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This complicated licensing history has also affected ''Earthdawn''[='=]s relationship with its parent game, ''Shadowrun''. After ''FASA''[='=]s initial closure, a number of its employees funded [=WizKids=], which retained the rights to ''Shadworun''. [=WizKids=] was eventually bought by Topps, who licensed the game's publishing out to Catalyst Game Labs, where it remains. As the two games are now managed and published by entirely different companies, all links between them have been officially severed.

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This complicated licensing history has also affected ''Earthdawn''[='=]s relationship with its parent game, ''Shadowrun''. After ''FASA''[='=]s initial closure, a number of its employees funded [=WizKids=], which retained the rights to ''Shadworun''.''Shadowrun''. [=WizKids=] was eventually bought by Topps, who licensed the game's publishing out to Catalyst Game Labs, where it remains. As the two games are now managed and published by entirely different companies, all links between them have been officially severed.
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* DisciplinesOfMagic: a PrequelInTheLostAge to ''Shadowrun'' in which all [=PCs=] are Adepts following "Disciplines" that fill in for the standard FantasyCharacterClasses.
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* {{Atlantis}}: The Theran Empire is heavily suggested to have been the inspiration for Atlantis InUniverse. In no small part because in the real world [[https://en.wikipedia.org/wiki/Minoan_eruption Thera]] is the caldera of a supervolcano in the Mediterranean sea whose eruption roughly 2600 years ago wiped out the Minoan civilization, and is a popular Atlantis hypothesis.
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* TakeThat: In-universe. In the ''The Adept's Way'' splatbook, the adept who wrote the section on Archers was coerced into writing it by a clerk in Throal's Hall of Records in exchange for information they wanted. They use their complaints with the situation as a means of describing the Archer philosophy.

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* TakeThat: In-universe. In the ''The Adept's Way'' splatbook, the adept who wrote the section on Archers was coerced into writing it by a clerk in Throal's Hall of Records in exchange for information they wanted. wanted; They use their complaints with the situation as a means of describing the Archer philosophy.
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* TakeThat: In-universe. In the ''The Adept's Way'' splatbook, the adept who wrote the section on Archers was coerced into writing it by a clerk in Throal's Hall of Records in exchange for information they wanted. They use their complaints with the situation as a means of describing the Archer philosophy.
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DyingCurse: A possible use for BloodMagic allows a character to curse a person, place or object at the cost of their life. Naturally usually used when one is about to die anyway.

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* DyingCurse: A possible use for BloodMagic allows a character to curse a person, place or object at the cost of their life. Naturally usually used when one is about to die anyway.
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DyingCurse: A possible use for BloodMagic allows a character to curse a person, place or object at the cost of their life. Naturally usually used when one is about to die anyway.

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Added context to a Zero Context Example.


* PrecisionGuidedBoomerang: The Devastator Spear and Hawk Hatchet both have this property.

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* PrecisionGuidedBoomerang: PrecisionGuidedBoomerang
**
The magical Devastator Spear and will return to its owner after being thrown.
** The
Hawk Hatchet both have this property.has a kernal of True Air forged into it that causes it to return to the thrower's hand.
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This complicated licensing history has also affected ''Earthdawn''[='=]s relationship with its parent game, ''Shadworun''. After ''FASA''[='=]s initial closure, a number of its employees funded [=WizKids=], which retained the rights to ''Shadworun''. [=WizKids=] was eventually bought by Topps, who licensed the game's publishing out to Catalyst Game Labs, where it remains. As the two games are now managed and published by entirely different companies, all links between them have been officially severed.

to:

This complicated licensing history has also affected ''Earthdawn''[='=]s relationship with its parent game, ''Shadworun''.''Shadowrun''. After ''FASA''[='=]s initial closure, a number of its employees funded [=WizKids=], which retained the rights to ''Shadworun''. [=WizKids=] was eventually bought by Topps, who licensed the game's publishing out to Catalyst Game Labs, where it remains. As the two games are now managed and published by entirely different companies, all links between them have been officially severed.

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* RemoteYetVulnerable: When a Beastmaster uses the Animal Possession talent to put their spirit in the body of an animal, their own body falls into a coma until they return. During that time, their body can be damaged normally. If their body is killed while they're away, their spirit dies too.

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* RemoteYetVulnerable: RemoteYetVulnerable
**
When a Beastmaster uses the Animal Possession talent to put their spirit in the body of an animal, their own body falls into a coma until they return. During that time, their body can be damaged normally. If their body is killed while they're away, their spirit dies too.too.
** ''Earthdawn Companion''. A nethermancer can use the Netherwalk talent to separate their spirit from their body to explore astral space. While the spirit is away from the body, bad things can happen to the body, such as being attacked or killed.
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* BrownNote: Just ''reading'' about Horrors can do a number to those exposed to the information. The person who uncovered the Names of the Books of Harrow was driven to [[EyeScream tear his own eyes out]] and died violently - and he hadn't even ''read the actual books''.


