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* GiantSpider: One type of monster {{PC}}s can encounter inside the Hollow Earth are giant meat-eating arachnids that are 10 feet long (not including the legs). They hunt like normal spiders, injecting a paralyzing poison with their bite and cocooning the prey to eat later.

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* GiantSpider: One type of monster {{PC}}s [=PCs=] can encounter inside the Hollow Earth are giant meat-eating arachnids that are 10 feet long (not including the legs). They hunt like normal spiders, injecting a paralyzing poison with their bite and cocooning the prey to eat later.



* MamaBear: Main rules sample adventure. When the {{PC}}s first arrive in the Hollow Earth they will encounter a herd of ''Triceratops'', including a mother and her child. If the {{PC}}s get too close the mother will charge them, and if they attack the child she will become enraged.

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* MamaBear: Main rules sample adventure. When the {{PC}}s [=PCs=] first arrive in the Hollow Earth they will encounter a herd of ''Triceratops'', including a mother and her child. If the {{PC}}s [=PCs=] get too close the mother will charge them, and if they attack the child she will become enraged.
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* FighterMageThief: A glorious subversion. Due to the way how Ubiquity is designed and calculated, it prevents characters from being pigeonholed and locked in specific bracket. Even the archetypes that the game uses are more of informative than a class-like compartment to put characters into, and the main rules explicitly state (with an example) that people can make widely different characters within the same archetype without much issue.

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* FighterMageThief: A glorious subversion. Due to the way how Ubiquity is designed and calculated, it prevents characters from being pigeonholed and locked in specific bracket. Even the archetypes that the game uses are more of informative than a class-like compartment to put characters into, and the main rules explicitly state (with an example) examples) that people can make widely different characters within the same archetype or even ''character idea'' without much issue.
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* CunningLinguist: A sufficiently high Linguistics skill definitely qualifies any character for such a role. The skill is based on Intelligence, and it covers the ability to not only understand and use foreign languages, but also create and break codes, ReadingLips and even communicate via gestures.


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* {{Omniglot}}: One of the things Linguistics governs is number of non-native languages the character is fluent in. And it comes with squared growth: rate of 2 offers just single foreign language, but rate of 10 gives fluency in ''sixteen'' languages. Even a more down-to-Earth skill rate of 6 still provides access to four different languages.
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** Putting a single point into broad utility skills like Driving, Athletics, Survival and similar, regardless of who the character was during char-gen or evolves into. This prevents the -2 penalty for unskilled checks and allows them to deal with lesser obstacles when suddenly the situation calls for it or to simply stand a chance to even ''try'.

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** Putting a single point into broad utility skills like Driving, Athletics, Survival and similar, regardless of who the character was during char-gen or evolves into. This prevents the -2 penalty for unskilled checks and allows them to deal with lesser obstacles when suddenly the situation calls for it or to simply stand a chance to even ''try'.''try''.
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** Putting a single point into broad utility skills like Driving, Athletics, Survival and similar, regardless of who the character was during char-gen or evolves into. This prevents the -2 penalty for unskilled checks and allows them to deal with lesser obstacles when suddenly the situation calls for it or to simply stand a chance to even ''try'.

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* BlownAcrossTheRoom: If the damage dealt by the attack exceeds Strength of the target, they are sent flying back. This is particularly useful when having a dramatic battle at a cliffside or when [[GoodOldFisticuffs using your fists]].

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* BlownAcrossTheRoom: If the damage dealt by the attack exceeds Strength of the target, they are sent flying back. This is particularly useful when having a dramatic battle at a cliffside or when [[GoodOldFisticuffs [[PunchedAcrossTheRoom using your fists]].



* PunchedAcrossTheRoom: The game deliberately doesn't differentiate between sources of damage. So as long as a punch qualifies for knockback and knockdown effects, it will apply them just like any other attack.



* WeakButSkilled: Talent "Calculated Attack" allows to use your Intelligence instead of any other stat normally requires by specific skill, thus applying smarts to stuff like fencing or gunslinging. The Talent can easily transform any given egghead character into a highly-skilled combatant, especially due to how cost-efficient it is.

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* WeakButSkilled: Talent "Calculated Attack" allows to use your Intelligence instead of any other stat normally requires required by specific skill, thus applying smarts to stuff like fencing or gunslinging. The Talent can easily transform any given egghead character into a highly-skilled combatant, especially due to how cost-efficient it is.is when compared to rising up Stats to comparable levels.
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* BeastMan: The entire slew of them, first only hinted at, but by ''Mysteries of the Hollow Earth'', introduced with stats and even charges rules, including even unique Talents for different species. Other than those listed below, the expansion provides a set of rules to crank out any other species the game master or players might encounter in their games.

