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* JustifiedTrope
** Many aspects of the setting seemed designed to justify the traditional fantasy role playing tropes. Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached. Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this. Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.
** All this makes Earthdawn perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."

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* JustifiedTrope
** Many aspects
JustifiedTrope: Every one of the setting seemed RPGMechanics was specifically designed to justify the traditional fantasy role playing tropes. tropes.
**DungeonBasedEconomy:
Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached. breached.
**CharacterLevel:
Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this. this.
**ExperiencePoints:
Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.
** **SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; All this makes Earthdawn perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."
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After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG - and they consciously set out to turn the stereotypes on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only Passions, and some of them are crazy. Everyone uses magic, not just spellcasters.

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After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG - and they consciously set out to turn [[StandardFantasySetting the stereotypes stereotypes]] on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only Passions, and some of them are crazy. Everyone uses magic, not just spellcasters.
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* WeakenedByTheLight: In full sunlight or the equivalent ghoul Attack and Damage steps are at -2.

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* WeakenedByTheLight: In full sunlight or the equivalent equivalent, ghoul Attack and Damage steps are at -2.
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** Some of the spells in this game are this; examples include Heat Food, Boil Water and Insect Repellant.

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** Some of the spells in this game are this; useful in ordinary life; examples include Heat Food, Boil Water and Insect Repellant.
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* MultiarmedAndDangerous: The Horror named Hate had twelve arms and could make three attacks per combat round.

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* MultiarmedAndDangerous: The Horror named Hate had has twelve arms and could can make three attacks per combat round.
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* MassTeleportation: The city of Parlainth was completely removed from Barsaive before the Scourge, along with all memories of it, to protect it from the Horrors. The plan of the elaborate magic ritual was to take it to another plane of existence until the Scourge was over, and then to return to Barsaive. When it finally did return, the inhabitants were gone and the city was infested with all kinds of creatures, it's ruined streets and buildings waiting to be explored by adventurers in search of Parlainth's legendary treasures.

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* MassTeleportation: The city of Parlainth was completely removed from Barsaive before the Scourge, along with all memories of it, to protect it from the Horrors. The plan of the elaborate magic ritual was to take it to another plane of existence until the Scourge was over, and then to return to Barsaive. When it finally did return, the inhabitants were gone and the city was infested with all kinds of creatures, it's its ruined streets and buildings waiting to be explored by adventurers in search of Parlainth's legendary treasures.
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* AwesomeButImpractical: One of the artifacts included in the first edition main book, Nioku's Bow, was a legendary bow of a famous archer that would glow like the moon if it was ever brought to full power. Doing so required the expenditure of millions of points as well as going on multiple quests, each one of which would be legendary in its own right. The net result of all this is a bow that can do ''almost'' as much damage as the third circle Archer talent Flame Arrow. Flame Arrow involves no special quests and a fraction of the points. Second Edition slashed the prices for the bow's effects by a massive degree, upped its effects (to the point you're doing about quadruple your damage per shot at the maximum), and requires exactly one epic-level quest along the way to empower it (most of its requirements amount to uncovering the bow's story).

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* AwesomeButImpractical: One of the artifacts included in the first edition main book, Nioku's Bow, was a legendary bow of a famous archer that would glow like the moon if it was ever brought to full power. Doing so required the expenditure of millions of points [[ExperiencePoints Legend Points]] as well as going on multiple quests, each one of which would be legendary in its own right. The net result of all this is a bow that can do ''almost'' as much damage as the third circle Archer talent Flame Arrow. Flame Arrow involves no special quests and a fraction of the points. Second Edition slashed the prices for the bow's effects by a massive degree, upped its effects (to the point you're doing about quadruple your damage per shot at the maximum), and requires exactly one epic-level quest along the way to empower it (most of its requirements amount to uncovering the bow's story).
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After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG - and they consciously set out to turn the stereotypes on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only passions, and some of them are crazy. Everyone uses magic, not just spellcasters.

to:

After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG - and they consciously set out to turn the stereotypes on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only passions, Passions, and some of them are crazy. Everyone uses magic, not just spellcasters.
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* HostileWeather: The Gamemaster is encouraged to use bad weather against the {{PC}}s, everything from strong thunderstorms to extreme heat and cold.


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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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* SpareAMessenger: Whenever the monsters known as Bog Gobs attack sapient creatures, they will always leave some survivors. They do this because they enjoy the tales spread about them among the Namegiver races.
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* MagicKnight - everyone. All [=PCs=] are magicians - Adepts. Wizards could have some kind of basic martial capability, Warriors had their share of elemental magic, and Weaponsmiths at very very high levels learned how to cast Elementalist spells.
* MassTeleportation - The city of Parlainth was completely removed from Barsaive before the Scourge, along with all memories of it, to protect it from the Horrors. The plan of the elaborate magic ritual was to take it to another plane of existence until the Scourge was over, and then to return to Barsaive. When it finally did return, the inhabitants were gone and the city was infested with all kinds of creatures, it's ruined streets and buildings waiting to be explored by adventurers in search of Parlainth's legendary treasures.

