The Aeon -- err, that is, Trinity FAQ
Version 1.0
What is Trinity?
-
Trinity is a science-fiction role-playing game of the
near future, the latest offering from White Wolf Games. Most player characters
are "psions," mentally gifted humans who use their psionic abilities to
defend humanity from a variety of threats: bloodthirsty aliens, evil mutants
and earth-bound conspiracies. It is a science fiction game world complete
with many science fiction staples: teleporting jumpships allowing interstellar
travel, at least 3 alien races, psionics, mutants, biotechnology and much,
much more.
Didn't it used to be called something
else?
-
Trinity was formerly known as Aeon, named for the benevolent
organization that many player characters work for in the game. Viacom (owner
of MTV) threatened a lawsuit, however, saying the name was too close to
their trademarked property "Aeon Flux," even though role-playing games
and TV series are completely different types of properties. While some
minds think White Wolf could have won the case on those grounds, it would
have meant delaying production until the court case had been resolved (and
losing a lot of money), so the game's name was changed.
When and where is Trinity set?
-
Trinity is set in Earth's near future -- the year 2120,
to be precise. With the help of the psions, humanity has colonized nearly
all the planets of our solar system, as well as five other star systems
and one nebula. Earth itself is quite different from the one we know; the
former United States is a fascist dictatorship, Europe is an anarchic wasteland,
and the oceans are populated with floating and undersea cities.
You mean this isn't the WOD? And it isn't
even Gothic/Punk!
-
Trinity is not the World of Darkness in the future.
There are no werewolves, vampires, wraiths, mages or fae lurking in the
shadows, nor were there ever. The "future history" that leads humanity
to the events of 2120 has some definite historical differences that preclude
it from being the future of the World of Darkness. The mood of the Trinityverse
-- encapsulated by the words "Hope, Sacrifice, Unity" -- is not as dark
as the WoD, either.
Can I do a Trinity/WOD crossover?
-
You can do whatever you want. The White Wolf Game Police
will not hunt you down. Various folks on the 'Net are experimenting with
using psions in the World of Darkness and using World of Darkness creatures
in Trinity. There's plenty going on in the Trinityverse without them, though.
What's changed from the Storyteller system?
-
The major change from Storyteller is the way dice are
handled. All rolls are difficulty 7. Only one success is required. If the
Storyteller judges a task is more difficult than usual, she can require
more successes. Furthermore, rolled "1"s do not subtract from successes;
they merely determine how severe a Botch is if no successes are rolled.
There are other differences as well:
-
Abilities are now grouped under specific Attributes.
-
Instead of Normal and Aggravated, the two kinds of damage
are Bashing and Lethal. Bashing damage is recovered quickly and can be
soaked. Lethal damage is more severe, and generally cannot be soaked without
armor.
-
Soak -- whether a character's normal Soak or from armor
-- subtracts from the attacker's damage die pool, not from the damage levels
rolled. A successful attack will always roll at least 1 die of damage,
even if the target's Soak exceeds the damage die pool.
-
Demeanor has been replaced with Allegiance. Allegiance
not only gives the player insights into his character's beliefs and core
values, but gives the character a starting set of Abilities that reflect
her background and basic training.
-
Initiative is the sum of your character's Dex+Wits+1d10,
not a Wits+Alertness roll.
-
There are actual vehicle combat rules.
How do the Lethal/Bashing health levels
work?
-
Attacks are classified as Lethal or Bashing; which is
which is pretty straightforward. Fists, clubs, barstools, falling, vehicle
crashes and the like are Bashing; knives, guns, lasers, Aberrant claws
and so on are lethal. A character has 7 Health Levels, just as in the regular
Storyteller system; both kinds of damage are tracked on the same scale.
When a character takes Bashing damage, the box on the character sheet is
marked off with a slash; Lethal damage is marked with an X. If a character
who already has Bashing damage takes Lethal damage, an extra slash changes
the Bashing level to a Lethal X, and the Bashing damage is moved another
level down the chart. When a character reaches Incapacitated from Bashing
damage, he's unconscious, and another level of damage -- whether Bashing
or Lethal -- will kill him. Some players and storytellers have complained
that this rule makes combat too deadly, and have proposed a house rule
that Bashing damage inflicted after unconsciousness transforms a level
of Bashing to Lethal; the character wouldn't die until all Health Level
boxes have been X'd out. As with any WW game, the golden rule is paramount:
If it doesn't work for your game, throw it out.
