this sort of behaviour and the player is even granted a Style point for quick thinking.

to:

* EnemyMine:
**
EnemyMine: One of the example situations covers a combat scene where a player character yells in German to a group of Thule Society soldiers to band together against lizardmen, followed by a Diplomacy check. While the check fails, the game openly encourages this sort of behaviour and the player is even granted a Style point for quick thinking.



* {{Fainting}}: The standard result of pushing it too hard with magic and PsychicPowers - and thus taking enough non-lethal damage for Health to reach 0 (or less).

to:

* {{Fainting}}: The standard result of pushing it too hard with magic and PsychicPowers - -- and thus taking enough non-lethal damage for Health to reach 0 (or less).
Is there an issue? Send a MessageReason:
None


* TalentVsTraining: Both are at play in the same time: natural-born Stats and trained Skills provide equal value in Skill Rating on a 1:1 basis. Thus, a complete layman with high enough stats can still achieve the task at hand, while a weakling with sufficient training will use the expertise to get ahead anyway. However, by default, the game is tilted towards the Training side of the trope - untrained skills suffer a pretty big -2 Skill Rating penalty[[note]]So it's -2 vs. +1 for spending just a single point in a related skill, making the gap much wider than it seems[[/note]], while Specialised Skills can't be used ''at all'' without at least minimal training in a specific field. Those penalties and limitations can be overcome with certain Talents, but it is generally easier to simply rise the skill you need than to try to overcome a lack of training. To further contrast the difference, 5 in any given Stat provides an effective Skill Rating of just 0.5, while 3 in any skill provides an effective Skill Rating of 2, allowing to automatically succeed in tasks with default difficulty, ''but'' that 5 Stat can turn into an effective Skill Rating of ''3'' with just a single point in a related Skill.

to:

* TalentVsTraining: Both are at play in the same time: natural-born Stats and trained Skills provide equal value in Skill Rating on a 1:1 basis. Thus, a complete layman with high enough stats can still achieve the task at hand, while a weakling with sufficient training will use the expertise to get ahead anyway. However, by default, the game is tilted towards the Training side of the trope - untrained skills suffer a pretty big -2 Skill Rating penalty[[note]]So it's -2 vs. +1 for spending just a single point in a related skill, making the gap much wider than it seems[[/note]], while Specialised Skills can't be used ''at all'' without at least minimal training in a specific field. Those penalties and limitations can be overcome with certain Talents, but it is generally easier to simply rise the skill you need than to try to overcome a lack of training. To further contrast the difference, 5 in any given Stat provides an effective Skill Rating of just 0.5, ''0.5''[[note]]Rendering it virtually useless and requiring a roll[[/note]], while 3 in any skill provides an effective Skill Rating of 2, allowing to automatically succeed in tasks with default difficulty, ''but'' that 5 Stat can turn into an effective Skill Rating of ''3'' with just a single point in a related Skill.
Is there an issue? Send a MessageReason:
None


* TalentVsTraining: Both are at play in the same time: natural-born Stats and trained Skills provide equal value in Skill Rating on a 1:1 basis. Thus, a complete layman with high enough stats can still achieve the task at hand, while a weakling with sufficient training will use the expertise to get ahead anyway. However, by default, the game is tilted towards the Training side of the trope - untrained skills suffer a pretty big -2 Skill Rating penalty[[note]]So it's -2 vs. +1 for spending just a single point in a related skill, making the gap much wider than it seems[[/note]], while Specialised Skills can't be used ''at all'' without at least minimal training in a specific field. Those penalties and limitations can be overcome with certain Talents, but it is generally easier to simply rise the skill you need than to try to overcome a lack of training. To further contrast the difference, 5 in any given Stat provides an effective Skill Rating of just 1.5, while 3 in any skill provides an effective Skill Rating of 2, allowing to automatically succeed in tasks with default difficulty, ''but'' that 5 Stat can turn into an effective Skill Rating of ''3'' with just a single point in a related Skill.

to:

* TalentVsTraining: Both are at play in the same time: natural-born Stats and trained Skills provide equal value in Skill Rating on a 1:1 basis. Thus, a complete layman with high enough stats can still achieve the task at hand, while a weakling with sufficient training will use the expertise to get ahead anyway. However, by default, the game is tilted towards the Training side of the trope - untrained skills suffer a pretty big -2 Skill Rating penalty[[note]]So it's -2 vs. +1 for spending just a single point in a related skill, making the gap much wider than it seems[[/note]], while Specialised Skills can't be used ''at all'' without at least minimal training in a specific field. Those penalties and limitations can be overcome with certain Talents, but it is generally easier to simply rise the skill you need than to try to overcome a lack of training. To further contrast the difference, 5 in any given Stat provides an effective Skill Rating of just 1.0.5, while 3 in any skill provides an effective Skill Rating of 2, allowing to automatically succeed in tasks with default difficulty, ''but'' that 5 Stat can turn into an effective Skill Rating of ''3'' with just a single point in a related Skill.
Is there an issue? Send a MessageReason:
None