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* BeastMan: The entire slew of them, first only hinted at, but by ''Mysteries of the Hollow Earth'', introduced with stats and even charges char-gen rules, including even unique Talents for different species. Other than those listed below, the expansion provides a set of rules to crank out any other species the game master or players might encounter in their games.
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* ButIReadABookAboutIt: Depending on specific values for Stats and Skills, this is how skill synergy can play out. The character can have but a single level (on a 0-5 scale) of a specific Skill, but as long as the end result is a Skill Rating of 4 or higher, it offers a +2 bonus via synergy whenever applicable.

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* ChangingGameplayPriorities: The game has very clear "phases" of character development vs. the accessible pool of experience points. Early on, squeezing narrow Specialisations is the key to making characters really good in specific fields. Then come broader Skills, but only at the first level, to prevent the unskilled check penalty (and to open the option for Specialisations). Eventually, however, [[DiminishingReturnsForBalance due to the mounting costs]], it becomes more feasible to get Talents or Resources (or upgrade the starting ones), since they will be cheaper than any other option - even if they start out as prohibitively expensive. Eventually, Stats will be cheaper than getting a new rank for a single Skill - and they affect all related Skills, too.



* OmnidisciplinaryScientist: Played with. On one hand, scientific skills cost as much as everything else, so trying to branch out too much during char-gen can lead to a MasterOfNone situation. On the flipside, there are rules for skill synergy: any related skill with the ''rating'' of 4 (so Stat + related Skill) provides a +2 bonus to a primary tested skill[[note]]Ironically, this can suddenly elevate a character with just [[MasterOfNone 1 point in 6-10 different skills]] and [[UnskilledButStrong 3 Intelligence]] into a hyper-competent specialist, despite each individual skill being utter crap[[/note]]. Thus a particularly science-oriented character can easily use skill synergies to still qualify as a polymath. And there is, of course, nothing preventing players from spending experience later on to further branch out, offering a continuous benefit from learning as many Science and Academics skills.

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* OmnidisciplinaryScientist: Played with. On one hand, scientific skills cost as much as everything else, so trying to branch out too much during char-gen can lead to a MasterOfNone situation. On the flipside, there are rules for skill synergy: any related skill with the ''rating'' of 4 (so Stat + related Skill) provides a +2 bonus to a primary tested skill[[note]]Ironically, this can suddenly elevate a character with just [[MasterOfNone 1 point in 6-10 different skills]] and [[UnskilledButStrong 3 Intelligence]] into a hyper-competent specialist, despite each individual skill being utter crap[[/note]].crap, barely allowing to pass the default difficulty tests[[/note]]. Thus a particularly science-oriented character can easily use skill synergies to still qualify as a polymath. And there is, of course, nothing preventing players from spending experience later on to further branch out, offering a continuous benefit from learning as many Science and Academics skills.
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* 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 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.

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* OmnidisciplinaryScientist: Played with. While a variety of On one hand, scientific and academic skills require buying direct specialisations in a given field, technically preventing this trope from happening, cost as much as everything else, so trying to branch out too much during char-gen can lead to a MasterOfNone situation. On the flipside, there are rules for skill synergy: any related skill with the ''rating'' of 4 (so Stat + related Skill) provides a +2 bonus to a primary tested skill[[note]]Ironically, this can suddenly elevate a character with just [[MasterOfNone 1 point in 6-10 different skills]] and [[UnskilledButStrong 3 Intelligence]] into a hyper-competent specialist, despite each specialisation costs 0.5 (skills are 1:1) points per level and during play, it's cheaper to buy specialisations than increasing skills. Since that makes specialisations incredibly cheap, individual skill being utter crap[[/note]]. Thus a particularly science-oriented character can easily chalk up 4 or even more completely different fields use skill synergies to still qualify as a respectable level. polymath. 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 out, offering a continuous benefit from learning as many Science and Academics skills.
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* OneBulletClips: Enforced. Whenever reloading in combat, your character either loads a fresh mag or feeds directly (into the gun or an empty mag) the number of rounds equal to Dexterity. The game only ever tracks the count of ammunition. This in turn allows to abuse things like heavy machine guns, as they only fire in abstracted bursts, [[MoreDakka hitting everything within the arc]], but without any "real" ammo count.
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* PointBuildSystem: Char-gen operates on a point-buy basis. You get 15 points for Stats, then 15 points for Skills on a one-to-one exchange rate. Then either a Talent or a Resources (an equivalent of 15 experience points) and, in the end, 15 ''[[DiminishingReturnsForBalance experience]]'' points to use whenever the player likes (so additional Stats, Skills or another Talent[=/=]Resource).