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* MagicKnight - everyone. MagicKnight: ''[[EveryoneIsASuper Everyone]].'' All [=PCs=] are magicians - Adepts. Wizards could have some kind of basic martial capability, Warriors had their share of elemental magic, and Weaponsmiths at very very high levels learned how to cast Elementalist spells.
* MassTeleportation - MassTeleportation: The city of Parlainth was completely removed from Barsaive before the Scourge, along with all memories of it, to protect it from the Horrors. The plan of the elaborate magic ritual was to take it to another plane of existence until the Scourge was over, and then to return to Barsaive. When it finally did return, the inhabitants were gone and the city was infested with all kinds of creatures, it's ruined streets and buildings waiting to be explored by adventurers in search of Parlainth's legendary treasures.
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Get a bag. Throw in a copy of Lord of the Rings and some dice. Season with Moorcock and Vance to taste. Shake well. Pour it out on a table. For a while that seemed to be how most [=FRP=]Gs got made.

After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG. They consciously set out to turn the stereotypes on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only passions, and some of them are crazy. Everyone uses magic, not just spellcasters.

to:

Get a bag. Throw in a copy of Lord of the Rings and some dice. Season with Moorcock and Vance to taste. Shake well. Pour it out on a table. For a while that seemed to be how most [=FRP=]Gs got made.

made. ''This is not one of those.''

After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG. They RPG - and they consciously set out to turn the stereotypes on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only passions, and some of them are crazy. Everyone uses magic, not just spellcasters.
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* DungeonBasedEconomy: In the adventure ''Parlainth: The Forgotten City''. The town of Haven was carved out of the ruined city of Parlainth. It is dedicated to servicing and supporting the adventurers who explore the rest of Parlainth.
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* CriticalFailure: Rolling all ones in a pass/fail "Action Test" triggers this, termed in-game as a "pathetic result".
* CriticalHit: Works very differently to Critical Failure. Any die that rolls maximum gets a bonus roll, repeating as needed, with ''all'' the rolls adding up to the final total. Through this, it is always possible (with enough luck) to make a difficult Action Test even with a low Step.
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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 damaged 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 damage caused by it), Horror powers, certain Talents, certain Pattern Item effects, the damaged damage caused by casting a Horror Call spell and the duration of a dragon's Lair Mark.
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* DarkIsNotEvil: To other Name Givers the Nethermancers are incredibly creepy, part of a magical tradition focused on death. They can be incredibly nasty... but they also have both the best magical healing abilities as well as powerful spells designed to fight [[EldritchAbomination the Horrors]]. The truth is that they are seen as creepy. They are actually just... [[StartXToStopX practical]], the Death plane being just another netherworld.

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* DarkIsNotEvil: To other Name Givers the Nethermancers are incredibly creepy, part of a magical tradition focused on death. They can be incredibly nasty... but they also have both the best magical healing abilities as well as powerful spells designed to fight [[EldritchAbomination the Horrors]]. The truth is that they are seen as creepy. They are actually just... [[StartXToStopX practical]], the Death plane being just another netherworld.

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Corrected lots of improper Example Indentation and alphabetized a trope.





* AwesomeButImpractical: One of the artifacts included in the first edition main book, Nioku's Bow, was a legendary bow of a famous archer that would glow like the moon if it was ever brought to full power. Doing so required the expenditure of millions of points as well as going on multiple quests, each one of which would be legendary in its own right. The net result of all this is a bow that can do ''almost'' as much damage as the third circle Archer talent Flame Arrow. Flame Arrow involves no special quests and a fraction of the points.
** Second Edition slashed the prices for the bow's effects by a massive degree, upped its effects (to the point you're doing about quadruple your damage per shot at the maximum), and requires exactly one epic-level quest along the way to empower it (most of its requirements amount to uncovering the bow's story).

to:

* ArtisticLicenseStatistics: Part of the problem with the dice mechanics. At each "step", the step number is supposed to represent an average roll, so if you are at Step 15, for example, the average roll should be a 15. This was supposed to make it easy for the GameMaster to determine target numbers based on how likely he wants it to be for the character to succeed. Unfortunately, no one explained to the designers about score distributions, and some of the steps have distributions that are very strange. The net result is that for certain target numbers, characters with a lower score in a talent are more likely to succeed than those with higher numbers. Third edition partly fixed that by removing 4-sided and 20-sided dice. (you still got the 6,8,10 and 12 ones. Enjoy your bag of dice.) The main problem being exploding dice on the highest value (step 3/1D4 has a 25% to reach 5, so is a theorical step 11/1D20, in practice, step 11 is 1D8+1D6).
* AwesomeButImpractical: One of the artifacts included in the first edition main book, Nioku's Bow, was a legendary bow of a famous archer that would glow like the moon if it was ever brought to full power. Doing so required the expenditure of millions of points as well as going on multiple quests, each one of which would be legendary in its own right. The net result of all this is a bow that can do ''almost'' as much damage as the third circle Archer talent Flame Arrow. Flame Arrow involves no special quests and a fraction of the points.
**
points. Second Edition slashed the prices for the bow's effects by a massive degree, upped its effects (to the point you're doing about quadruple your damage per shot at the maximum), and requires exactly one epic-level quest along the way to empower it (most of its requirements amount to uncovering the bow's story).



* DarkIsNotEvil: The Nethermancers are incredibly creepy, part of a magical tradition focused on death. They can be incredibly nasty... but they also have both the best magical healing abilities as well as powerful spells designed to fight [[EldritchAbomination the Horrors]].
** They are seen as creepy. They are just... [[StartXToStopX practical]]. The Death plane being just another netherworld.
* EarthAllAlong: As a consequence of being a prequel to {{Shadowrun}}.

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* DarkIsNotEvil: The To other Name Givers the Nethermancers are incredibly creepy, part of a magical tradition focused on death. They can be incredibly nasty... but they also have both the best magical healing abilities as well as powerful spells designed to fight [[EldritchAbomination the Horrors]].
** They
Horrors]]. The truth is that they are seen as creepy. They are actually just... [[StartXToStopX practical]]. The practical]], the Death plane being just another netherworld.
* EarthAllAlong: As a consequence of being a prequel to {{Shadowrun}}.TabletopGame/{{Shadowrun}}.



* HeWhoFightsMonsters: The Nethermancers have an extensive knowledge of Horrors and spells based on Horror abilities. These allow the Nethermancers to be incredibly effective at fighting the Horrors, but also means that they are more vulnerable to Horror-corruption.

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* HeWhoFightsMonsters: HeWhoFightsMonsters
**
The Nethermancers have an extensive knowledge of Horrors and spells based on Horror abilities. These allow the Nethermancers to be incredibly effective at fighting the Horrors, but also means that they are more vulnerable to Horror-corruption.



* HumansAreSpecial: The human racial ability, Versatility, allows humans to learn magical abilities from disciplines other than their own. It is arguably the most powerful ability in the game, to the point where some power gamers will argue that there is no point to playing any other race. And Passions help any GameMaster foolish enough to allow the human racial discipline, [[GameBreaker the Journeyman]], into his game...

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* HumansAreSpecial: HumansAreSpecial
**
The human racial ability, Versatility, allows humans to learn magical abilities from disciplines other than their own. It is arguably the most powerful ability in the game, to the point where some power gamers will argue that there is no point to playing any other race. And Passions help any GameMaster foolish enough to allow the human racial discipline, [[GameBreaker the Journeyman]], into his game...



* JustifiedTrope: Many aspects of the setting seemed designed to justify the traditional fantasy role playing tropes. Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached. Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this. Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.

to:

* JustifiedTrope: JustifiedTrope
**
Many aspects of the setting seemed designed to justify the traditional fantasy role playing tropes. Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached. Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this. Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.



* MundaneUtility: Some of the spells in this game are this; examples include Heat Food, Boil Water and Insect Repellant.

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* MundaneUtility: MundaneUtility
**
Some of the spells in this game are this; examples include Heat Food, Boil Water and Insect Repellant.



* YouFailStatisticsForever: Part of the problem with the dice mechanics. At each "step", the step number is supposed to represent an average roll, so if you are at Step 15, for example, the average roll should be a 15. This was supposed to make it easy for the GameMaster to determine target numbers based on how likely he wants it to be for the character to succeed. Unfortunately, no one explained to the designers about score distributions, and some of the steps have distributions that are very strange. The net result is that for certain target numbers, characters with a lower score in a talent are more likely to succeed than those with higher numbers.
** Third edition partly fixed that by removing 4-sided and 20-sided dice. (you still got the 6,8,10 and 12 ones. Enjoy your bag of dice.) The main problem being exploding dice on the highest value (step 3/1D4 has a 25% to reach 5, so is a theorical step 11/1D20, in practice, step 11 is 1D8+1D6).
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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.

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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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* EldrichAbomination: The Horrors are horrific monstrosities that live in astral space, and are the worst major enemy the players will ever face.

