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TRINITY BOOKS
Posted in Trinity (Tuesday, May 13, 2008)
Written by Mike Lee. By White Wolf / Arthaus.
The regular list price is $34.99.
Sells new for $22.00.
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No comments about Aberrant: Awaken the Power Within (Part Two of the Trinity Universe, d20 v. 3.5).
Posted in Trinity (Tuesday, May 13, 2008)
By White Wolf Publishing.
The regular list price is $4.95.
Sells new for $2.00.
There are some available for $1.78.
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1 comments about Trinity Field Reports: Extrasolar Colonies.
- ...provided some very important information that wasn't detailed in the rulebook: info about Karoo, Averiguas, Far Nyumba and the other extrasolar colonies. All the infomation is in full color and in-character, much like the first 100 pages of the basic rulebook. Most of the info found here has been expanded in other books (particularly Stellar Frontier and the Alien Encounter adventure series), but it's still very cool as a player handout.
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Posted in Trinity (Tuesday, May 13, 2008)
Written by Jon Carroll. By White Wolf Publishing.
The regular list price is $15.95.
Sells new for $9.34.
There are some available for $2.98.
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4 comments about Trinity Technology Manual (Trinity).
- The Trinity Technology Manual has a lot going for it -- lots more toys for the players, detailed explanations of important technologies like computer agents -- but in some areas like bioware and personal electronics it is still somewhat lacking. Some other sections are also unnecessarily brief. Still worthwhile if you have the cash, though.
- Althought parts of the book could be labelled dry or lacking, it provides a great deal of information on the technology of the world, and could (or should) serve as the launching pad for the storyteller's own ideas and creations. Just try to memorize all the details, though.
- I loved the Varg section of this book, it has given me many ideas for a campaign. It s a great point for ideas, and can enrich a campaign quite alot.
- I recieved this book today and I enjoyed reading it very much. The book has the standard front color section, and a back black-and-white section. The section on VARGS was informative and well thought out. This book offers many new toys for a creative player to use. However, some sections seemed lacking. The art in the beginning was decidedly below-par for White Wolf. Good book? Yes. Worth the 15.95 price? Maybe.
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Posted in Trinity (Tuesday, May 13, 2008)
By White Wolf Publishing.
The regular list price is $19.95.
Sells new for $26.74.
There are some available for $10.25.
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3 comments about Stellar Frontier (Upeo/Deep Space) (Trinity).
- When a Role-playing game comes out there is always the "unanswered questions" that leave players and readers in the lurch as to what happened and why. With Stellar Frontier, however, White-Wolf actually comes out and ANSWERS those questions. It gives us a chance to look at an Order that we could only speculate as to its disappearance before. And it also gives us even more information as to the rest of newly dicovered space. All in all, it should be a mainstay for any Trinity player or ST.
- I absolutly love this book. The knowledge that is contained in this book about the lost order of Upeo Wa Macho is simply amzing. Finnialy i have in my hands actual information on what i could only dream up before. This is a must have for any Serious GM.
- The main Trinity book briefly described the missing Upeo Wa Macho (Teleporter Order) and the cut-off extrasolar colonies. Aside from the main book, and the player's guide, this is probably the only other book you really need for Trinity. The order itself opens up a vast playground for storytellers and players since teleportation lets you go anywhere in the Universe. Information on the colonies and new worlds adds to the game's futurisitc sci-fi atmosphere. The book tries to cover a lot of ground and succeeded in many areas. There was just enough information to answer vital questions while leaving room for storytellers to custom-tailor the colonies and worlds to fit their games.
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Posted in Trinity (Tuesday, May 13, 2008)
Written by James Kiley. By White Wolf / Arthaus.
The regular list price is $34.99.
Sells new for $13.75.
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No comments about Adventure! (Part One of the Trinity Universe, d20 v. 3.5).
Posted in Trinity (Tuesday, May 13, 2008)
By White Wolf Publishing.
The regular list price is $14.95.
Sells new for $47.45.
There are some available for $7.48.
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1 comments about *OP Hidden Agendas (Trinity Screen) (Aeon).
- This is a pretty good book for Storytellers to pick up. Not a lot for the player unfortunatly. The scenario in the back is pretty weak IMHO. Unless you are an ST wait for Descent into Darkness.
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Posted in Trinity (Tuesday, May 13, 2008)
By White Wolf Publishing.
The regular list price is $17.95.
Sells new for $2.49.
There are some available for $3.77.
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4 comments about Luna Rising (ISRA/Moon) (Trinity).
- White Wolf has done well with the first area supplement for Trinity, making the least imposing group of characters - ISRA - much cooler than the original book. The color section is well done, and the information is valuable. My only complaints are that the B&W section blends player and GM information and there is too little equipment.
- Makes Clarisents into much better psions, even for people who like to hack and slash. Clarisentsa at first seemed to weak, but other important uses for thewir powers are shared in this sourcbook
- Robert Scott Martin is a fabulous writer and makes his wide scope of knowledges clear in this simple and lovely work. Clairsentients are exposed as being quite the important and opportune character, and like Robert Scott Martin's other contributions to White Wolf, this bears the mark of gentle scholarship and half-mad, magnaminous creativity.