Can characters soak Lethal damage in this
game?
-
Normally, no. Armor is the only means of soaking Lethal
damage; armor is rated in terms of Bashing and Lethal soak levels. If you
plan to run a less deadly, more "cinematic" series, though, there are optional
rules allowing characters to soak some Lethal damage (you'll find them
on page 241 of the main book). Of course, Aberrants break all the rules...
most of them probably have Lethal soak levels.
What are the psionic aptitudes?
-
There are eight psionic aptitudes known to humans: Biokinesis
(shapeshifting and body control), Clairsentience, Electrokinesis, Psychokinesis
(encompassing pyrokinesis, cryokinesis and telekinesis), Quantakinesis,
Telepathy, Teleportation and Vitakinesis (physical and mental healing and
wounding). Two of these, Quantakinesis and Teleportation, are lost to humanity,
along with the orders that practiced them.
What are the orders? How are they related
to the Aeon Trinity?
-
The orders are organizations associated with the psions.
Most psions work for one of the orders, or the Aeon Trinity itself. The
Aeon Trinity, a worldwide charitable and political-action organization,
helped organize the orders and wields a lot of influence with them, but
does not control them directly. There used to be eight orders; currently,
there are six. Only one actually calls itself an Order, but the word has
come to be used as a generic term. Each is a different type of organization,
and is associated with a different psionic aptitude. The current orders
are:
-
The Aesculapian Order (a.k.a. Docs, Rexs, Vitakinetics):
A nonprofit public-health and safety organization, similar to the Red Cross,
based in Basel, Switzerland. Aptitude: Vitakinesis.
-
The Interplanetary School for Research & Advancement,
or ISRA (a.k.a. Seers, Clears or Eyes): A freeform, vaguely religious university
based on Luna; kind of a cross between a seminary and a commune. Aptitude:
Clairsentience.
-
The Legions (a.k.a. Psychokinetics, Legionnaires, PKs
or War Dogs): An Australian military order, with support, mercenary and
space-defense divisions, and regional defense divisions in Australia, North
America and Europe. Aptitude: Psychokinesis.
-
The Ministry of Psionic Affairs (a.k.a. telepaths, teeps):
A bureau of the Chinese government. Aptitude: Telepathy.
-
Nova Forca de Nacionales (New National Force) (a.k.a.
Norca, biokinetics or shifters): A semi-legitimized criminal cartel based
in South America. Aptitude: Biokinesis.
-
Orgotek (a.k.a. electrokinetics, Eks, Orgotechs or teks):
A North America-based megacorporation, preeminent worldwide in the fields
of biotechnology, computers and spaceships.
What happened to the Upeo Wa Macho and
the Chitra Bhanu?
-
The Upeo Wa Macho were an African order specializing
in teleportation. Following the Aberrant assault of the space-station Esperanza,
which sent the station crashing out of orbit onto the heart of France,
all of the teleporters vanished. Nobody knows why yet, though they
aren't truly gone. Some of them have visited the Karroo Mining Colony in
the Crab Nebula after they disappeared from Earth. They may yet be back.
The Chitra Bhanu, an India-based scientific research
foundation, was the smallest of the orders, with only a few hundred members.
The quantakinetics were revealed to be in league with the Aberrants, and
they were hunted down by the other orders and were either killed or arrested
(and then executed). Their Prometheus Chamber was reported to have been
destroyed. There are occasional reports of fugitive Chibs hiding out in
the North American blight zone, in Antarctica, or on the outer planets,
though.
Can a character have a different Aptitude
than the one of the Order they belong to? In other words, do all telepaths
work for the Ministry, and are all Ministry agents telepaths?
-
No, and no. To address the first question, the orders
have agreements that allow them to "swap" psions; if the Legions recruit
a fellow who has a strong latent tendency for electrokinesis, they will
contact Orgotek and promise to "dunk" one of the corporation's latent PKs
in their Prometheus Tank later in exchange for activating their guy in
Electrokinesis. Psions are (more or less, depending on the order's policies)
free to leave their order and go to work for another, for the Aeon Trinity,
or for themselves. The Trinity also wields enough leverage to ask the orders
to activate psions for them now and then. Secondly, psions are extremely
rare. Most of the people who work for the orders are normal people -- doctors,
nurses and orderlies working for the Aesculapians, Orgotek technicians,
salesmen and factory workers, ISRAn teachers and researchers, and so on.
