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Trinity Continuum Player's Guide

Game ID: GID0366154
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Description

From publisher blurb:

“The perfect crime doesn’t exist. There’s only the well-planned crime that is well-executed. These things are not one and the same. The plan is never the end of the story, and rarely does the heist go according to plan.” – Sabine Durant

The Trinity Continuum Talents Player’s Guide is a guide to playing Talents from the core era and beyond. Much of what’s in this book gives ways to take your game of Trinity Continuum to the next level. While this book is focused on the core rulebook and the games played there, the advice and rules found in this book can be used in any of the Trinity Continuum eras where Talents (daredevils or squires) are found.

Inside you’ll find:

New rules for car chases, heists, investigations, and antagonists.
Expanded Allegiances from the minor Allegiances found in the Trinity Continuum Core Rulebook.
Information about parallel worlds, travel into the past, the microverse, undersea travel, and planetary gates.
New Gifts, Edges, Paths, Gear, and Skill Tricks for Talents.
Advice on how to take your Storypath games to the next level.

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