- The first Psi Order/Area book for White Wolf's Trinity game was useful and enjoyable. The ISRA didn't seem that interesting in the main sourcebook. Yeah they had some long-range and perception powers but they were also a bunch of monk dudes sitting on the Moon who also happened to be pilots. Though you can still play characters like that, Luna Rising introduced other interesting alternatives for ISRA characters. There are groups in the ISRA who are similar to ravers, detectives, activists, and intelligence agents.
Luna and Olympus was finally given sufficient coverage. The culture of the various levels are so diverse and varied that many adventures can be had on the Moon, no matter what the taste. Olympus is a very happening place that rivals New York City, Rio De Janeiro, Hong Kong, and any other big city on Earth. The book provides plenty of information on each sector and its associated culture. You'll be surprised to learn about Lunar casinos, amusement parks, and the fate of the first Lunar landing site. The new psionic powers, subdivisions of the ISRA, gear, and Lunar information should help GMs assemble many fascinating games in Near Space and the ISRA. A good book overall.
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Posted in Trinity (Tuesday, May 13, 2008)
Written by White Wolf Games Studio and Bryant Durrell. By White Wolf Publishing.
The regular list price is $4.95.
Sells new for $2.53.
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2 comments about Trinity Field Report Alien Races (Trinity).
- I just got this book and I have to say that White Wolf just keeps making me happier with the Trinity game. This latest in the Field Report books tells you very important and informative information on the 3 main races in the game. This book is a must for any Trinity player or GM!
- The information of the Three main Alien races in this book is astounding. It gives Gms and Players a like great ideas and settings, along with a few surprises,
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Posted in Trinity (Tuesday, May 13, 2008)
Written by Robert Scott Martin. By White Wolf Publishing.
The regular list price is $17.95.
Sells new for $8.75.
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2 comments about America Offline: PSI Order Orgotek & FSA Sourcebook) (A Sourcebook for Trinity).
- really a good idea for a N America Campaign. Gives new powers to Elecktrokinetics. Great thing to have!
- America Offline was written like the other Psi Order/ Area books of Trinity. The color section contains general information that most people in the game world would have access to. The black and white section has information that is mostly for storytellers.
The sections on Orgotek were good. The subdivisions provide more choices for PCs who don't want to play a corporate drone or an engineer. Orgotek's goals and beliefs make it very PC-friendly. It generally isn't a big evil corporation like Pentex. The section on alternative Electrokinetic powers was very interesting. The technology section was rather light considering the fact that Orgotek makes a ton of neat bio/hardtech gadgets. The section on the FSA gets the job done but wasn't very thorough. It does drive home that the U.S. is now a fascist empire where the rich are at the top and the masses are down at the bottom. There should have been more information on culture and the day-to-day activities of the citizens. It seemed like all the people in the FSA are either drones from Orwell's '1984', anarchists, or violent nomads. If that is what the people are like then the section on the FSA did its job. Also, there should have been more information on the FSA's Warmachine agenda. I wanted to know when the war of aggression will end. Perhaps the FSA's war will never end. Despite some of my complaints this is a good book. It is a must for storytellers who want to run a Trinity game with Orgotek or in the FSA.
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Posted in Trinity (Tuesday, May 13, 2008)
Written by George Effinger and George Alec Effinger. By White Wolf Publishing.
The regular list price is $14.95.
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5 comments about Trinity (Softcover Ed).
- Trinity is the best science-fiction role-playing game I've ever played. Built on White Wolf's familiar Storyteller system, Trinity takes the best that system has to offer and incorporates a number of elements that distinguish it not just from other White Wolf games, but from more "generic" sci-fi rpgs such as Alternity, Star Trek, Spacemaster, or Traveller. With topics ranging from psionic powers, hard tech, biotechnology, and weapons of the 22nd century, the game comes with the building blocks necessary for good sci-fi.
What really sets the game above the rest however, is the incredibly rich universe that White Wolf has created. It's possible to play just about any type of sci-fi game you want from Blade Runner film-noir, Aliens-style horror, Star Trek-quests into the unknown, to Star Wars-style space opera. The supplemental books and adventures are also top notch. If you're looking for adaptable sci-fi, Trinity is it.
- This game is one of the best RPG's ever written hands down. It is almost sad that this game is made by White Wolf, because the other World of Darkness games, tend to over shadow their other titles. Set in the year 2120, Trinity takes a look at a dark future. Where the United States of America, have been taken over by our own military. Where the Earth has nearly been destroyed by a horrible war, against what can only be called "superheros." But within this frame work, come the heros. Members of Elite Psionic Orders, who try and change the world for the better. Alright I know the concept sounds really bad, and maybe I am not explaining it right. But I like the game because they dive into the culture of 2120. Talking about fashion, what the ordinery guy does for a living, and how technology has changed the world. The aliens in the game are ALIEN. The 3 major alien races are a species of psionic 1ft long slugs, who make advanced biotechnology. A race of strangely advanced lizards who can manipulate light. And lastly a race of hive like creatures, who graft genetic material from races they find, to their own gene code. For the price of the book, you really cannot go wrong just to give it a try. So if you are in the mood for a unique science fiction setting, give Trinity a try. Or try it's prequel games "Aberrant" (Dealing with the golden age of the "superheros") and "Adventure" (Coming later in 2001, dealing with pulp heros in 1925).