** When tinkering with gear, one of the most basic gun modifications is extending their range, adding 10/25/50/100/250 of range, at progressively bigger penalty (-2 per tier) to their design. For rifles, due to their default range, it is entirely useless and for pistols it has dubious use at best... but shotguns ''double'' their range on tier 2 modification and even the basic one is no slouch, thus completely negating their only weakness - [[ShortRangeShotgun short effective range]] - while still keeping their extra punch.

to:

** When tinkering with gear, one of the most basic gun modifications is extending their range, adding 10/25/50/100/250 [=10/25/50/100/250=] of range, at progressively bigger penalty (-2 per tier) to their design. For rifles, due to their default range, it is entirely useless and for pistols it has dubious use at best... but shotguns ''double'' their range on tier 2 modification and even the basic one is no slouch, thus completely negating their only weakness - [[ShortRangeShotgun short effective range]] - while still keeping their extra punch.



* TalentVsTraining: Both are at play in the same time: natural-born Stats and trained Skills provide equal value in Skill Rating on a 1:1 basis. Thus, a complete layman with high enough stats can still achieve the task at hand, while a weakling with sufficient training will use the expertise to get ahead anyway. However, by default, the game is tilted towards the Training side of the trope - untrained skills suffer a pretty big -2 Skill Rating penalty[[note]]So it's -2 vs. +1 for spending just a single point in a related skill, making the gap much wider than it seems[[/note]], while Specialised Skills can't be used ''at all'' without at least minimal training in a specific field. Those penalties and limitations can be overcome with certain Talents, but it is generally easier to simply rise the skill you need than to try to overcome a lack of training.

to:

* TalentVsTraining: Both are at play in the same time: natural-born Stats and trained Skills provide equal value in Skill Rating on a 1:1 basis. Thus, a complete layman with high enough stats can still achieve the task at hand, while a weakling with sufficient training will use the expertise to get ahead anyway. However, by default, the game is tilted towards the Training side of the trope - untrained skills suffer a pretty big -2 Skill Rating penalty[[note]]So it's -2 vs. +1 for spending just a single point in a related skill, making the gap much wider than it seems[[/note]], while Specialised Skills can't be used ''at all'' without at least minimal training in a specific field. Those penalties and limitations can be overcome with certain Talents, but it is generally easier to simply rise the skill you need than to try to overcome a lack of training. To further contrast the difference, 5 in any given Stat provides an effective Skill Rating of just 1.5, while 3 in any skill provides an effective Skill Rating of 2, allowing to automatically succeed in tasks with default difficulty, ''but'' that 5 Stat can turn into an effective Skill Rating of ''3'' with just a single point in a related Skill.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TalentVsTraining: Both are at play in the same time: natural-born Stats and trained Skills provide equal value in Skill Rating on a 1:1 basis. Thus, a complete layman with high enough stats can still achieve the task at hand, while a weakling with sufficient training will use the expertise to get ahead anyway. However, by default, the game is tilted towards the Training side of the trope - untrained skills suffer a pretty big -2 Skill Rating penalty[[note]]So it's -2 vs. +1 for spending just a single point in a related skill, making the gap much wider than it seems[[/note]], while Specialised Skills can't be used ''at all'' without at least minimal training in a specific field. Those penalties and limitations can be overcome with certain Talents, but it is generally easier to simply rise the skill you need than to try to overcome a lack of training.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OnlyAFleshWound: Played with
** The game differentiates between lethal and non-lethal damage, but in practical terms, the non-lethal part is caused by things like minor trauma, bruises, illness, PokeInTheThirdEye and similar. Guns, swords, claws and alike are still going to mess characters up, dealing lethal damage.
** Even when suffering large amounts of lethal damage, characters don't simply drop dead when hitting zero Health. Instead, they are in shock and unconscious until first aid and medical care are provided, unless hitting -5 Health. So it's perfectly possible to survive being turned into a sieve by a heavy machine gun, as long as a coup de grace doesn't follow.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoFameNoWealthNoService: [[https://en.wikipedia.org/wiki/Travellers_Club The Travellers Club]] is portrayed as snobbish to a fault: to even enter their premise requires a formal invitation from a member, not to mention joining, which requires an enormous social clout (which means having an Ally Resource that's ''already inside''), rather than actual, on-field achievements of any kind. Oh, and women are off-limits, or else [[Film/AroundTheWorldInEightyDays1956 that could spell the end of the English Empire]]. All for the sake of bragging rights, since it's just an elite clubhouse with luxurious accommodations, and it really feels out-of-place when listed right after [[https://en.wikipedia.org/wiki/The_Explorers_Club The Explorers Club]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheDiseaseThatShallNotBeNamed: The Moneyman example character is having one of those. He admits that he doesn't really care what's the name of the illness that's slowly killing him. But the doctors said that it would take a miracle, so why not to fund one...