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* PointBuildSystem: Char-gen operates on a point-buy basis. You get 15 points for Stats, then 15 points for Skills Skills, both on a one-to-one exchange rate. Then either a Talent or a Resources (an equivalent of 15 experience points) and, in the end, 15 actual ''[[DiminishingReturnsForBalance experience]]'' points to use whenever the player likes (so additional Stats, Skills or another Talent[=/=]Resource).Talent[=/=]Resource). Character progression from that moment on is about spending experience points to directly buy new and increase existing stuff.

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* EarlyGameHell: Averted, making the game stand out among {{Point Build System}}s. By design, starting characters are fully competent in their respective fields, while the way experience is gained allows them to reap the biggest gains early on. On top of that, if the theme of the campaign is getting trapped inside the Hollow Earth, then early game will be the only time when the party will have all their supplies - and especially ammo stock - at full capacity.



* NonCombatEXP: The game explicitly doesn't provide ''any'' experience directly from combat. It also doesn't provide any reward for theatrics, making in the rules a very clear distinction between role-playing your character and acting in-character[[note]]Those, however, ''can'' be rewarded with Style Points, at least to a certain degree[[/note]]. Instead, it has a system similar to ''TabletopGame/OldWorldOfDarkness'', where experience points are delivered on the basis of characters achieving their goals, learning something new about themselves or the world, or having life-changing experiences[[note]]So getting into a gunfight as a bookish researcher ''can'' be included, just not for the standard reasons how RPG games reward combat[[/note]], along with a single point for mere participation. You can get no more than 5 points (one for each category) and no less than 1 - and even the most seasoned character should be able to score 2-3 points on a regular basis. In practical terms, the system prevents PowerCreep, while also alleviating EarlyGameHell: you will be able to simply score more points early on into adventuring.

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* NonCombatEXP: The game explicitly doesn't provide ''any'' experience directly from combat. It also doesn't provide any reward for theatrics, making in the rules a very clear distinction between role-playing your character and acting in-character[[note]]Those, staying in-character[[note]]That, however, ''can'' be rewarded with Style Points, at least to a certain degree[[/note]]. Instead, it has a system similar to ''TabletopGame/OldWorldOfDarkness'', where experience points are delivered on the basis of characters achieving their goals, learning something new about themselves or the world, or having life-changing experiences[[note]]So getting into a gunfight as a bookish researcher ''can'' be included, just not for the standard reasons how RPG games reward combat[[/note]], along with a single point for mere participation. You can get no more than 5 points (one for each category) and no less than 1 - and even the most seasoned character should be able to score 2-3 points on a regular basis. In practical terms, the system prevents PowerCreep, while also alleviating EarlyGameHell: you will be able to simply score more points early on into adventuring.adventuring (and making it pretty much impossible to not get 5/5 for the first session).


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* PointBuildSystem: Char-gen operates on a point-buy basis. You get 15 points for Stats, then 15 points for Skills on a one-to-one exchange rate. Then either a Talent or a Resources (an equivalent of 15 experience points) and, in the end, 15 ''[[DiminishingReturnsForBalance experience]]'' points to use whenever the player likes (so additional Stats, Skills or another Talent[=/=]Resource).

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* NobleSavage: Supplement ''Mysteries of the Hollow Earth''. There are entire tribes of this character type in the Hollow Earth. They are regal and wise, respecting nature and trying to maintain the ecological balance of the area where they live.


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* NonCombatEXP: The game explicitly doesn't provide ''any'' experience directly from combat. It also doesn't provide any reward for theatrics, making in the rules a very clear distinction between role-playing your character and acting in-character[[note]]Those, however, ''can'' be rewarded with Style Points, at least to a certain degree[[/note]]. Instead, it has a system similar to ''TabletopGame/OldWorldOfDarkness'', where experience points are delivered on the basis of characters achieving their goals, learning something new about themselves or the world, or having life-changing experiences[[note]]So getting into a gunfight as a bookish researcher ''can'' be included, just not for the standard reasons how RPG games reward combat[[/note]], along with a single point for mere participation. You can get no more than 5 points (one for each category) and no less than 1 - and even the most seasoned character should be able to score 2-3 points on a regular basis. In practical terms, the system prevents PowerCreep, while also alleviating EarlyGameHell: you will be able to simply score more points early on into adventuring.