Then why aren't there any Orgotek quantakinetics,
or ISRA teleporters, for example?
-
When the Esperanza crashed, it's reported that all teleporters
everywhere, even those on the distant colonies, said something along the
lines of "Whoops, gotta go" and vanished. Since (presumably) not all the
Teleportation modes have to do with teleporting themselves, some of the
Upeo may not have had the ability to teleport -- implying that the teleporters
may not have been given the choice whether to leave. And when they left,
the Upeo took their Prometheus Chamber with them, so even if a latent teleporter
-- a rarity in the first place -- was to be discovered, there's no means
to trigger her. As for the Chibs, it's conceivable that some of the orders
may have conceled a "quark" or two among their ranks, but for the most
part, they were all turned in and offed. And their tank was reportedly
destroyed, so there will be no more of them, either.
Will there be more orders and aptitudes
coming out in the future, like the Bloodlines or Crafts in the other WW
games?
-
Trinity creator Andrew Bates has said, paraphrased,
"Not while there is breath in my frame." The origins of the proxies and
the Prometheus Chambers kind of precludes that. (There may be more info
forthcoming about the Upeo or the Chitra Bhanu, though.)
Who are the proxies? Where did they (and
the Prometheus Chambers) come from?
-
The proxies are both the leaders and the "parents" of
their orders, as well as the most powerful psions on earth. In 2103, back
when they were all just regular people, each of them answered a mental
call and gathered in a secret meeting on Luna, where they were triggered
in their respective psionic aptitudes and given the Prometheus chambers
that let them create more psions. The best speculation of Aeon researchers
is that the agency that did this -- which the proxies have only obliquely
referred to as their "benefactors" -- was either a covert human group,
an unrevealed alien race, or the proxies themselves projecting backwards
in time. The truth is perhaps the biggest secret of the Trinityverse.
The individual proxies are:
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The Aesculpian Order: Dr Matthieu Zweidler
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Chitra Bhanu (lost order): S.K. Bhurano (deceased?)
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Interplanetary School for Research and Advancement:
Otha Herzog
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The Legions: General Solveig Larssen
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Minstry of Psionic Affairs: Rebecca Bue Li
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Nova Forca de Nacionales (Norca): Giuseppe del Fuego
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Orgotek: Alex Cassel
-
Upeo Wa Macho (lost order): Bolade Atwan (missing in
action)
How does the Prometheus Process work?
-
The process has been revealed only a little at a time.
Here's what we do know: each Order has and controls only one Prometheus
Chamber; each Chamber can only activate a psion in its specific Aptitude;
a psion "dunked" in a tank will come out with that tank's Aptitude, regardless
of any inherent latent tendencies (though strong latent tendencies may
be responsible for Auxilary Modes); a tank can only activate one psion
at a time; and the process takes about an hour (coincidentally, about the
same amount of time as it takes to format bioware), but there is a varying
period of disorientation afterward during which the psion's mind acclimates
to and learns to control his new powers. Now, what the Prometheus Process
actually does to activate a psion -- whether the process works chemically,
genetically, noetically, somethingelseally or some combination of the above
-- has not been clearly revealed. It's been said that even noetic scientists
in the game world don't understand it all that well. It's just another
one of those mysteries.
Can a psion go through the Prometheus
Process twice? What happens?
-
In a word, "sploot." You're dead. Nobody can go through
the process twice, not even in the same chamber.
Can a person become a psion any other
way, without going through the Prometheus Process?
-
The utterly unsatisfying answer: Sort of. The game makes
mentions of psychomorphs, a.k.a. "proto-psions," people who spontaneously
manifest low-level psionic abilities. As of yet, though, there have been
no rules released about how to build or run proto-psion characters. And
before you ask, it's not been revealed what happens to proto-psions who
try to go through the Prometheus Process.
What's the difference between a Psion
and an Aberrant?
-
Psions manipulate Psi energy, Aberrants use Taint.
OK, smarty, then what's the difference
between Psi and Taint?
-
A psion manipulates subquantum forces, powered by the
recently discovered "psion particle," through as yet unrevealed means.
The Mazarin-Rashoud Node in the brain of Aberrants allows them to manipulate
inter-nuclear forces, using a type of radiation known as "taint." They
are completely different sources of powers. Really. They mean it. They're
not kidding.
