Space Marine Bug Hunt Squad

          "Here is a list of the following trouble spots the boys have dug up and pointed out for future reference. Don't be alarmed; the Marines are here to help you through this all. So, chin up and get ready to see some big time bug hunt action."
          This section deals with all those little typos and changes in the second (unauthorized I might add) printing of Tales. Most of these fixes are pulled from the first (correct rules) printing of Tales with the purple insides, instead of the aquamarine.



  ¤ Squashed Bugs
Oops! Points
I recently came into possession of a copy of the first edition rule book. In it the formula was Strength+Luck+2D6. I think this explains why Oops! Points are so high for NPCs and not players. So if things are seeming a bit to rough on your players, switch over to this system. (Though from looking at most NPCs the points are more like STR+LUCK+10. You might want to try that out as well.) And with this system the unconsciousness rules actually seem feasible because you might just live long enough to pass out.

Skill Tests
The 2nd section of the Non-Combat Skill Test Procedure reads as:
2. The Patron whose character is making the test rolls the kind of die listed in Table 3 on Page 28 and compares the result to his skill score. If the result is less than the skill score, the character succeeds in his attempt. If the result is less than the skill score, the character fails the attempt, and faces the consequences that vary with each skill. So somehow you're able to succeed and fail at the same time. Such a result would surely be a Gordian Knot of logic which could only result in pulling the Multiverse into it and destroying reality itself. If that's what happens on a roll under, then I'd hate to see what happens when you roll over the skill score. In actuality the system works by rolling under the skills. So, if you roll equal to or under the skill score, you succeed. If you roll over the skill score you fail. It's that easy.

Really Nasty Pointy Things?
In the second edition there's a strange listing in the combat damage tables. 'Really Nasty Pointy Thing'. This is a left over from the first edition. I'm not sure why they changed it. The Militech Vibrosword, Guttem Sonic Slicer, and Wartoy Screamer were classified as this. The skill to use RNPT is simply Swing Nasty Pointy Things. (I'm still unsure if Swing NPT with Panache lets you use RNPTs as well. Yee-ouch. What a combo that'd be.) It lets you use both NPT and RNPTs. So now you know. Have fun with your newly defined weapons of more death.

Not So Specific Knowledge
It seems they left out the skill listing for this one in the second printing. However, I've dug it up for you.
Skill Attribute Cost Default
Specific Knowledge Smarts 100 --


Militech Bangmaker/Auto Shotgun
Yet another little flub in the second edition. Apparently they used the Automatic Shotgun's picture in place of the Bangmaker's. Perhaps it was a bit too 'scary' or 'intense' for them. But here it is, in its full glory.



  ¤ Still Pending...
"Turns?"
When it comes to the Singularity chart, even this one gets me. All the short term effects are listed in 'turns' however there are no listings anywhere in the book for how long turns last. Perhaps rounds? I would say so, but those seem awfully short. (What good is roughly 5-100 seconds of an increased stat while sitting around the bar, drinking... That's rhetorical, not a debate subject... ) I'm more than willing to listen to ideas or suggestions.



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