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!!Tropes found in ''TabletopGame/{{Alternity}}''
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!!Tropes found in ''TabletopGame/{{Alternity}}''
''Alternity''
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Updating wicks to account for a work page being disambiguated
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* ''TabletopGame/DarkMatter'', a modern-day setting of [[ConspiracyKitchenSink Conspiracy Theories]] and ParanormalInvestigation.
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* ''TabletopGame/DarkMatter'', ''TabletopGame/DarkMatter1999'', a modern-day setting of [[ConspiracyKitchenSink Conspiracy Theories]] and ParanormalInvestigation.
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* RealEventFictionalCause: In the campaign setting ''Dark*Matter'' core rules, when a Grey spaceship on Earth was close to being discovered by humans, its commander followed standard procedure and re-directed a comet to impact and destroy the landing site. He made a mistake, and the result was TheTunguskaEvent.
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Currently a new edition is in planning stages, and taking funds on Kickstarter.
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* ''StarCraft Adventures'', a licensed adaptation of Creator/BlizzardEntertainment's popular video game.
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* ''StarCraft ''VideoGame/StarCraft Adventures'', a licensed adaptation of Creator/BlizzardEntertainment's popular video game.
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A TabletopRoleplayingGame published by TSR, Inc. (then newly a subsidiary of WizardsOfTheCoast) in 1998. Just as TSR's flagship RPG, ''TabletopGame/DungeonsAndDragons'', provided a way to play almost any kind of {{Fantasy}} campaign, ''Alternity'' was intended to do the same for ScienceFiction, with rules and scenarios for FasterThanLightTravel, PsychicPowers, {{Alternate Universe}}s, and other common sci-fi tropes.
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A TabletopRoleplayingGame published by TSR, Creator/{{TSR}}, Inc. (then newly a subsidiary of WizardsOfTheCoast) Creator/WizardsOfTheCoast) in 1998. Just as TSR's flagship RPG, ''TabletopGame/DungeonsAndDragons'', provided a way to play almost any kind of {{Fantasy}} campaign, ''Alternity'' was intended to do the same for ScienceFiction, with rules and scenarios for FasterThanLightTravel, PsychicPowers, {{Alternate Universe}}s, and other common sci-fi tropes.
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''Alternity'' was discontinued around the same time as ''D&D'''s 2nd edition. Because Wizards still owns the intellectual rights to ''Alternity'', some of its elements have cropped up in later products, including remakes of ''Star*Drive'' and ''Dark•Matter'' in ''{{d20 Modern}}'' and another new edition of ''Gamma World'' based on ''D&D'' 4th edition rules.
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''Alternity'' was discontinued around the same time as ''D&D'''s 2nd edition. Because Wizards still owns the intellectual rights to ''Alternity'', some of its elements have cropped up in later products, including remakes of ''Star*Drive'' and ''Dark•Matter'' in ''{{d20 Modern}}'' ''TabletopGame/D20Modern'' and another new edition of ''Gamma World'' based on ''D&D'' 4th edition rules.
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* ''StarCraft Adventures'', a licensed adaptation of BlizzardEntertainment's popular video game.
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* ''StarCraft Adventures'', a licensed adaptation of BlizzardEntertainment's Creator/BlizzardEntertainment's popular video game.
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[[quoteright:273:http://static.tvtropes.org/pmwiki/pub/images/alternity_box_cover_2568.jpg]]
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* TheAlternet: Supplement ''Dataware''. The Grid is the Earth's worldwide network of computers, telecommunications (including television, fax. email, etc.) and online service providers.
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* ''TabletopGame/DarkMatter'', a modern-day setting of [[ConspiracyTheory Conspiracy Theories]] and ParanormalInvestigation.
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* ''TabletopGame/DarkMatter'', a modern-day setting of [[ConspiracyTheory [[ConspiracyKitchenSink Conspiracy Theories]] and ParanormalInvestigation.
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* ''[[TabletopGame/DarkMatter Dark•Matter]]'', a modern-day setting of [[ConspiracyTheory Conspiracy Theories]] and ParanormalInvestigation.
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* ''[[TabletopGame/DarkMatter Dark•Matter]]'', ''TabletopGame/DarkMatter'', a modern-day setting of [[ConspiracyTheory Conspiracy Theories]] and ParanormalInvestigation.
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* ''[[DarkMatter Dark•Matter]]'', a modern-day setting of [[ConspiracyTheory Conspiracy Theories]] and ParanormalInvestigation.
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* ''[[DarkMatter ''[[TabletopGame/DarkMatter Dark•Matter]]'', a modern-day setting of [[ConspiracyTheory Conspiracy Theories]] and ParanormalInvestigation.
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* ''[[StarDrive Star*Drive]]'', a SpaceOpera universe designed to show off almost all of ''Alternity'''s features.
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* ''[[StarDrive ''[[TabletopGame/StarDrive Star*Drive]]'', a SpaceOpera universe designed to show off almost all of ''Alternity'''s features.
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* LifeEnergy: ''Beyond Science: A Guide to FX''. The Necromancy school works by manipulating LifeEnergy.