From a post to the Trinity mailing list by game
creator Andrew Bates:
"Taint is supposedly what causes the development
of the Mazarin-Rashoud node; has interacted with the Midwest ecology in
a different way to twist and sterilize much of the region; has combined
with and broken down some peoples' genetic structure as with D. Frankly,
scientists are unsure exactly what the taint is -- and whether Aberrants
spread it, or it creates Aberrants (or both!). And they've had a century
to puzzle at it. (The fact that it seems somehow opposed to psi -- an energy
source said to permeate everything in the universe -- is very significant.
But scientists aren't yet certain what, exactly, it means. They're
a very frustrated bunch right now.)
Do I have to play a psion? Could I play
a normal/alien/Aberrant?
-
The game is designed around playing psions, but there
is a sidebar for creating highly skilled normal characters. There are not
yet rules for playing aliens or Aberrants, though they may come in the
future. An Aberrant sourcebook is reportedly in the works for 1999.
What aliens are in the game? Do they have
psions/jump tech/other paranormal powers?
-
So far, there are at least four alien races, three of
which we know something about:
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The Qin: The Qin are meter long slugs that walk around
in biotech humanoid bodies so as not to freak the mundanes. They are generally
friendly to humanity. They are experts with biotechnology, though they
do not possess FTL/jump tech. Humanity met them, and gave them rides on
our ships. They do possess low-level telepathic powers.
-
The Chromatics: They first appeared attacking a human
mining colony in the Crab Nebula. They did not used to have FTL/jump technology,
though it appears they were recently given a jump ship by some outside
agency. They are masters of "photokinesis," able to manipulate light in
amazing ways.
-
The Coalition: Some time ago, ISRA clairsentients detected
a "space ark" travelling at near-light-speeds toward Earth. The jumpship
sent to meet it returned and was heavily classified, but the rumors regarding
the interaction are quite sinister. The Coalition is made up of an unknown
number of different alien races, three of which the humans have dubbed
"Envoys," "Spinals" and "Sasqs."
In addition, another race is referred to only by name
in "Passage Through Shadow," one of the adventure books; and it's been
said that 1999's adventure series, "Alien Invasion," will feature a fifth
race not yet revealed.
What do you get if you put an alien, like
a Qin, through the Prometheus Process?
-
A really nasty mess inside the Prometheus Tank. Oh,
and a really nasty visit from the Qin Ambassador. Aliens can't become psions.
Why are there so few extrasolar colonies,
and why are the ones we have so far away?
-
Humanity only had a couple of years with the Upeo Wa
Macho's jumpships to set up colonies before they mysteriously disappeared.
Since then, humanity has just finished developing jumpships that do not
depend on the Upeo's psionic abilities, and just reestablished contact
with the colonies.
It has not yet officially been established why the
colonies are where they are. A commonly expressed opinion is that, since
the colonies were located by psi powers, and transported to via psi powers,
those locations are somehow psionically "interesting."
The Aeon Trinity can't really be that
squeaky-clean, it must be a huge conspiracy factory, right?
-
On the one hand, this is not the World of Darkness.
The Trinity developer, Andrew Bates, has been pretty emphatic that, in
general, Aeon is working for the betterment of humanity. However, it is
not a monolithic organization, and there may be members who are not as
"good" as the others. It also is a large organization and, in general,
large organization with lots of power are not to be 100% trusted.
What happened to Europe and the U.S.?
Who are the new world powers?
-
The U.S. was the favored stomping ground of the Aberrants
and is scrabbling to return to the glory days of the 20th century. In the
wake of Aberrant attacks that sank the state of Florida, crashed the OpNet
(successor to the Internet) and laid waste to the nation's food-growing
heartland, the government was taken over by fascistic elements from within.
Europe also suffered from Aberrant attacks and the OpNet crash, and
had a bigass space-station dropped on it from orbit, turning much of France
into a smoking hole.
The new world powers are: Brazil, due to the strength
of their natural resources and cultural dominance; China, which was the
only real superpower to weather the Aberrant Wars well; and Australia,
which absorbed a lot of the regugees from America and Europe and is the
home of Big Media.
What's culture like in the Trinity future?
-
As there are different cultures in the present, there
are different cultures in the future. The life of an everyday person in
Australia (the new entertainment captial of the world) and an everyday
person on the Moon are completely different.
