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Rating: Summary: All right book, good for additional info Review: Makes Clarisents into much better psions, even for people who like to hack and slash. Clarisentsa at first seemed to weak, but other important uses for thewir powers are shared in this sourcbook
Rating: Summary: impressive conduit Review: Robert Scott Martin is a fabulous writer and makes his wide scope of knowledges clear in this simple and lovely work. Clairsentients are exposed as being quite the important and opportune character, and like Robert Scott Martin's other contributions to White Wolf, this bears the mark of gentle scholarship and half-mad, magnaminous creativity.
Rating: Summary: Luna is a happening place and the ISRA are pretty neat Review: The first Psi Order/Area book for White Wolf's Trinity game was useful and enjoyable. The ISRA didn't seem that interesting in the main sourcebook. Yeah they had some long-range and perception powers but they were also a bunch of monk dudes sitting on the Moon who also happened to be pilots. Though you can still play characters like that, Luna Rising introduced other interesting alternatives for ISRA characters. There are groups in the ISRA who are similar to ravers, detectives, activists, and intelligence agents. Luna and Olympus was finally given sufficient coverage. The culture of the various levels are so diverse and varied that many adventures can be had on the Moon, no matter what the taste. Olympus is a very happening place that rivals New York City, Rio De Janeiro, Hong Kong, and any other big city on Earth. The book provides plenty of information on each sector and its associated culture. You'll be surprised to learn about Lunar casinos, amusement parks, and the fate of the first Lunar landing site. The new psionic powers, subdivisions of the ISRA, gear, and Lunar information should help GMs assemble many fascinating games in Near Space and the ISRA. A good book overall.
Rating: Summary: A good first supplement. Review: White Wolf has done well with the first area supplement for Trinity, making the least imposing group of characters - ISRA - much cooler than the original book. The color section is well done, and the information is valuable. My only complaints are that the B&W section blends player and GM information and there is too little equipment.
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