DriveThruRPG/RPGNow are having a sell on Trinity & Aberrant books, so I thought I might pick up some of the PDFs. However, I never really read much of either, especially Trinity, so I thought I'd ask -- which Trinity and/or Aberrant blooks are good & useful? Especially for setting info -- I'd probably use another system (M&M, GURPS, SW, FATE, etc.) if I ran a game in the settings.
The sale is
here, FWIW.
For Trinity, the main book and the Player's Guide are the biggest deals. The Player's Guide is vital, it's like the Unearthed Arcana supplement, full of neat ways to spice up the core game.
The 'splatbooks' then follow, with Luna Rising being one of the best, and one of the few I'd consider vital, as it *oozes* atmosphere, in a way that most of the subsequent splatbooks, IMO, don't. (Then again, maybe it just spoiled me for the rest, being as it came out first. It felt kinda like reading Dansky's Clanbook Nosferatu first, and then picking up Clanbook Ventrue or Brujah afterwards and being majorly let-down.)
I'd also recommend the Tech Manual, although some didn't care for it as much, so that might be a controversial recommendation.
For Aberrant, the main book might be enough to get you started. I believe there was also a Players Guide or something, which might also be a good choice, although it dealt with uber-powers with a global scale (literally, energy blasts that could damage the whole planet, changing the evolution of entire species world-wide, fun stuff), which might not be everyone's cut of tea. Depending on what sort of game you are working on, Project Utopia, the Teragen, mercenaries, etc. Faction books might also be very useful for setting up a game based around that faction.
If you have any small place set aside in your soul for pulp goodness, pick up Adventure! while you're at it. It's good enough to make me sad that it never got a chance.