Some of the more notable features of 2120 culture
include: a fascination with Luna and the Qin; low-gee or zero-gee sports;
a resurgence in interest in spiritual matters, including "anima," the principle
that spirits inhabit everything; the pervasiveness of computers and satisfactory-intelligence
computer agents; holovid (3-D) entertainment; bioware chic; and "bang"
music, strident electronic successor to rock 'n' roll. (Subsets include
ambient/atmospheric Anima bang and Middle Eastern-influenced Muezzin bang.)
What's bioware? Do you have to be a psion
to use it?
-
Bioware is organic technology -- tools, machines and
vehicles that are grown, not built. Ordinary people can use some bioapps
(pieces of bioware -- short for "bioware applications"), though they are
much more limited in what, and how much, they can use due to the way psionic
energy powers bioware. Psions can have bioware "formatted" to their DNA,
allowing them to access more features and exert more control of bioware.
Some bioapps work only when formatted.
What's the bonus for formatting a biotech
weapon?
-
+2 Accuracy, +1 Damage.
How does this vehicle weapon/armor adds
stuff work?
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Vehicle weaponry is defined as Xd10 [Y] L. When a vehicle
weapon fires upon a person, it automatically does Y health levels, plus
however many derived from the Xd10 damage roll. Vehicle armor is defined
as X [Y]. If a normal weapon is fired at a vehicle, X and Y are both subtracted
from the damage dice, and unlike normal armor, if the damage is less than
zero, no damage roll is made. Vehicles firing at vehicles ignore the adds
altogether.
How come different size spaceships all
have the same number of damage levels?
-
The armor scale is supposed to represent the size and
durability of a spaceship, not the Health Levels; it's harder to do those
7 levels damage to a bigger ship, after all. This is one of several glitches
in the vehicle combat rules that Andrew Bates said would have been ironed
out if there was time; there are especially problems in compatibility between
the main book and the Technology Manual. There is the "Vehicles as Extras"
sidebar in the main book and optional rules in the Tech Manual for giving
certain kinds of ships more or fewer Health Levels if you don't like how
the system works.
Why aren't there warp engines/transporters/spaceship
shields/hand phasers/other StarTrekky crap?
-
Short answer: Because this isn't the Star Trek RPG.
It's also not the Babylon 5 RPG, the Star Wars RPG or the Lensman RPG.
The technology that works in Trinity was decided upon for reasons, primarily
because the creators wanted to put the emphasis of the game on individual
characters and their psionic powers, not ubertech. If you had transporters,
who would need the Upeo?
Are there sentient AI computers or androids?
-
There are "Satisfactory Intelligences" in Trinity. While
not fully human in computing power, these "SI" agents are getting closer
and closer. There are also robots, though they are generally not built
to look identical to humans. It's generally considered a bad thing to have
completely human-appearing robots, but the Japanese -- who are big into
hardtech but have a near-pathological dislike of biotech -- have a few.
Is there other Trinity stuff besides the
role-playing game?
-
Trinity was conceived from the start not just as a role-playing
game, but an entertainment property that can be expanded into many fields:
other games, TV series, movies, novels, comic books and more. The first
spinoff, Trinity: Battleground, White Wolf's first miniatures-combat game,
was released in August. George Alec Effinger, a well-respected science-fiction
novelist who provided the opening story in the main rulebook, is expected
to write a series of novels set in the Trinityverse. What else will come
remains to be seen.
What Trinity materials are planned for
release in the next few years?
-
The upcoming Trinity releases are now being tracked
on the unofficial White
Wolf Coming Attractions FAQ, which is also occasionally posted to the
White Wolf Usenet newsgroups. For official information, check out White
Wolf's own release schedule.
What are some sources for more info on
Trinity?
-
The best source is White
Wolf's official Trinity site. Since the game is so new, there's a small
number of independent Trinity Web sites; right now you're reading one of
them, OpZine, a bimonthly
Trinity Web 'zine. You can find links to many of them at the home
of the Trinity Web ring.
Trinity gamers and Storytellers sometimes post messages
to several White Wolf-oriented Usenet newsgroups, alt.games.white-wolf
and rec.games.frp.storyteller.
One of the best sources of Trinity information is
the innocence.com Trinity mailing list; to subscribe, send a message with
the body "subscribe trinity-l your name" to the address majordomo@innocence.com.
(That's a lowercase "L" after the "trinity-", not the number "1".) White
Wolf maintains its own Trinity mailing list; it's been buggy in the past,
though.