- When I first heard of this game I was not very interested, since I was busy with Vampire and the like. But a friend of mine sat me down and made me read it and now two years later, I don't know how I could have been so silly. This is a dark, suspenseful game that sucks you in. Set in the 2120's, it is a new world. Aberrants have destroyed life as we knew it and now, we set forth as Psions, humanity's last hope. This game will really take you on a wild ride. In the time I have played it I have been angry, experienced frustration unlike any before, felt despair and been moved to the point of tears.
The game system is the same as most White Wolf Games and is easy to use and understand. There is plenty of background material and if it is not enough, there are several supplements available. It is extremely well written and the illustrations are exceptional not only for the artistic merit, but for the relevence to the background material. This a game every gamer must try, if not own!
- I've always been interested in futuristic sci-fi rpgs like Cyberpunk 2020 and Jovian Chronicles. When Mage the Ascension introduced the Technocratic Union to me I saw it as a great opportunity to run sci-fi and space dramas with the Storyteller system. Yeah I could have made up a lot of the material but it was good to have some source material to work with. Then I learned about Trinity. Trinity opened up an entirely new realm for me to explore as a storyteller. The players are not mages, but humans with psychic powers that range from mind control to controlling machines and generating lasers from fingers. This is one of the best White Wolf source books out there.
The book is divided into two sections. One is in color and focused on the setting of Trinity. The section started off with a nice piece of fiction about a latent psion and his encounters in a rough and unforgiving world. It then goes on to discuss the events that lead up to the current Trinity setting. There was a good amount of material on the Aberrants and some stuff on the Aeon Society. Both group have their own source books and game universes. Psi Orders and the state of the world in 2120 were presented without giving away too many secrets to players. The world is completely different in the future. Africa and China are now super-powers with space programs while America is in a state of ruin and has nothing but the military to keep it alive. The color section, I believe is primarily for players to flip through. The rest of the book was in black and white and covered material for basic rules, character creation, psionic powers, gadgets, vehicles and other details that are necessary to run a game. It is all standard stuff from a core White Wolf book. Sections like this have appeared in Vampire, Werewolf, Mage, and all the other main books. There are a few subtle but significant changes in the rules but nothing White Wolf (or other) gamers can't understand quickly. The rule mechanics are very easy to grasp, thus freeing the players and storytellers from flipping through the book every few minutes for specialized rules. The book did cover a broad range of topics. There was little room for details such as culture in the futuristic nations. The psions are only a small percentage of the populace so it would have been nice to have more information on the daily life of normal people. Trinity is a very complete book, which covers everything you need to know to get a futuristic game rolling. Whether you're into cyberpunk, space combat and drama, encounter with aliens, wars and battles on Earth and other planets, espionage, anarchic frenzy or controlled social progress, Trinity has something for everyone.
- I love this book! How many times can we actually say that about a book? Not often, believe me, I have read my share of stinkers!!
Trinity RPG is the definitive rpg for those looking for more pizazz in their cyberpunk role-playing experience. It has all the moody cyberpunk themes, but it adds a twist: you are Earth's last hope for fighting alien invasions and former 'superhero' mutants called Abberants. Blessed with alien genetics spliced in you, you are a gifted Psion or psychic superhero who must use his superhero ablities to save the world.
The book comes with the best rules out there, Storyteller System 1.0, a rpg system from White Wolf Games. Those guys who brought us Vampire the Masquerade, remember? A narrative-driven story rpg, it's more about you the player than dice. It still hasn't been topped as a rpg engine to date!
Psions come in eight flavors: shapeshifting Norca, psychic healers called Aesculpians, computer-hacker electomagnetic psychics from the Orgotek Corporation, the Ministy from China, who can read minds. The telekinetic psions from Australia, the ESP prophets from the Moon, and lastly the teleporters from the new deep-space, extrasolar colonies.
Side note: one order, the Chibs, were wiped out due to the fact that they used quantum energy like the Abberants.
SO what's not to love? Its cyberpunk meets frickin' psychic superheroes for crying out loud! Worth all them five stars!
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Aberrant: Awaken the Power Within (Part Two of the Trinity Universe, d20 v. 3.5)
Trinity Field Reports: Extrasolar Colonies
Trinity Technology Manual (Trinity)
Stellar Frontier (Upeo/Deep Space) (Trinity)
Adventure! (Part One of the Trinity Universe, d20 v. 3.5)
*OP Hidden Agendas (Trinity Screen) (Aeon)
Luna Rising (ISRA/Moon) (Trinity)
Trinity Field Report Alien Races (Trinity)
America Offline: PSI Order Orgotek & FSA Sourcebook) (A Sourcebook for Trinity)
Trinity (Softcover Ed)
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