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Adventure!
''Adventure!'' is a pulp action role-playing game originally printed by White Wolf Game Studio, the third and last book in the Trinity Universe line of games. The game, printed in black and white on pulp-like sepia paper to resemble a period piece, was conceived as a one-book game line, and was never supported by official supplements. Despite having a vocal fanbase, the Trinity Universe line was discontinued shortly after the game's publication; a d20 system version was released in 2004, but quickly discontinued. In 2002, ''Adventure!'' won the Origins Award for ''Best Role-Playing Game of 2001''. Onyx Path Publishing has recently acquired the rights to the Trinity Universe and has announced its intention to release a new edition of ''Adventure!'' Setting The game is set in the 1920s and therefore at the origin of the Trinity Universe timeline. The release of unknown Telluric energy has led to the appearance of a number of particularly gifted characters, whose actions have the p ...
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Aberrant (game)
''Aberrant'' is a role-playing game created by White Wolf Game Studio in 1999, set in 2008 in a world where super-powered humans started appearing one day in 1998. It is the middle setting in the greater Trinity Universe timeline, chronologically situated about 90 years after ''Adventure!'', White Wolf's Pulp era game, and over a century before the psionic escapades of '' Trinity/Aeon''. The game deals with how the players' meta-human characters (called "novas") fit into a mundane world when they most definitely are ''not'' mundane, as well as how the mundane populace react to the sudden emergence of novas. The original ''Aberrant'' product line was discontinued in 2002, though a d20 System version was released in 2004. Onyx Path Publishing has recently acquired the rights to the Trinity Universe and released a new edition of the game, titled ''Trinity Continuum: Aberrant'', in 2021. Setting ''Aberrant'' is the middle game of the Trinity Universe, and is thus the prequel to ...
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Onyx Path Publishing
Onyx Path Publishing is a publisher of tabletop role-playing games that produces company-owned and creator-owned games as well as licensed products. History The name "The Onyx Path" and the company's logo appeared on White Wolf products and their message board in early 2012. There was some speculation about their meaning before the company went public with their plans during GenCon in August 2012. The company was founded in January 2012 by White Wolf Creative Director Richard Thomas, and is licensee for Paradox Interactive's ''World of Darkness'', ''Chronicles of Darkness'', and ''Exalted''. The company also bought the ''Trinity Universe'' and ''Scion'' gamelines from White Wolf/CCP Games. As such, Onyx Path Publishing released the titles that were previously announced by White Wolf for the 2012/2013 schedule. Onyx Path make books available through DriveThruRPG electronically (as PDF files) and physically via DriveThruRPG's print on demand service, with selected products ...
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Trinity Universe (setting)
The Trinity Universe (also called the Æon Continuum or the Æonverse) is the shared science fiction setting created by White Wolf Publishing. Its component game lines include: * ''Adventure!'', a pulp-action game set in 1924. * '' Aberrant'', a superpowers game set in the near-future (from 2008 to 2015). * '' Trinity'', a science fiction game where players take on the role of psions in the far future (from 2120 to 2122). History ''ÆON'', later known as '' Trinity'' was a science-fiction game intended to create a whole new series of games, a trilogy. Rob Hatch's near-future, superheroic '' Aberrant'' (1999) had already been in development and was remolded to fit into the "Trinity Universe" setting. By the time the third "Trinity" book was published, it was obvious that the line suffered from insufficient sales, and thus ''Adventure! ''Adventure!'' is a pulp action role-playing game originally printed by White Wolf Game Studio, the third and last book in the Trinity Universe ...
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White Wolf, Inc
White Wolf Publishing was an American roleplaying game and book publisher. The company was founded in 1991 as a merger between Lion Rampant (game publisher), Lion RampantA Brief History of Game #10: Lion Rampant: 1987-1990
RPGnet (Retrieved 14 June 2007)
and ''White Wolf Magazine'' (est. 1986 in Rocky Face, GA; it later became "White Wolf Inphobia"), and was initially led by Mark Rein-Hagen of the former and Steve Wieck and Stewart Wieck of the latter. White Wolf Publishing, Inc. merged with CCP Games in 2006. White Wolf Publishing operated as an imprint of CCP hf, but ceased in-house production of any material, instead licensing their properties to other publishers. It was announced in October 2015 that White Wolf had been acquired ...
