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Trinity Continuum Adventure

A board game by
Publisher: Onyx Path Publishing
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Trinity Continuum Adventure
Available in an external warehouse.
Shipping in about 3/7 days
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47,56€

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IT Free
Description Description

After the explosion of Doctor Sir Calvin Hammersmith’s “telluric engine” early in the 20th century, people the world over begin to demonstrate extraordinary capabilities. Stalwart individuals with the strength to pull a safe from a wall, or the quickness of hand to pluck a bullet from the air. Mesmerists with the ability to cloud mens’ minds or see visions of distant places. Valiant daredevils with unparalleled skill or luck. Collectively called the Inspired, the newly-formed Æon Society for Gentlemen is on a mission to guide the Inspired, catalog telluric phenomena, and shepherd humanity to a better place.

Trinity Continuum: Adventure! is the next edition of the pulp action game Adventure!, originally released in 2001. This new edition features mechanics that are both flexible and fast as well as new Inspired powers. While the setting is quite similar to the original edition’s, it has been newly updated to better fit into the overall Continuum setting and encourage heroic roleplaying.

Listen to the audio adventure!

The Trinity Continuum is a vast timeline of adventure, speckled with dramatic points across the past, present, and future, where heroes - or villains - arise. While each systems and setting supplement will explore part of the Trinity Continuum timeline, these points in time aren't dots in a straight line - this isn't a long-form metaplot to be simply read aloud. Instead, they're points of quantum probabilities. Anything can happen, so it's up to you and your cast to make it happen!

The Trinity Continuum will grow as the timeline is explored, with possible setting supplements handling everything from ancient Greek battalions to two-fisted pulp daredevils, from dystopian brain tech to galactic imperialism.

Trinity Continuum: Adventure! is a pulp action game set in an alternate history 1930s putting the players in the shoes of daring adventurers who seek to right wrongs and stop evildoers. In a world altered by strange telluric energy, characters may find themselves transported to places out of time where dinosaurs still roam or stopping an evil genius from blowing up the moon. Inside you will find:

  • Details about the world of the Trinity Continuum in the 1930s explaining telluric energy and the events that created the Inspired.
  • Rules for creating Inspired characters, with three different types of Inspired, Daredevils, Mesmerists, and Stalwarts, along with new Gifts for all three.
  • New rules for Inspired characters including Dramatic Editing and special super science rules.
  • Advice for running and playing pulp adventure games in a historical setting along with how to mix and match different pulp genres to get the most out of your game.

Requires the use of the Trinity Continuum Core Rulebook.

Final design subject to change.

The Trinity Continuum: Adventure! system & setting book will be 7-inch by 10-inch hardcover book, approximately 250+ pages, with full-color interiors. Contents include:

  •  Chapter One: Inspired Adventurers gives us a history of what happened in the world to create Inspired characters. It gives a breakdown of each type from the point of view of the people who investigate and study their kind.
  •  Chapter Two: A World of Adventure! presents the world as it appears in 1934. This chapter introduces the world in all its Inspired glory and details how it is slightly different from our own world.
  •  Chapter Three: Allegiances explains the various groups that players’ characters may join, and the antagonist groups that oppose them.
  •  Chapter Four: Character Creation presents rules for creating our three Inspired types and how they deviate from the Trinity Continuum Core’s rules for creating Talents.
  •  Chapter Five: New Rules presents specialized crafting rules for Inspired characters as well as detailed Conditions, rules on how to interact with Strange Places, and period appropriate gear and items.
  •  Chapter Six: Gifts provides rules for the powers to which all Inspired character have access, called Gifts. This presents all new gifts for mesmerists and stalwarts, as well as providing additional daredevil gifts appropriate for the Inspired era.
  •  Chapter Seven: Storyguiding provides robust instructions on how to run pulp adventures and games set in our fictional 1930s.
  •  Appendix: Setting Secrets pulls back the curtain on what telluric energy is, the lives of Dr. Primoris, Maxwell Mercer, and Sara Kaur, and gives ideas on how a game of Adventure! might create alternate settings for Aberrant and Æon. 