Added: 941

Changed: 16

Is there an issue? Send a MessageReason:
None


* ArrowsOnFire: They deal -1 damage (which is a significant debuff by the game standards), but can obviously set things on fire. More importantly, they allow to scare off large game and dinosaurs, that normally would very hard challenges.

to:

* ArrowsOnFire: They deal -1 damage (which is a significant debuff by the game standards), but can obviously set things on fire. More importantly, they allow to scare off large game and dinosaurs, that normally would be very hard challenges.challenges to deal with.


Added DiffLines:

* {{Hammerspace}}: A very specific variant of it: characters are always allowed to get out of their pockets some small object that would be handy and isn't exactly equipment or gear (so things like a pencil, a box of matches, but not the plot-important map or a set of pick-locks) and unless explicitly robbed or searched for, also some small amount of money as pocket change (default as up to 5 dollars, but further tied with Wealth Resource, should character have it, so the "pocket change" gets relative for truly rich characters).


Added DiffLines:

* PretenderDiss: When listing pulp-related media for inspiration, the main rulebook lists both the 1937 and 1950 adaptation of ''Literature/KingSolomonsMines'', omitting entirely the Cannon Films version from 1985. Ironically, the 1985 one, for all its faults, is the closest to the themes and general trappings of the game, while both of the classic adaptations are pretty straightforward adventure movies.
Is there an issue? Send a MessageReason:
None


* ArrowsOnFire: They deal -1 damage (which is a significant debuff by the game standards), but can obviously set things on fire.

to:

* ArrowsOnFire: They deal -1 damage (which is a significant debuff by the game standards), but can obviously set things on fire. More importantly, they allow to scare off large game and dinosaurs, that normally would very hard challenges.



* StupidJetpackHitler: Panzerkampfkruppen are basically Nazi [=AT-STs=] (the mini walkers from ''Franchise/StarWars'').

to:

* StupidJetpackHitler: Panzerkampfkruppen are basically Nazi [=AT-STs=] (the mini walkers from ''Franchise/StarWars''). And apparently they've figured out how to make their own jetpacks operational and deployable from zeppelins, [[Film/TheRocketeer even if they are still highly flammable and in short supply]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThoseWackyNazis: The "default" antagonists of the game and preferable punchbags when requiring some military goons to be beaten. Half of the pre-made official scenarios that came with the game are about fighting with Nazis over some artifact, racing against them to it or being blindsided by their sudden arrival. Even game mechanic examples usually involve beating some random Nazi trooper.
Is there an issue? Send a MessageReason:
None


* BadassBureaucrat: The example G-Man character is a competent federal investigator fully capable of field inquiry and defending himself... along with having ''very'' high Bureaucracy rating.

to:

* BadassBureaucrat: The example G-Man character is a competent federal investigator fully capable of field inquiry and defending himself... along with having ''very'' high Bureaucracy skill rating.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoRangeLikePointBlankRange: The game considers anything within imeediate 5 feet from the shooter to be point blank, with specific effects
** Pistols gain a +1 to their dice pool when at point blank range
** Shotguns operate as AreaOfEffect weapons, with their blast automatically hitting everything up-close
** Subverted with rifles, which at this range gain a ''debuff'' of -1, due to being simply ill-fitted for range where you should rather use a buttstock or a bayonet.
** Strangely, weapons covered by Gunnery skill (artillery, cannons, heavy machine guns and alike) are completely exempt from those rules.
Is there an issue? Send a MessageReason:
None


** Using starting Resource slot to get an Artifact, due to those Artifact being always tier 1. Things like {{Jet Pack}}s, [[UtilityWeapon Utility Guns]], [[CoolCar Rocket Cars]], [[SpellBook Atlantean Phase Books]] and similar are ''tier 2'', while tier 1 is reserved for minor modifications and {{Flawed Prototype}}s of gear or things that [[OncePerEpisode can only be used once per entire session]].

to:

** Using starting Resource slot to get an Artifact, due to those Artifact being always tier 1. Things like {{Jet Pack}}s, [[UtilityWeapon Utility Guns]], [[CoolCar Rocket Cars]], [[SpellBook Atlantean Phase Books]] and similar are ''tier 2'', while tier 1 is reserved for minor modifications and {{Flawed Prototype}}s of gear or things that [[OncePerEpisode can only be used once per entire session]]. Unless you ''really'' want to get something and thus can swallow the NecessaryDrawback to knock it down to tier 1, it's just not worth the Resource or Talent that is given away to get such an Artifact.
Is there an issue? Send a MessageReason:
None


