| “War.
War never changes”- Fallout computer
RPG
It is the year 2120. Some sixty years ago,
a war was waged on planet Earth. It was the
greatest war ever. Super-powered monsters,
dubbed “Aberrants” and normal
humans fought for the right to exist. Finally,
China threatened them with the ultimate ultimatum.
“Leave or the Earth will be reduced
to cinders, and we both lose”. The monstrous
Aberrants left the planet, but swore to return.
Since then, humanity has worked to rebuild
the world, and many once poor nations have
risen as economic superpowers, and formerly
powerful countries have fallen to a relegated
status.
The world had started to show new signs of
prosperity, when… the Aberrants returned.
But somebody fought back. A new type of human
was prepared to make a stand against the monsters.
These “evolved” humans, often
called “psions” by the media,
were a new hope for humanity. They have become
the weapon, in these new psychic wars fought
to keep the Aberrants at bay, and help humanity
along with its continuous growth.
But things are never this simple. Life in
the 22nd Century is full of strife, and the
psions are no exception. They are mistrusted
and feared by many, since Aberrants also begun
as “helpers” of humanity. In fact,
countries like the FSA (Federated States of
America) and Nippon (Japan) actively harbor
bigotry against them. However, there is light
wherever there is darkness. Æon, a philanthropic
organisation that was founded in the 1920s
by a Maxwell Anderson Mercer, has taken the
task of creating good PR for the psions and
their Orders. And, though there are some rotten
apples – as there are in any human funded
institution, this deal works well for both
parties. For the time being at least, the
psions have a pretty good reputation indeed.
Trinity was the first RPG from White Wolf
that used the Storyteller Revised system (also
used in Aberrant, Adventure and Exalted) and
it marked a change in White Wolf’s policy.
At last, they had changed the genre a bit!
Sadly, this game is not one of their bestsellers,
so it gets very little of the company’s
attention. I don’t know many Sci-Fi
RPG’s, but from the few I do know, this
is the best. It keeps White Wolf’s typical
“factions”, in this case, called
“Orders”. It also maintains the
notion of superhuman player characters, but
the atmosphere of the game’s setting
is less bleak, less dark.
Trinity is not set in the World of Darkness
and there are no vampires, werewolves, et
al. The supernatural is handled more as “mutations”
in humans rather than “God cast Caine
out of Eden”. There are certainly some
groups with hidden agendas (as the very first
Trinity sourcebook suggests with its title),
but they are most likely not the type of “Tuesday:
Taking over the world”. In fact, when
Andrew Bates started to design the line, he
wanted it to avoid most White Wolf conventions.
They obviously didn’t let him get away
with that…
Another interesting thing in this setting
are the aliens. Humans have stumbled into
three alien groups: The Qin, the Chromatics,
and the Coalition. The Qin seem benevolent
to the human race, and have helped humanity
to achieve great advancements in technology,
especially in what’s called Biotech.
The Chromatics are a warlike race, that has
made several attacks on human outposts. Future
will tell what will happen to them and humans.
And at last, there’s the Coalition.
Imagine Star Trek’s Federation…
now imagine it's commited to evil… There’s
the Coalition. It’s a group of alien
races that come, slowly but steadily to take
down humanity. Are any of these alien races
related to each other? Are they related to
the Aberrants? That’s another interesting
question.
So, what’s in this game for you? There
are two big things worth playing for (only
of course, if those two big things appeal
to you): spaceships and star exploring, and
playing a psychic in a quasi-cyberpunk world.
As I like both of these ideas for their multiple
ramifications, I loved the game from its start.
You can turn it into whatever you want, like
hiding a little nasty Abbie in a lonely spaceship
and play “Alien 5”, or you can
set up a bizarre murder investigation only
a “gifted” detective could solve.
Or some “Starship Trooper” –
like hack and slash in some desolate planet
full to the core of bloodthirsty Abbies, who
somehow resemble gigantic bugs. You can play
diplomat in an alien world and help bring
peace and prosperity to both races. Whatever
you desire!
One very interesting thing on Trinity are
its adventure series’ books, that take
the player characters to shape the setting.
Around them, things change forever, and they
can build the form of Trinity’s universe.
This series: Darkness Revealed, and Alien
Encounter, make very good adventures. In my
opinion, most White Wolf adventure books are
not very interesting, but Trinity’s
are something else. Give them a try if you
get the chance.
Æon & Trinity: the story of a title:
before I leave you to your own devices, I’ll
tell you a last piece of interesting info.
Originally, Trinity was called Æon,
but, since MTV Networks held the rights for
a cartoon series called Æon Flux, which
was also in the sci-fi genre, they felt their
rights to be challenged, and White Wolf was
requested to change the game’s name.
So, Æon turned into Trinity. Why Æon
and why Trinity? Easy. Max Mercer’s
organization is called Æon, but it’s
made of a “trinity” of sub-organizations:
Neptune, Proteus and Triton. Also, the Trinity
Universe, called Æon Continuum or Æonverse
by fans, has three major eras and games: Trinity
(Æon), Aberrant (where you play the
Novas from the early 21st century) and Adventure!
(a pulp action game in the Trinity world)
Check the other two out, too! They’re
worth it!
Reviewed by Matías Timm
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