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Trinity Technological Manual

Author: Willman S. Brickman, Jon Caroll, Adam Gratun, Conrad Hubbard, Evan Jamieson, Judith A. McLaughlin, Richard Meyer, John R. Snead, Richard Tomasso, Fred Yelk
Category: game
Company/Publisher: White Wolf Game Studio
Line: Trinity
Cost: $15.95 (US)
Page count: 136 pages
ISBN: 1-56504-770-2
SKU: WW9200
Capsule Review by Bradford C. Walker on 07/23/99.
Genre tags: Science_fiction Space Conspiracy
It's not often than I go on about how a book filled with toys is a great aid to roleplaying. This is one of those rare occassions, so sit back and enjoy the oddity of this ride.

Trinity's techbook is a beefy little catalogue of all sorts of toys, tools, and plot devices. Some of them are keen little things that define everyday life in the 22nd Century. Others are cherished genre convetions that just can't be excluded from the setting, such as the Trinity versions--yes, that plural is correct--of mecha: VARGs. (The versions are hardtech (useable by all), and biotech (psion-only).)

The first section is the subjective--as in "Be prepared to be told that you're wrong."--color section that covers technology past and present. The OpNet gets particular attention, as do VARGs, seacraft, and spacecraft. Other good notes include the destruction of the human genome library, the collapse of many national transit systems, and the many corporations who gleefully manufacture and sell all of this stuff to a hungry market. It's wonderful reading.

Side articles let the reader peak behind the happy facade, and the shows aren't that pretty. Rumors of nanoviruses, Abberant effects on the ecology of the planet, and more are there for the reading. GMs are, apparently, encouraged to make of that what they will. If this is so, then bully for White Wolf.

The black-and-white section has rules and stats for much of the gear alluded to in the color section. Some of it is bioware, and some of it is old-school hardtech gear. It's all good stuff, and unlike a Rifts book it's all balanced before it gets to your hands. The book includes rules for creating and pricing your own designs, but they are abstract.

What's bad? Not much, really. Between this and what's in the rulebook, most Trinity campaign will have all of the gear they need to do whatever task comes before them. There's plenty of craft to get around with, tools to ease tasks (and make impossible ones possible), weapons and armor to smash Abberants and other foes with, and VARGs for anything else.

What's good? Detail, people! The book tells the reader, or shows him if the art's available, what it is and how it's used. Societal views, manufacturer info, and much more compliments this raw data in a way that allows player and Storyteller alike to sit back and enjoy what is in this book. This is what a toybook ought to be, folks. Take a good look before doing it yourself.

Should you get it? Of course, but not until you get what you need first. I picked mine up cheap in the used bin, but it hadn't been used much (if at all); it was a steal at $8. May you be so lucky.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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