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Aberrant
''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 t ...
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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 ''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, chronologica ...'' (1999) had already been in development and was remolded to fit into the "Trinity Universe" setting. By the time the third "Trinity" b ...
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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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Robert Hatch (game Designer)
Robert Hatch is a game designer and writer who developed key role-playing game releases for White Wolf Publishing from 1993 to 2001. He is known primarily for three games he co-created: the science fiction game ''Trinity'', the super-hero game ''Aberrant'' (1999), and the epic fantasy RPG ''Exalted'' (2001). Career Hatch began his career with White Wolf writing "splatbooks" such as '' The Book of Chantries'' (1993) for ''Mage: The Ascension'' and ''Clanbook Nosferatu'' (1994) for '' Vampire: The Masquerade''. He was also a co-author of the well-received second edition of '' Werewolf: The Apocalypse'' (1994) and of the boundary-pushing '' Charnel Houses of Europe: The Shoah'' (1997) for '' Wraith: the Oblivion''. Hatch came to prominence with his major contribution to ''Kindred of the East'' (1998), a "flatsplat" (handsome hardcover supplement) pioneering the thematic annual releases White Wolf would continue over the next few years. After collaborating in the creation of White Wo ...
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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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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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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physica ...
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Quantum Mechanics
Quantum mechanics is a fundamental theory in physics that provides a description of the physical properties of nature at the scale of atoms and subatomic particles. It is the foundation of all quantum physics including quantum chemistry, quantum field theory, quantum technology, and quantum information science. Classical physics, the collection of theories that existed before the advent of quantum mechanics, describes many aspects of nature at an ordinary (macroscopic) scale, but is not sufficient for describing them at small (atomic and subatomic) scales. Most theories in classical physics can be derived from quantum mechanics as an approximation valid at large (macroscopic) scale. Quantum mechanics differs from classical physics in that energy, momentum, angular momentum, and other quantities of a bound system are restricted to discrete values ( quantization); objects have characteristics of both particles and waves (wave–particle duality); and there are limits to ...
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Superhero
A superhero or superheroine is a stock character that typically possesses ''superpowers'', abilities beyond those of ordinary people, and fits the role of the hero, typically using his or her powers to help the world become a better place, or dedicating themselves to protecting the public and fighting crime. Superhero fiction is the genre of fiction that is centered on such characters, especially, since the 1930s, in American comic books (and later in Hollywood films, film serials, television and video games), as well as in Japanese media (including kamishibai, tokusatsu, manga, anime and video games). Superheroes come from a wide array of different backgrounds and origins. Some superheroes (for example, Batman and Iron Man) derive their status from advanced technology they create and use, while others (such as Superman and Spider-Man) possess non-human or superhuman biology or study and practice magic to achieve their abilities (such as Zatanna and Doctor Strange ...
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Character Class
In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct roles with specific purposes, weapons or ...
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Caste
Caste is a form of social stratification characterised by endogamy, hereditary transmission of a style of life which often includes an occupation, ritual status in a hierarchy, and customary social interaction and exclusion based on cultural notions of purity and pollution. * Quote: "caste ort., casta=basket ranked groups based on heredity within rigid systems of social stratification, especially those that constitute Hindu India. Some scholars, in fact, deny that true caste systems are found outside India. The caste is a closed group whose members are severely restricted in their choice of occupation and degree of social participation. Marriage outside the caste is prohibited. Social status is determined by the caste of one's birth and may only rarely be transcended." * Quote: "caste, any of the ranked, hereditary, endogamous social groups, often linked with occupation, that together constitute traditional societies in South Asia, particularly among Hindus in India. Althoug ...
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Superhuman
The term superhuman refers to humans or human-like beings with enhanced qualities and abilities that exceed those naturally found in humans. These qualities may be acquired through natural ability, self-actualization or technological aids. The related concept of a super race refers to an entire category of beings with the same or varying superhuman characteristics, created from present-day human beings by deploying various means such as eugenics, euthenics, genetic engineering, nanotechnology, and/or brain–computer interface, brain–computer interfacing to accelerate the process of human evolution. Throughout history, the discussion of superhuman traits and the idea of the ideal human in physical, mental, or spiritual form has influenced politics, policy, philosophy, science and various social movements, as well as featuring prominently in culture. Groups advocating the deliberate pursuit of superhuman qualities for philosophical, political, or moral reasons are sometimes ...
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Mundane
In subcultural and fictional uses, a mundane is a person who does not belong to a particular group, according to the members of that group; the implication is that such persons, lacking imagination, are concerned solely with the mundane: the quotidian and ordinary. The term first came into use in science fiction fandom to refer, sometimes deprecatingly, to non-fans; this use of the term antedates 1955. Etymology Mundane came originally from the Latin mundus, meaning ordinary and worldly as opposed to spiritual, and has been in use in English since the 15th century. In popular culture Some western cultural examples: * In Cassandra Clare's book series ''The Mortal Instruments'' and ''The Infernal Devices'', humans who were not Shadowhunters nor Downworlders were referred to as "mundanes". * In fantasy literature the term is sometimes used to apply to non-magical people or the non-magical society. It is used in Piers Anthony's Xanth novels and Bill Willingham's comic book ser ...
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