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* TheMagicGoesAway: The world of Earthdawn is subject to cycles where magic ebbs and flows. The time period the game's set in is early into the one of the ebb periods. Magic is slowly decreasing, and as it does, the Horrors lose their foothold in this reality. During the Scourge, this fact was used to construct an impromptu clock to determine when it would be safe to leave the caers - a ball of True Earth was placed over a dish of True Water; once the True Earth touched the True Water, magic was gone and the Horrors with it. (Oddly, the "clocks" ''stalled'' partway through, and nobody's sure why.)
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* StaringDownCthulhu: The Confront Horror talent forces them and the horror into using only talents and abilities related to domination, resistance to domination, or ones defended with Social Defense. Success lets them prevent the horror from ever returning so long as they live. It is specifically noted to have more stories than documented cases.

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* StaringDownCthulhu: The Confront Horror talent forces them the user and the horror into using only talents and abilities related to domination, resistance to domination, or ones defended with Social Defense. Success lets them prevent the horror from ever returning so long as they live. It is specifically noted to have more stories than documented cases.
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* StaringDownCthulhu: The Confront Horror talent forces them and the horror into using only talents and abilities related to domination, resistance to domination, or ones defended with Social Defense. Success lets them prevent the horror from ever returning so long as they live. It is specifically noted to have more stories than documented cases.

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Then FASA went out of business. Living Room Games brought out a [[TheyChangedItNowItSucks second edition]]. Then LRG went out of business. [=RedBrick=] brought out two virtual editions, a third and an alternate second. [=RedBrick=] worked on a D&D-compatible edition for a while, but the project was ultimately shelved and nothing came out of it. Then FASA was revived and [=RedBrick=] gave the ''Earthdawn'' license back to them. FASA published a revised edition of the game that was nevertheless completely compatible with [=RedBrick=]'s 3rd edition. As you can see, this game's meta-history is rather complicated.

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Then FASA went out of business. Living Room Games brought out a [[TheyChangedItNowItSucks second edition]].edition that wasn't liked]]. Then LRG went out of business. [=RedBrick=] brought out two virtual editions, a third and an alternate second. [=RedBrick=] worked on a D&D-compatible edition for a while, but the project was ultimately shelved and nothing came out of it. Then FASA was revived and [=RedBrick=] gave the ''Earthdawn'' license back to them. FASA published a revised edition of the game that was nevertheless completely compatible with [=RedBrick=]'s 3rd edition. As you can see, this game's meta-history is rather complicated.
complicated.

This complicated licensing history has also affected ''Earthdawn''[='=]s relationship with its parent game, ''Shadworun''. After ''FASA''[='=]s initial closure, a number of its employees funded [=WizKids=], which retained the rights to ''Shadworun''. [=WizKids=] was eventually bought by Topps, who licensed the game's publishing out to Catalyst Game Labs, where it remains. As the two games are now managed and published by entirely different companies, all links between them have been officially severed.

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* FiveRaces: Humans, Elves, Dwarves, Orcs, and Trolls dominate the setting. There are also three other races (T'Skrang, Windlings, and Obsidimen), but these are supposed to be very rare. Even rarer are Leafers (plant people), Jackalmen, half-Horror Ulkmen and genie-like Jabrq.


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* StandardFantasyRaces: Humans, Elves, Dwarves, Orcs, and Trolls dominate the setting. There are also three other races (T'Skrang, Windlings, and Obsidimen), but these are supposed to be very rare. Even rarer are Leafers (plant people), Jackalmen, half-Horror Ulkmen and genie-like Jabrq.
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* ObstructiveBureaucrat: There's literally a god of these, the Mad Passion Dis. All of Dis's rituals involve truly staggering amounts of meaningless paperwork.
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* MeaningfulRename: Magic is tied to names to the point of names defining a person, place or thing, so changing a name erases all magical properties and allows new ones to take their place in time. This is heavily emphasised in-setting by the word "Name-Giver" being used instead of "people" to refer to sentient beings capable of bestowing names and thus defining other beings, places or things.
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* AYearAndADay: A number of effects last a year and a day, such as Blood Magic (both the effects and damage caused by it), Horror powers, certain Talents, certain Pattern Item effects, the damage caused by casting a Horror Call spell and the duration of a dragon's Lair Mark.

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* AYearAndADay: A number of effects last a year and a day, such as Blood Magic (both the effects and the damage caused by it), Horror powers, certain Talents, certain Pattern Item effects, the damage caused by casting a Horror Call spell effects of some spells and the duration of a dragon's Lair Mark.
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* DoppelgangerSpin: In ''Arcane Mysteries of Barsaive'', the Phantom Warrior spell causes the appearance of three images that look identical to the target of the spell. They distract the target's enemies and give the target defensive and offensive bonuses.
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* IntimidationDemonstration: Supplement ''Earthdawn Companion''. The Impressive Shot talent allows the user to fire a missile close to an opponent (through their sleeve, hit close to them, knock something out of their hand, etc.) in order to impress them with the user's archery abilities.
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* YourHeartsDesire: supplement ''Earthdawn Companion''. Questors of the Mad Passion Vestrial have the ability to learn a target's greatest desire, allowing them to manipulate the target by granting their desire. They have another ability that allows them to implant a desire in a target that becomes the target's greatest desire.

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