KMANT - Aberrant Rulebook

Aberrant
Rulebook
Retailing at around
£14.99
Rating out of 10
7.7 / 10
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Product Blurb

Your Legacy Is Our Future

Golden age or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. Its not what you expect.

Age of Hope, Age of Sacrifice

Aberrant is a core rulebook and prequel to the Trinity science-fiction game that deals with the Aberrant Era. Set in the early 21st century, before the devastating war against humanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.This unlimited-issue softcover edition contains an out-of-control full-color setting, and original art from some of comics greats, including Tom Fleming and Christopher Moeller.

Aberrant Rulebook Review - By Ed Jeavons

aberration: n. departure from normal type or accepted standard; deviation from biological type; distortion

Aberrant is set in the year 2008. Earth is very much the same as it is now except for one important difference: superheroes live amongst us. However, unlike many other superhero stories in which humans separate themselves from the superheroes and sometimes even fear them, the mutants in Aberrant are generally accepted into the world and are looked upon as celebrities.

So, how did these superheroes come to be? In 1998 a research satellite exploded in orbit around the Earth, it dumped a load of radioactive material into a jet stream that fired towards Earth. This immediately increased radiation levels worldwide. Within one day the first Homo sapiens novas or “nova” erupted. (That is to dramatically change from human to super-human). Over the next month novas appeared on an almost daily basis. By 2008 about 6000 novas are walking (or flying!) the earth.

Although novas tend to be independent in their actions, many have allegiances to various organisations around the globe. Most of these, such as Project Utopia, help utilise the super humans to make the world a better place, while others strive to make the novas a species of there own who do not recognise human laws. A new group has recently arisen which believes that Project Utopia has some hidden agenda for the novas, maybe even to kill them off all together.

So the scene is set, we have a kind of X-Men stroke X-Files scenario, but what is the book like to read?

This is the first RPG that I have bought with the intent to read through and to run as a GM. I chose it because I know White Wolf to be good publishers and also because at first glance the rules seemed to be fairly easy to grasp. The best way to explain the book is to run through it a chapter at a time.

Setting:
This hardback edition of the core rules book starts with a 96 page colour introduction to the Aberrant world. This is set out in a series of short articles, which run through all of the important events that may be relevant to any scenario that the GM sets. Some of the articles are laid out as if they are being read from a web page, while others are extracts from inter-department memos or television programmes.

The whole section is very easy to read through and contains a lot of information that makes your brain tick away, constantly thinking up different scenarios that could be set for the players, especially conspiracy scenarios.

Possibly the most useful part of this chapter for newbies to the book, is the timeline on pages 9 to 13. This lists every important event related to the Aberrant world and gives an immediate background to the whole story.

My only problem with this section is that WW have mixed up information that everyone would find useful and is pretty much essential reading, with information such as top secret memos that are very sensitive and should not be read by most player characters. If players end up reading something that their character should never know, it could ruin the whole scenario of a future game for themselves and the rest of the group.

Introduction:
This is the pretty standard chapter that introduces the reader to role-playing and also gives a very brief insight into the game’s world. It does contain a nice glossary that lists terms used in the rest of the book, which any newbies will find useful.

Chapter 1: Systems
The systems chapter gives the very simple rules by which matters of chance are resolved in Aberrant. All you will need for the systems adopted by Aberrant, is a fair minded GM and a handful of D10’s.

Chapter 2: Character
This runs you through the all important process of creating your characters. It does this by breaking it down into two phases: The Human Phase (your character before he erupted into a nova) and the Nova Phase (you guessed it, your character post-eruption). Each phase is then split into a number of steps, this all makes it very easy to skim read the chapter and quickly fill out your character sheet, which will be discussed later on. The chapter also contains a cheat sheet, which is one page on which the character generation process is listed. This means that once you have read the chapter once you can flick straight to this page every time you make a new character and refresh your memory to make sure you are spending the right amount of points in each area etc.

Chapter 3: Traits
Traits cover all of you character’s strengths and weaknesses, this is a reference chapter for your character’s generation process. One of the most important factors of this book is that the traits you choose are not dependant on your social standing or career path. Many RPG’s will first have you choose a character type and then restrict you to a list of skills that you can choose from. This is not the case in Aberrant, giving the player the freedom to create a truly super being of godlike proportions in any way that he sees fit. Therefore, it is very important that the player is sensible during this process, he must bear in mind that the aim is to create a character that is interesting and enjoyable to play rather than simply making a big heap of muscle that can stamp on everything in it’s way! Responsibility also lies on the player to bear his character’s background in mind when choosing traits. For example you are unlikely to find a scientist that can run the 100m in 10 seconds are you? (Prior to erupting that is).

Chapter 4: Mega-Attributes & Enhancements
This chapter deals with the attributes that go beyond those of normal humans, the super-human powers that novas hold. As with chapter three this is very much a reference chapter for use during the second phase of character generation. As expected, full details of every attribute are given. Some of the powers are really amazing. An example of a mega-attribute is Mega-Strong. Two dots in a strength attribute for a normal human would indicate that he can lift an average amount (about 45kg), but for a nova two dots would mean that he could lift an amazing 10,000kg (10 tonnes). It the player’s vehicle brakes down on the way home, he could simply lift it up and carry it home!

Chapter 5: Quantum Powers
While the mega-attributes in chapter four are human abilities taken to super levels, quantum powers are the true super-human abilities. To own such traits are the reason that people play super-hero games, I expect that most people who buy this book go straight to this chapter to check out what powers they will be able to posses. Such traits are Bioluminescence (enabling a nova to emit enough light to blind other characters) and of course Flight. The list of available powers is huge.

Chapter 6: Drama
This is where WW expand on the basic rules they set back in chapter one. They run through pretty much every action that any player could want to do and give the GM tips on how various difficulty levels will affect the dice rolls required. Because of the huge variations of powers that the characters will posses, the combat rules are not as easy to remember as simply how to punch or shoot someone. For this reason you will never memorise all of rules given here and these pages will need to be book marked for reference during game sessions.

Chapter 7: Storytelling
This chapter is designed to give the GM a helping hand. It tells the person running the game how to design and develop stories the players will really want to play. It helps the GM understand how the different situations that arise in games can be used to move the story along. This chapter also gives you some information on running campaigns and offers some advice on connecting your adventures.

Appendix
The appendix holds all the details and specifications for objects found in the Aberrant world, as with chapter six this shall be a chapter used for reference in games. It also gives character details for people that may occur in your games such as gang members or police officers. Also three sample nova characters are given.

Conclusion:
This book is almost worth buying for the story alone. It has a novel approach to the way in which super-humans are accepted into the world. But apart from that the rules are very easy to grasp for beginners, even though there are so many powers to contend with, the book is laid out reasonably well which makes them easy to look up mid-game.

Above all, this is a game that the players will enjoy. They have the freedom to perform any feat imaginable and really let go of reality yet stay in a believable world. The characters start the game with power levels equivalent to Superman’s, and grow to be god-like. But any game that simply has these novas running around aimlessly and battering people with road signs would have a somewhat limited playability time, this again is where Aberrant has recognised a problem that other super-hero games have not. They have written in this superb conspiracy plot and added some fine sub-books. Buy this game and you will not be let down, but be warned: quite a lot of work needs to go into planning stories for the game sessions, otherwise players will end it feeling a great sense of disappointment.

Reviewed By Ed Jeavons