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None
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* AntiEscapeMechanism\\
A move that can be used against fleeing foes in order to thwart their attempts.
A move that can be used against fleeing foes in order to thwart their attempts.
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* YouWillNotEvadeMe\\
A move that pulls a target to your location.
A move that pulls a target to your location.
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None
Deleted line(s) 7 (click to see context) :
+ ForMassiveDamage
+ ThisIndexHitsForMassiveDamage
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A stealth attack from behind that does [[ForMassiveDamage massive damage]].
to:
A stealth attack from behind that does [[ForMassiveDamage massive damage]].damage.
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None
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* UselessItem \\
Man, this would be a great item if the programmers remembered what it was meant to do.
Man, this would be a great item if the programmers remembered what it was meant to do.
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Cut by TRS decision.
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A mode where an individual temporarily becomes much stronger, almost always accompanied by a visible change towards the BadAss end of the spectrum.
to:
A mode where an individual temporarily becomes much stronger, almost always accompanied by a visible change towards the BadAss badass end of the spectrum.
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None
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* StrongFleshWeakSteel\\
Where meat trumps metal and fleshy characters are (sometimes inexplicably) more durable than armored tanks.
Where meat trumps metal and fleshy characters are (sometimes inexplicably) more durable than armored tanks.
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None
* OnlyFleshIsSafe\\
This attack only damages or affects inorganic and inanimate matter. Biological life is immune.
This attack only damages or affects inorganic and inanimate matter. Biological life is immune.
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----
to:
----
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Jump once, then you jump again in mid-air. No, it shouldn't be possible, but it's fun.
Deleted line(s) 79 (click to see context) :
Jump once, then you jump again in mid-air. No, it shouldn't be possible, but it's fun.
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* DrawAggro \\
Abilities that make enemies focus on one player, usually the tank in the party.
Abilities that make enemies focus on one player, usually the tank in the party.
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None
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* ImmuneToFlinching \\
The ability to avoid the recoil/stun animations when being hit.
The ability to avoid the recoil/stun animations when being hit.
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None
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* AttackReflector \\
A technique that reflects an attack back to the attacker.
A technique that reflects an attack back to the attacker.
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None
Changed line(s) 77 (click to see context) from:
Ice beats water. Water beats fire. Fire beats... [[KingdomOfLoathing spooky]]?
to:
Ice beats water. Water beats fire. Fire beats... [[KingdomOfLoathing [[VideoGame/KingdomOfLoathing spooky]]?
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None
[[index]]
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[[index]]
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+RangedEnergyAttackTropes
+SpecialAttack
+SpecialAttack
to:
+SpecialAttack
+ SpecialAttack
+ StockRPGSpells
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* StockRPGSpells \\
The various forms of magic found in most [=RPGs=] and other games with similar elements.
The various forms of magic found in most [=RPGs=] and other games with similar elements.
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None
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* SpellCrafting \\
When a setting lets you make up or cobble together spells or powers.
When a setting lets you make up or cobble together spells or powers.
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None
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* CooldownManipulation \\
Where you can manipulate the {{Cooldown}} of your abilities (or your foes').
Where you can manipulate the {{Cooldown}} of your abilities (or your foes').
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None
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* DamageDiscrimination \\
In videogames, things that do damage to one thing don't always do damage to something else.
In videogames, things that do damage to one thing don't always do damage to something else.
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None
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* SituationalDamageAttack \\
An attack that depends on some certain variable/action that can make it more powerful.
An attack that depends on some certain variable/action that can make it more powerful.
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None
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* LootCommand \\
A specific command you need to loot something from a defeated enemy.
A specific command you need to loot something from a defeated enemy.
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None
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Arrows can kill you. But they can ''kill you better'' if [[KillItWithFire it's on fire]]!
to:
Arrows can kill you. But they can ''kill you better'' if [[KillItWithFire it's they're on fire]]!
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* RandomizedDamageAttack \\
An attack/ability that has its damage/quality etc randomized per each usage, forcing you to be wise on using it.
An attack/ability that has its damage/quality etc randomized per each usage, forcing you to be wise on using it.
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added a new trope.
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* GrappleMove \\
An attack done by grabbing an enemy and usually throwing them after.
An attack done by grabbing an enemy and usually throwing them after.
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None
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Used by multiple games to indicate various StandardStatusEffects
to:
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* StatusBuffDispel \\
A spell that negates {{Status Buff}}s that enemies (or the players) have cast on themselves.
A spell that negates {{Status Buff}}s that enemies (or the players) have cast on themselves.
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Anything that changes how you can play a character, whether for good or ill.
to:
Anything that changes how you can play a character, character plays or battles, whether for good or ill.ill:
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* StatusBuffDispel \\
A spell that negates {{Status Buff}}s that enemies (or the players) have cast on themselves.
A spell that negates {{Status Buff}}s that enemies (or the players) have cast on themselves.
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Changed line(s) 188,189 (click to see context) from:
* StatusBuff \\
An ability that gives a temporary boost of one form or another to a character or an ally.
An ability that gives a temporary boost of one form or another to a character or an ally.
to:
* StatusEffect \\
Anything that changes how you can play a character, whether for good or ill.
** StatusAilment \\
Negative secondary effects that impair one's ability to fight an extended battle.
** StatusBuff \\
An ability that gives a temporary boost of Positive secondary affects in one form or another to a character or an ally.
Anything that changes how you can play a character, whether for good or ill.
** StatusAilment \\
Negative secondary effects that impair one's ability to fight an extended battle.
** StatusBuff \\
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* StandardStatusEffects \\
Negative secondary effects that impair one's ability to fight an extended battle.
Negative secondary effects that impair one's ability to fight an extended battle.
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* QuirkyBard \\
A gimmick class, character or unit often added by game designers trying to add variety.
A gimmick class, character or unit often added by game designers trying to add variety.
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* SpoonyBard \\
A gimmick class, character or unit often added by game designers trying to add variety.
A gimmick class, character or unit often added by game designers trying to add variety.
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None
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* SacrificialRevivalSpell \\
This spell kills you, but it brings someone back to life.
This spell kills you, but it brings someone back to life.
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None
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* DashAttack \\
An attack that simultaneously moves the user in a forward direction.
An attack that simultaneously moves the user in a forward direction.
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* NonStandardSkillLearning \\
This skill is learned in a different way than other skills in the game.
This skill is learned in a different way than other skills in the game.