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* NobleSavage: Supplement ''Mysteries of the Hollow Earth''. There are entire tribes of this character type in the Hollow Earth. They are regal and wise, respecting nature and trying to maintain the ecological balance of the area where they live.

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* JackOfAllTrades: The Jack of All Trades Talent in the ''Secrets of the Surface World'' supplement.

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* JackOfAllTrades: The Jack of All Trades Talent in the ''Secrets of the Surface World'' supplement. It allows to ignore the -2 untrained penalty check and also make checks of advanced skills that normally are completely barred without having at least a single rank to them. As a result, your character might still not be an expert, but has an enormous edge over people without that Talent, no matter how [[CoolButInefficient inefficient]] the Talent itself is.


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* MultiMeleeMaster: Well, the Melee skill. While it has Specialisations in Axes, Clubs, Knives, Spears and Swords, ranking up the Skill itself allows to use all of these weapons (and then some, like improvised) with the same level of expertise. Specialisation is simply added on top of the raw Melee whenever applicable.
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* BrutalBrawl: ZigZagged. On one hand, default umarmed combat (and its aptly named skill, Brawl) is explicitly non-lethal punch-out to simply knock your targets down with a few punches. On the other, with the right opponents, it can reach the point of the infamous ''Film/TheyLive'' brawl, where neither of the fighters will go down nor be capable of knocking the other out, leading to an extended, brutal punch-out. And all of that without even adding how changed unarmed combat can be when at least one combatant has the a Talent allowing to deal lethal damage instead or the Martial Arts skill from ''Secrets of the Surface World''.

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* BrutalBrawl: ZigZagged. On one hand, default umarmed combat (and its aptly named skill, Brawl) is explicitly non-lethal punch-out to simply knock your targets down with a few punches. On the other, with the right opponents, it can reach the point of the infamous ''Film/TheyLive'' brawl, where neither of the fighters will go down nor be capable of knocking the other out, leading to an extended, brutal punch-out. And all of that without even adding how changed unarmed combat can be when at least one combatant has the a Talent allowing Lethal Blow Talent[[note]]allowing to deal lethal damage instead of non-lethal[[/note]] or the Martial Arts skill from ''Secrets of the Surface World''.
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* BrutalBrawl: ZigZagged. On one hand, default umarmed combat (and its aptly named skill, Brawl) is explicitly non-lethal punch-out to simply knock your targets down with a few punches. On the other, with the right opponents, it can reach the point of the infamous ''Film/TheyLive'' brawl, where neither of the fighters will go down nor be capable of knocking the other out, leading to an extended, brutal punch-out. And all of that without even adding how changed unarmed combat can be when at least one combatant has the a Talent allowing to deal lethal damage instead or the Martial Arts skill from ''Secrets of the Surface World''.
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* BlowGun: One of the favourite weapons of [[LizardFolk lizardmen]], especially those that can't spit poison on their own. The weapon itself does damage depending on the toxin the darts were covered with, ranging from a mild nuisance to a death sentence. What makes blowguns special is the fact they ''always'' deal the fixed damage on hit from the toxin used to coat the darts, rather than using leftover successes from the attack roll - making it in the same harder to hit (no bonus dice from the weapon itself), but dealing very high and consistent damage when the hit lands. It is also possible to use them as an improvised delivery system for {{Tranquillizer Dart}}s, where they will in turn deal non-lethal damage, capabe of knocking down the target.

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* BlowGun: One of the favourite weapons of [[LizardFolk lizardmen]], especially those that can't spit poison on their own. The weapon itself does damage depending on the toxin the darts were covered with, ranging from a mild nuisance to a death sentence. What makes blowguns special is the fact they ''always'' deal the fixed damage on hit from the toxin used to coat the darts, toxin, rather than using leftover successes from the attack roll - making it in the same harder to hit (no bonus dice from the weapon itself), but dealing very high and consistent damage when the hit lands. It is also possible to use them as an improvised delivery system for {{Tranquillizer Dart}}s, where they will in turn deal non-lethal damage, capabe of knocking down the target.
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* BlowGun: One of the favourite weapons of [[LizardFolk lizardmen]], especially those that can't spit poison on their own. The weapon itself does damage depending on the toxin the darts were covered with, ranging from a mild nuisance to a death sentence. What makes blowguns special is the fact they ''always'' deal the fixed damage on hit from the toxin used to coat the darts, rather than using leftover successes from the attack roll - making it in the same harder to hit (no bonus dice from the weapon itself), but dealing very high and consistent damage when the hit lands. It is also possible to use them as an improvised delivery system for {{Tranquillizer Dart}}s, where they will in turn deal non-lethal damage, capabe of knocking down the target.