 

Additional information Additional information
Mechanics:
Categories:
Alternative names:
BARCODE: 9781952531323
This was seen 28 times
Description Description

After the explosion of Doctor Sir Calvin Hammersmith’s “telluric engine” early in the 20th century, people the world over begin to demonstrate extraordinary capabilities. Stalwart individuals with the strength to pull a safe from a wall, or the quickness of hand to pluck a bullet from the air. Mesmerists with the ability to cloud mens’ minds or see visions of distant places. Valiant daredevils with unparalleled skill or luck. Collectively called the Inspired, the newly-formed Æon Society for Gentlemen is on a mission to guide the Inspired, catalog telluric phenomena, and shepherd humanity to a better place.

Trinity Continuum: Adventure! is the next edition of the pulp action game Adventure!, originally released in 2001. This new edition features mechanics that are both flexible and fast as well as new Inspired powers. While the setting is quite similar to the original edition’s, it has been newly updated to better fit into the overall Continuum setting and encourage heroic roleplaying.

Listen to the audio adventure!

The Trinity Continuum is a vast timeline of adventure, speckled with dramatic points across the past, present, and future, where heroes - or villains - arise. While each systems and setting supplement will explore part of the Trinity Continuum timeline, these points in time aren't dots in a straight line - this isn't a long-form metaplot to be simply read aloud. Instead, they're points of quantum probabilities. Anything can happen, so it's up to you and your cast to make it happen!

The Trinity Continuum will grow as the timeline is explored, with possible setting supplements handling everything from ancient Greek battalions to two-fisted pulp daredevils, from dystopian brain tech to galactic imperialism.

Trinity Continuum: Adventure! is a pulp action game set in an alternate history 1930s putting the players in the shoes of daring adventurers who seek to right wrongs and stop evildoers. In a world altered by strange telluric energy, characters may find themselves transported to places out of time where dinosaurs still roam or stopping an evil genius from blowing up the moon. Inside you will find:

  • Details about the world of the Trinity Continuum in the 1930s explaining telluric energy and the events that created the Inspired.
  • Rules for creating Inspired characters, with three different types of Inspired, Daredevils, Mesmerists, and Stalwarts, along with new Gifts for all three.
  • New rules for Inspired characters including Dramatic Editing and special super science rules.
  • Advice for running and playing pulp adventure games in a historical setting along with how to mix and match different pulp genres to get the most out of your game.

Requires the use of the Trinity Continuum Core Rulebook.

Final design subject to change.

The Trinity Continuum: Adventure! system & setting book will be 7-inch by 10-inch hardcover book, approximately 250+ pages, with full-color interiors. Contents include:

  •  Chapter One: Inspired Adventurers gives us a history of what happened in the world to create Inspired characters. It gives a breakdown of each type from the point of view of the people who investigate and study their kind.
  •  Chapter Two: A World of Adventure! presents the world as it appears in 1934. This chapter introduces the world in all its Inspired glory and details how it is slightly different from our own world.
  •  Chapter Three: Allegiances explains the various groups that players’ characters may join, and the antagonist groups that oppose them.
  •  Chapter Four: Character Creation presents rules for creating our three Inspired types and how they deviate from the Trinity Continuum Core’s rules for creating Talents.
  •  Chapter Five: New Rules presents specialized crafting rules for Inspired characters as well as detailed Conditions, rules on how to interact with Strange Places, and period appropriate gear and items.
  •  Chapter Six: Gifts provides rules for the powers to which all Inspired character have access, called Gifts. This presents all new gifts for mesmerists and stalwarts, as well as providing additional daredevil gifts appropriate for the Inspired era.
  •  Chapter Seven: Storyguiding provides robust instructions on how to run pulp adventures and games set in our fictional 1930s.
  •  Appendix: Setting Secrets pulls back the curtain on what telluric energy is, the lives of Dr. Primoris, Maxwell Mercer, and Sara Kaur, and gives ideas on how a game of Adventure! might create alternate settings for Aberrant and Æon. 

 

Additional information Additional information
Mechanics:
Categories:
Alternative names:
BARCODE: 9781952531323
This was seen 28 times