** Using starting Resource slot to get an Artifact, due to those Artifact being always tier 1. Things like {{Jet Pack}}s, {{Utility Gun}}s, [[CoolCar Rocket Cars]], [[SpellBook Atlantean Phase Books]] and similar are ''tier 2'', while tier 1 is reserved for minor modifications and {{Flawed Prototype}}s of gear or things that [[OncePerEpisode can only be used once per entire session]].

to:

** Using starting Resource slot to get an Artifact, due to those Artifact being always tier 1. Things like {{Jet Pack}}s, {{Utility Gun}}s, [[UtilityWeapon Utility Guns]], [[CoolCar Rocket Cars]], [[SpellBook Atlantean Phase Books]] and similar are ''tier 2'', while tier 1 is reserved for minor modifications and {{Flawed Prototype}}s of gear or things that [[OncePerEpisode can only be used once per entire session]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Using starting Resource slot to get an Artifact, due to those Artifact being always tier 1. Things like {{Jet Pack}}s, {{Utility Gun}}s, [[CoolCar Rocket Cars]], [[SpellBook Atlantean Phase Books]] and similar are ''tier 2'', while tier 1 is reserved for minor modifications and {{Flawed Prototype}}s of gear or things that [[OncePerEpisode can only be used once per entire session]].
Is there an issue? Send a MessageReason:
None


* ShortRangeShotgun: ZigZagged. Shotguns suffer no penalties, regardless of their range, making them the reliable gun in all circumstances and they pack a serious punch. They all however have default effective range of 25 - in a game where flintlock pistol has ''50''.

to:

* ShortRangeShotgun: ZigZagged. Shotguns suffer no penalties, regardless of their range, making them the reliable gun in all circumstances and they pack a serious punch. They all however have default effective range of 25 - in a game where flintlock pistol has ''50''. If a character has a chance to properly aim, rather than blast outright, it is possible to effectively double the range of such a shot, as careful aiming will negate the penalty of using any gun at long (normal x2) range - and if the target will use that time to get closer, they will suffer extra damage from the aiming phase instead.
Is there an issue? Send a MessageReason:
None


* SuperPrototype: When designing new gear, it is possible to make it without any flaws and combine an entire slew of various useful benefits. However, as the list of positives extends, it will require far higher skill expertise in a few different fields, might drag out for months (even if applying downtime between sessions, this might not be enough) and bloat the material costs so much, it might simply not be worth it in the end - if not outright impossible to pull off.

to:

* SuperPrototype: When designing new gear, it is possible to make it without any flaws and combine an entire slew of various useful benefits. However, as the list of positives extends, it will require far higher skill expertise in a few different fields, might drag out for months (even if applying downtime between sessions, this might not be enough) and bloat the material costs so much, it might simply not be worth it in the end - if not outright impossible to pull off. And trying to mass-produce those is doomed to fail, due to all the tinkering and hand-fitting required with each and every unit.
Is there an issue? Send a MessageReason:
None


** Anything caught at point blank range is considered to be in the cone of fire rather than just a single target, resulting in OneHitPolykill. And it is possible to attempt to pull a trick shot, by aiming ''between'' two close targets, but the scatter of the shot will hit them both. Who said a single round can't hit few targets?

to:

** Anything caught at point blank range is considered to be in the cone of fire rather than just a single target, resulting in OneHitPolykill. OneHitPolykill and making shotguns perfect for dealing with anything fighting in melee range. And at longer ranges, it is possible to attempt to pull a trick shot, by aiming ''between'' two close targets, but the scatter of the shot will hit them both. Who said a single round can't hit few targets?
Is there an issue? Send a MessageReason:
None


* SawedOffShotgun: Any shotgun can be modified this way, shortening the range, but increasing the lethal damage dealt by +1. The default rules provided a standard, double-barreled shotgun that got sawed-off. The resulting gun has only 10 feet of effective range, but anything caught in the blast will be badly injured at best, minced on average.

to:

* SawedOffShotgun: Any shotgun can be modified this way, shortening the range, but increasing the lethal damage dealt by +1.+1[[note]]Due to the way the Ubiquity system works, this is not about making the gun hit harder, but giving it far better handling in close quarters, and that's what makes it more lethal[[/note]]. The default rules provided a standard, double-barreled shotgun that got sawed-off. The resulting gun has only 10 feet of effective range, but anything caught in the blast will be badly injured at best, minced on average.

Top