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* NonIndicativeName: Archery Skill "represents proficiency with primitive ranged weapons", including such things as bows, crossbows, slings, nets, bolas or even {{blowgun}}s. To make it weirder, the game has Throwing Specialisation... under Athletics Skill, meaning you can use completely non-indicative abilities whenever using ranged weapons other than firearms.
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* BottomlessMagazines: Downplayed with Instant Reload Talent. As long as characters with it have either spare ammo or mags, they can keep firing their guns without having to use action to reload (it becomes a reflexive one, which is a free move). They can still simply run out of ammunition, but chances are, the combat encounter will be long over before that happens.
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* EgomaniacHunter: The character creation process is explained while creating one of those - an overconfident big game hunter, who joins the expedition to the Hollow Earth solely for the prospect of an exotic safari, having matching Stats, Skills, Talents and even Flaw to fit into the character idea.


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* InverseLawOfUtilityAndLethality: As a rule of thumb, the "non-combat" skills not only have far greater utility, but can even be used ''in the middle of a fight'', allowing to disarm, convince, confuse or simply evade entirely the enemies, not to mention spotting additional options and possibilities for the whole party. Meanwhile, clear-cut combat skills have close to no application outside of the fight. Similarly, various tools and equipment elements allow to completely ignore the lack of corresponding skills (like climbing gear offering "free" ranks in Athletics), but weapons only increase damage output of combat checks.
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* BringingBackProof: A recurring motive with characters' Motivations is bringing proofs of Hollow Earth's existence, be it for Truth, Faith... or Revange.
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** Another handy effect of the large amount of damage shotguns deal is being easily qualified for knockback rules, since a weapon with 4 damage fixed to itself is likely to deal more damage than random {{Mook}}'s strength, [[BlownAcrossTheRoom sending them flying]]. Alll while suffering no penalties in point-blank range, thus making them excellent when dealing with wild animals, BeastMan or restless natives.

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** Another handy effect of the large amount of damage shotguns deal is being easily qualified for knockback rules, since a weapon with 4 damage fixed to itself is likely to deal more damage than random {{Mook}}'s strength, [[BlownAcrossTheRoom sending them flying]]. Alll All while suffering no penalties in point-blank range, thus making them excellent when dealing with wild animals, BeastMan or restless natives.
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* FamedInStory: What Fame and, to a lesser extent, Status Resources are. Famous characters gain +2 to all social rolls against people that recognise them or when acting within their field of expertise, making it worthwhile to formalise the various achievements and played-through scenarios into lasting renown. This also includes a variety of [=NPCs=], who can use this against players.


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* TheGreatDepression: The background for the setting, as it's 1935 and parts of the world are still affected one way or another. It's not so important in the baseline rulebook, but expansions - especially those focusing on the surface world - make extensive use of it as a ripple affecting people. A lot of period-accurate slang is also spread through the books.


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* HeroWithBadPublicity: One of the basic plot hooks for a party that's been playing for a while is Terra Arcanum taking notice of them (especially when someone decided to buy a rank of Fame Resource after expeditions to the Hollow Earth) and starting the effort to simpy discredit them, even going as far as framing them into some crime, providing a handy ClearMyName scenario.


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* HistoricalDomainCharacter: Numerous real-life explorers, cultists, politicians, scientists and military figures pop-up as important [=NPCs=]. Even the introductionary scenario has the party search for [[https://en.wikipedia.org/wiki/Roald_Amundsen Roald Amundsen]] on behalf of [[https://en.wikipedia.org/wiki/Umberto_Nobile Umberto Nobile]], guilty-ridden over getting his own friend missing.


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* IntrepidReporter: One of the example characters and a highly advised template for player character, both in tune of [[Literature/TheLostWorld1912 Malone]] and [[Film/SkyCaptainAndTheWorldOfTomorrow Penny]], since covering or trying to debunk the expedition of other characters is a self-playing idea.


