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Aberrant (Aberrant)

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Title: Aberrant (Aberrant)
by White Wolf Game Studio, White Wolf Publishing Staff
ISBN: 1-56504-625-0
Publisher: White Wolf Pub
Pub. Date: 01 July, 1999
Format: Hardcover
Volumes: 1
List Price(USD): $29.95
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Average Customer Rating: 4.22 (18 reviews)

Customer Reviews

Rating: 5
Summary: A new kind of heroics on a RPG
Comment: A few years back, White Wolf renewed the way most people played Role Playing Games (RPG) with the World of Darkness books. They were gritty, dark and violent, they were too much similar to our own world for our comfort and they dared to touch parts of gaming barely touched on those years. As time went by the system began to lose momentum thanks to a predicted apocalyptical end no far from their future that never came (they seem to have taken an interest to solve those problems lately but that is yet to come). After the World of Darkness they came with a new system set in a futuristic alternative world far from the ever doomed present that they offered before, the name of the setting is Trinity and is not worth the effort to explain , however this system parted from an event in our time in which a phenomenon not yet explained granted "powers" like those of a god to some individuals, it was like winning the cosmic lottery. At first it looks like the classic superheroe game, but as you delve further in this settting you begin to see the differences, you are not only admired, you are a public icon, people buys whatever you eat or dress with. What is the point on stealing money when you can win twice as much with a Nike ad? But not everything is flowers and kisses, there is a dark secret that is going to turn all the heroes into villains in a matter of years (that is because of the Trinity system continuity on the future) and the whole world is going to come to war between the gods and the mortals. Whatever comes for the future of these system it is going to be interesting and i have already bought a ticket for the ride, will you too?

Rating: 3
Summary: An interesting perspective on super-powered humans, but ...
Comment: ABERRANT has a great idea that I had hoped that someone would publish someday: a super-hero game where the characters are people with unusual powers, not excuses for posturing and doing as much collateral damage as possible. The world that White Wolf presents is interesting and detailed (although it has the typical White Wolf jabs at authority and conspiracies). My only big problem with the game is the presentation. While very readable, the background section is ultimately an exercise in frustration in trying to get hard data about the world of ABERRANT. I eagerly look forward to the forthcoming additions to this line.

Rating: 5
Summary: Superheros, Mercenaries, Celebrities?
Comment: Superheros, or are they?

White Wolf created this game as a prequel to an earlier game, "Trinity". Similar to Trinity, it doesn't take place in the World of Darkness, infact, it more or less takes place in our world, except things changed radically in 1998. A space station exploded, littering the Earth with nuclear waste. Soon after people started to display "super powers".

Peoples reaction to this, is what makes this game seem most realistic. Novas (as the new super heros are called) are lauded as celebrities by most people. Cults arise devoted to them, Christian Fundamentalist hate them, and they even have their own TV channel a spinoff of E! (the channel is called N!).

The game doesn't suffer a syndrome common to many white-wolf games, this is an added plus. Things that many white-wolf fans refer to as "splats", which are essentially loosely defined character classes/organizations don't exist in this game. The characters aren't defined by any other characteristic short of the ones they choose. The organizations seem realistic enough, and aren't purely optimistic, because this is a white wolf game afterall. The notable groups are- Project Utopia (Novas helping make the Earth a better place), the Teragen (Novas are a new species, and are free of human law), the Directive (National Security against Project Utopia and Abberants), the Elites (Corporations of Nova mercenaries), and a number of minor organizations (like criminal syndicates).

The Powers Novas have make this game really shine. They reflect the insane amount of power novas have, but fortunately keep much of them out of the reach of starting characters. There are two types of powers: Mega-Attributes (Mega-Strength, Mega-Appearence, Mega-Perception) each with echancements and Quantum Powers. The Quantum powers are extremely broad, and can be better defined by the player. For example, the "generic" Quantum Bolt can be a fireball, an Iceball, a Ball of Lightning, etc. This allows for the players to create, more-or-less, the superhero (super-genius, Super-celebrity) of their dreams.

There are a few faults with this game, like a few typesetting errors (like the two sample characters in the back), and the first half of the book (which is full color and incharacter about the setting) lacks any real method of navigation. Also, the game takes place in 2008 after 10 years of having super genius novas around, it's suprising how little things changed (Sure there are lasers, although they are huge weapon emplacements, and their are a number of conveniences like the OpNet replacing the Internet). Overall, I'd recommend this game to anyone interested in playing a Superhero, in a world obsessed with superheros.

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