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1[[quoteright:273:https://static.tvtropes.org/pmwiki/pub/images/alternity_box_cover_2568.jpg]]
2A TabletopRoleplayingGame published by Creator/{{TSR}}, Inc. (then newly a subsidiary of 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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4The 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 opportunity to customise their character than 2nd edition D&D.
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6The core product line gave general rules for various different kinds of sci-fi genres, but like ''D&D'', ''Alternity'' offered players a variety of premade campaign settings. Four were published:
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8* ''[[TabletopGame/StarDrive Star*Drive]]'', a SpaceOpera universe designed to show off almost all of ''Alternity'''s features.
9* ''TabletopGame/DarkMatter1999'', a modern-day setting of [[ConspiracyKitchenSink Conspiracy Theories]] and ParanormalInvestigation.
10* ''TabletopGame/GammaWorld'', a remake of TSR's classic PostApocalyptic RPG.
11* ''VideoGame/StarCraft Adventures'', a licensed adaptation of Creator/BlizzardEntertainment's popular video game.
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13''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 ''Darkā€¢Matter'' in ''TabletopGame/D20Modern'' and another new edition of ''Gamma World'' based on ''D&D'' 4th edition rules.
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15Currently a new edition is in planning stages, and taking funds on Kickstarter.
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18!!Tropes found in ''Alternity''
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20* TheAlternet: Supplement ''Dataware''. The Grid is the Earth's worldwide network of computers, telecommunications (including television, fax. email, etc.) and online service providers.
21* LifeEnergy: ''Beyond Science: A Guide to FX''. The Necromancy school works by manipulating LifeEnergy.
22* RemoteYetVulnerable: ''Beyond Science: A Guide to FX''. Can occur when a shaman rolls a Critical Failure on their skill check when performing a miracle.
23* 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.
24* WeakenedByTheLight: ''Beyond Science: A Guide to FX''. Vampires takes two points of wound damage each phase they spend in sunlight.
25* 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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