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| Stellar Frontier (Upeo/Deep Space) (Trinity) | 
enlarge | Creators: John Snead, Andrew Bates, Greg Stolze Publisher: White Wolf Publishing Category: Book
List Price: $19.95 Buy New: $15.00 You Save: $4.95 (25%)
New (1) Used (5) from $9.75
Avg. Customer Rating: 3 reviews Sales Rank: 1473744
Media: Paperback Number Of Items: 1 Pages: 144 Shipping Weight (lbs): 0.7 Dimensions (in): 10 x 7 x 0.4
ISBN: 156504763X Dewey Decimal Number: 813 EAN: 9781565047631 ASIN: 156504763X
Publication Date: April 1, 1999 Availability: Usually ships in 1-2 business days Condition: New, off shelf condition- minor wear, if any.
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| Customer Reviews:
A long awaited source book for a great storytelling game. May 25, 1999 When a Role-playing game comes out there is always the "unanswered questions" that leave players and readers in the lurch as to what happened and why. With Stellar Frontier, however, White-Wolf actually comes out and ANSWERS those questions. It gives us a chance to look at an Order that we could only speculate as to its disappearance before. And it also gives us even more information as to the rest of newly dicovered space. All in all, it should be a mainstay for any Trinity player or ST.
Amazing! November 18, 1999 I absolutly love this book. The knowledge that is contained in this book about the lost order of Upeo Wa Macho is simply amzing. Finnialy i have in my hands actual information on what i could only dream up before. This is a must have for any Serious GM.
Useful book on the Teleporters and the Extrasolar Colonies. April 1, 2004 The main Trinity book briefly described the missing Upeo Wa Macho (Teleporter Order) and the cut-off extrasolar colonies. Aside from the main book, and the player's guide, this is probably the only other book you really need for Trinity. The order itself opens up a vast playground for storytellers and players since teleportation lets you go anywhere in the Universe. Information on the colonies and new worlds adds to the game's futurisitc sci-fi atmosphere. The book tries to cover a lot of ground and succeeded in many areas. There was just enough information to answer vital questions while leaving room for storytellers to custom-tailor the colonies and worlds to fit their games.
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