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* ViewersAreGeniuses: The game is fully playable to everyone, but the more one is familiar with the [[TheGreatDepression historical 30s]] ''and'' all sorts and kinds of pulp adventure media, the better the mileage and the more extra details are there to spot in the rulebooks and their example scenarios.
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** Another handy effect of the large amount of damage shotguns deal is being easily qualified for knockback rules, since a weapon with 4 damage fixed to itself is likely to deal more damage than random {{Mook}}'s strength, [[BlownAcrossTheRoom sending them flying]]. Alll while suffering no penalties in point-blank range, thus making them excellent when dealing with wild animals, BeastMan or restless natives.

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* TheTeamBenefactor: One of the example characters from the core rulebook is a "dying moneyman", who propped up the whole expedition in the hopes of finding a cure for TheDiseaseThatShallNotBeNamed he has. Other than that, it is usually handled as a Resource, in two distinct flavours:

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* TheTeamBenefactor: One of the example characters from the core rulebook is a "dying moneyman", who propped up the whole expedition in the hopes of finding a cure for TheDiseaseThatShallNotBeNamed he has. Other than that, it is usually handled as a Resource, in two three distinct flavours:


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** Players with at least two ranks of Wealth can invest it into their own or someone's else Resources, effectively applying ScrewTheRulesIHaveMoney and getting extra/better Resources for themseves or other players - including stuff like Allies and Followers, but also simply ''buying'' a Rank in some organisation. CrimefightingWithCash never was easier.
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* TitleDrop: The sample adventure in the main rulebook is titled "The Hollow Earth Expedition".
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''Hollow Earth Expedition'' is an award-winning tabletop roleplaying game designed to simulate pulp novels and old serials. Think ''Franchise/IndianaJones'' meets ''Film/TheRocketeer'' in ''Literature/JourneyToTheCenterOfTheEarth''. Uses its own dice pool system, Ubiquity, which has been licensed to several other games: ''TabletopGame/{{Desolation}}'', a post-apocalyptic fantasy,''All For One''--the Musketeers fight demons, ''TabletopGame/Space1889'', ''Leagues of Adventure''--general Victorian adventures with options for steampunk or supernatural horror, and ''Quantum Black''--modern day corporate monster hunters.

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''Hollow Earth Expedition'' is an award-winning tabletop roleplaying game designed to simulate pulp novels and old serials. Think ''Franchise/IndianaJones'' meets ''Film/TheRocketeer'' in ''Literature/JourneyToTheCenterOfTheEarth''. Uses its own dice pool system, Ubiquity, which has been licensed to several other games: ''TabletopGame/{{Desolation}}'', a post-apocalyptic fantasy,''All fantasy, ''All For One''--the Musketeers fight demons, ''TabletopGame/Space1889'', ''Leagues of Adventure''--general Victorian adventures with options for steampunk or supernatural horror, and ''Quantum Black''--modern day corporate monster hunters.
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* DreadZeppelin:
** The Nazis use zeppelins extensively, and a whole lot of the artwork in the main rulebook and expansions has them fighting from those - or being targets for attacks by the Hollow Earth's natives. Many of those airships are also [[FlawedPrototype experimental models with various flaws]] to be worked out for future military use.
** Subverted in the example scenario, ''The Hollow Earth Expedition''. The characters arrive to the Hollow Earth on board of an airship built by Umberto Nobile, still trying to find Roald Amundsen, decade after his disappearance. The Nazis get there in an U-boot instead.
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* BlackAndWhiteMorality: Invoked within the tips on how to run a game. Your job as a GM is to run pulp adventure, where as part of the genre conventions the villains are clear-cut bad guys, their mooks had it coming and the heroes are the force of good against all that's wicked and evil.


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* ChandlersLaw: Named "Keep It Moving" in the core rulebook. The goal of the scenario is to be constantly on the move, with near endless action at a neck-breaking pace. Whenever some element starts to get stagnant or lost momentum, throw a fitting danger on the party.
-->When in doubt what to do next, opt for action!


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* {{Cliffhanger}}: An integral part of both the pre-made scenarios for the game and the encouraged style of running your own. There is an extensive subchapter dealing with the subject and how to use them properly to create tension.


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* TheHeavy: Known as Villainous Henchmen, they are integral part of any self-respecting, long running campaign. The core rulebook discuss their role for garnishing the story and how they might not be the most important villain, but the one players will interact with the most - and thus should be made memorable.

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