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* EldrichAbomination: EldritchAbomination: The Horrors are horrific monstrosities that live in astral space, and are the worst major enemy the players will ever face.
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* EldrichAbomination: The Horrors are horrific monstrosities that live in astral space, and are the worst major enemy the players will ever face.
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* LanguageOfMagic: Supplement ''Dragons''. Dragonspeech is a form of telepathy that allows dragons to communicate with other creatures without speaking. The great dragon Vasdenjas says that dragonspeech can be used to communicate with the Universe itself and cause any pattern desired to be expressed in astral space, thus casting a spell.
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* PoisonIsCorrosive: Supplement ''Dragons''. A dragon's venom is corrosive and can cause damage to living targets. It can possibly even cause blindness if [[SuperSpit spat into a creature's eye]].


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* SuperSpit: Supplement ''Dragons''. A dragon with the power of Venom may have the Power Knack of Spit Venom. This allows the dragon to spit its [[PoisonIsCorrosive corrosive venom]] at a target and cause it to suffer damage and possibly be blinded.
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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 and the damaged caused by casting a Horror Call spell.

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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 and effects, the damaged caused by casting a Horror Call spell.spell and the duration of a dragon's Lair Mark.
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* AYearAndADay: [[ExactlyWhatItSaysOnTheTin Blood Magic]] allows the sacrifice of blood for extra magic bonus. Damage from the price and duration of the bonus often last a year and a day.

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* AYearAndADay: [[ExactlyWhatItSaysOnTheTin Blood Magic]] allows the sacrifice A number of blood for extra magic bonus. Damage from the price and duration of the bonus often effects last a year and a day.day, such as Blood Magic (both the effects and damage caused by it), Horror powers, certain Talents, certain Pattern Item effects and the damaged caused by casting a Horror Call spell.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/earthdawn_9545.jpg]]



This game contains examples of:

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This game contains examples of:
!!Tropes:
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Dice is already plural.


** Third edition partly fixed that by removing 4-sided and 20-sided dices. (you still got the 6,8,10 and 12 ones. Enjoy your bag of dices.) The main problem being exploding dice on the highest value (step 3/1D4 has a 25% to reach 5, so is a theorical step 11/1D20, in practice, step 11 is 1D8+1D6).

to:

** Third edition partly fixed that by removing 4-sided and 20-sided dices.dice. (you still got the 6,8,10 and 12 ones. Enjoy your bag of dices.dice.) The main problem being exploding dice on the highest value (step 3/1D4 has a 25% to reach 5, so is a theorical step 11/1D20, in practice, step 11 is 1D8+1D6).
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** All this makes Earthdawn perhaps the only setting where your PC could easily claim - "I'm a Sixth Circle Thief" - which means "I'm a magician who uses magic to hide and free others from the burden of ownership, and I have undergone five advancement rituals."

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** All this makes Earthdawn perhaps the only setting where you can talk about your PC could easily claim - "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief" - which Thief," for example, simply means "I'm a magician who uses practices a school of magic to hide specialized in hiding and free freeing others from the burden of ownership, and I have undergone five advancement rituals."
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* InertialImpalement: In the combat chapter, one of the techniques in the Mounted Combat section is "Setting Against A Charge". If a character knows a Charging Attack is coming and has a spear or lance available, he can make a Melee Weapons Test. If he succeeds, he hits the charging opponent and does damage before the opponent can attack. If he succeeds really well he can knock the opponent off his steed.
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* IKnowYourTrueName: Played with. Namegiver races (ie, PC ones) can do this...and Horrors do not naturally ''have'' names. By cajoling a Namegiver into naming them, they gain the weaknesses of having a true name...and individuality, and with ''that'', strength.
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Wait, there's more. The humans run the Theran Empire, they use blood magic, they enslave other races, and they make war in flying castles. The trolls are eight and a half foot tall {{SkyPirate}}s in flying stone longboats. The obsidimen are over seven feet tall and made of rock. The windlings are tiny flying people. The t'skrang are [[{{Lizard Folk}} Lizardmen]] who run boats on the many rivers. The orks have been [[{{Slave Race}} enslaved by almost everybody]] and are trying to establish their own nation. All these races are called Name-Givers, on the assumption that naming a thing gives it a magical identity, a pattern that can be manipulated.

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Wait, there's more. The humans run the Theran Empire, they use blood magic, they enslave other races, and they make war in flying castles. The trolls are eight and a half foot tall {{SkyPirate}}s {{Sky Pirate}}s in flying stone longboats. The obsidimen are over seven feet tall and made of rock. The windlings are tiny flying people. The t'skrang are [[{{Lizard Folk}} Lizardmen]] who run boats on the many rivers. The orks have been [[{{Slave Race}} enslaved by almost everybody]] and are trying to establish their own nation. All these races are called Name-Givers, on the assumption that naming a thing gives it a magical identity, a pattern that can be manipulated.

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