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* WhenTheClockStrikesTwelve: ''Beyond Science: A Guide to FX'' FX device the Infernal Toad. If a cup of human blood is poured into the Toad at midnight, it summons a least demon.
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!!Tropes found in ''TabletopGame/Alternity''"
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!!Tropes found in ''TabletopGame/Alternity''"
''TabletopGame/{{Alternity}}''
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!!Tropes found in ''TabletopGame/Alternity''"
* RemoteYetVulnerable: ''Beyond Science: A Guide to FX''. Can occur when a shaman rolls a Critical Failure on their skill check when performing a miracle.
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A TabletopRoleplayingGame published by TSR, Inc. (then newly a subsidiary of WizardsOfTheCoast) in 1998. Just as TSR's flagship RPG, ''DungeonsAndDragons'', provided a way to play almost any kind of {{Fantasy}} campaign, ''Alternity'' was intended to do the same for ScienceFiction, with rules and scenarios for FasterThanLightTravel, PsychicPowers, {{Alternate Universe}}s, and other common sci-fi tropes.
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A TabletopRoleplayingGame published by TSR, Inc. (then newly a subsidiary of WizardsOfTheCoast) in 1998. Just as TSR's flagship RPG, ''DungeonsAndDragons'', ''TabletopGame/DungeonsAndDragons'', provided a way to play almost any kind of {{Fantasy}} campaign, ''Alternity'' was intended to do the same for ScienceFiction, with rules and scenarios for FasterThanLightTravel, PsychicPowers, {{Alternate Universe}}s, and other common sci-fi tropes.
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As I recall, that line was just my opinion, not fact. Removing it. Also minor spelling fix.
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A TabletopRoleplayingGame published by TSR, Inc. (then newly a subsidiary of WizardsOfTheCoast) in 1998. Just as TSR's flagship RPG, ''DungeonsAndDragons'', provided a way to play almost any kind of {{Fantasy}} campaign, ''Alternity'' was intended to do the same for ScienceFiction, with rules and scenarios for FasterThanLightTravel, PsychicPowers, {{Alternate Universe}}s, and other common sci-fi tropes. Unfortunately for sales, the game was hindered by a clunky ruleset.%%Please expand on this!%%
The game had four basic "Professions", which roughly mapped onto the D&D [[FantasyCharacterClasses character classes]], but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats (in concept, but not in role; TheMedic would be a Tech Op). Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greater opertunity to customise their character than 2nd edition D&D.
The game had four basic "Professions", which roughly mapped onto the D&D [[FantasyCharacterClasses character classes]], but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats (in concept, but not in role; TheMedic would be a Tech Op). Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greater opertunity to customise their character than 2nd edition D&D.
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A TabletopRoleplayingGame published by TSR, Inc. (then newly a subsidiary of WizardsOfTheCoast) in 1998. Just as TSR's flagship RPG, ''DungeonsAndDragons'', provided a way to play almost any kind of {{Fantasy}} campaign, ''Alternity'' was intended to do the same for ScienceFiction, with rules and scenarios for FasterThanLightTravel, PsychicPowers, {{Alternate Universe}}s, and other common sci-fi tropes. Unfortunately for sales, the game was hindered by a clunky ruleset.%%Please expand on this!%%
tropes.
The game had four basic "Professions", which roughly mapped onto the D&D [[FantasyCharacterClasses character classes]], but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats (in concept, but not in role; TheMedic would be a Tech Op). Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greateropertunity opportunity to customise their character than 2nd edition D&D.
The game had four basic "Professions", which roughly mapped onto the D&D [[FantasyCharacterClasses character classes]], but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats (in concept, but not in role; TheMedic would be a Tech Op). Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greater
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The game had four basic "Professions", which roughly mapped onto the D&D [[FantasyCharacterClasses character classes]], but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats. Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greater opertunity to customise their character than 2nd edition D&D.
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The game had four basic "Professions", which roughly mapped onto the D&D [[FantasyCharacterClasses character classes]], but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats.Diplomats (in concept, but not in role; TheMedic would be a Tech Op). Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greater opertunity to customise their character than 2nd edition D&D.
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The game had four basic "Professions", which roughly mapped onto the D&D character classes, but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats. Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greater opertunity to customise their character than 2nd edition D&D.
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The game had four basic "Professions", which roughly mapped onto the D&D [[FantasyCharacterClasses character classes, classes]], but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats. Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greater opertunity to customise their character than 2nd edition D&D.
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The game had four basic "Professions", which roughly mapped onto the D&D character classes, but without the fantasy feel. In the absence of magic, Wizards were replaced with Tech Ops (technical operatives; all kinds of scientists and engineers) and Clerics were roughly replaced with Diplomats. Fighters were renamed Combat Specs (specialists) and Rogues became Free Agents. Optionally, there were also Mindwalkers in place of Psionists. Because these Professions were generally broader than the clear archetypes of D&D classes (sci-fi versions of Barbarians and Paladins, for example, would still be Combat Specs), the game gave the players greater opertunity to customise their character than 2nd edition D&D.
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* ''GammaWorld'', a remake of TSR's classic PostApocalyptic RPG.
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* ''GammaWorld'', ''TabletopGame/GammaWorld'', a remake of TSR's classic PostApocalyptic RPG.