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Andrew Bates (game Designer)
Andrew Jackson Bates (June 23, 1839 – February 13, 1915)''Andrew J. Bates Dies''
The New York Times, February 14, 1915. Retrieved 2012-01-06.
was a industrialist and founder of the Bates Shoe Company (which is now part of ). He was credited with pioneering the wholesale footwear business.


Biography

Andrew Jackson Bates was born in
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Pyramid (magazine)
''Pyramid'' was a gaming magazine, publishing articles primarily on role-playing games, but including board games, card games, and other sorts of games. It began life in 1993 as a print publication of Steve Jackson Games for its first 30 issues, though it has been published on the Internet since March 1998. Print issues were bimonthly; the first online version published new articles each week; the second online version is monthly. ''Pyramid'' is headquartered in Austin, Texas. It replaced Steve Jackson Games' previous magazine '' Roleplayer''. ''Pyramid'' features general gaming articles by freelance authors, as well as Designer's Notes by Steve Jackson Games product developers, industry news, cartoons, and gaming product reviews. Although articles tend to concentrate on Steve Jackson Games products such as ''GURPS'', it has published articles on other games such as '' d20 System'', ''Talisman'', ''Nobilis'', ''Hero System'', and has featured various comic strips and single-pa ...
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Mind Control
Brainwashing (also known as mind control, menticide, coercive persuasion, thought control, thought reform, and forced re-education) is the concept that the human mind can be altered or controlled by certain psychological techniques. Brainwashing is said to reduce its subjects' ability to think critically or independently, to allow the introduction of new, unwanted thoughts and ideas into their minds, as well as to change their attitudes, values and beliefs. The term "brainwashing" was first used in English by Edward Hunter in 1950 to describe how the Chinese government appeared to make people cooperate with them. Research into the concept also looked at Nazi Germany, at some criminal cases in the United States, and at the actions of human traffickers. In the late 1960s and 1970s, there was considerable scientific and legal debate, as well as media attention, about the possibility of brainwashing being a factor when Lysergic acid diethylamide (LSD) was used, or in the convers ...
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Serial Film
A serial film, film serial (or just serial), movie serial, or chapter play, is a film, motion picture form popular during the first half of the 20th century, consisting of a series of short subjects exhibited in consecutive order at one theater, generally advancing weekly, until the series is completed. Generally, each serial involves a single set of characters, protagonistic and antagonistic, involved in a single story, which has been edited into chapters after the fashion of serial (literature), serial fiction and the episodes cannot be shown out of order or as a single or a random collection of short subjects. Each chapter was screened at a movie theater for one week, and ended with a cliffhanger, in which characters found themselves in perilous situations with little apparent chance of escape. Viewers had to return each week to see the cliffhangers resolved and to follow the continuing story. Movie serials were especially popular with children, and for many youths in the fi ...
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Animal Magnetism
Animal magnetism, also known as mesmerism, was a protoscientific theory developed by German doctor Franz Mesmer in the 18th century in relation to what he claimed to be an invisible natural force (''Lebensmagnetismus'') possessed by all living things, including humans, animals, and vegetables. He claimed that the force could have physical effects, including healing. He tried persistently, without success, to achieve a wider scientific recognition of his ideas.Wolfart, Karl Christian; Friedrich Anton Mesmer. ''Mesmerismus: Oder, System der Wechselwirkungen, Theorie und Anwendung des thierischen Magnetismus als die allgemeine Heilkunde zur Erhaltung des Menschen'' (in German, facsimile of the 1811 edition). Cambridge University Press, 2011. . Foreword. The vitalist theory attracted numerous followers in Europe and the United States and was popular into the 19th century. Practitioners were often known as magnetizers rather than mesmerists. It had an important influence in medici ...
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