[OSSR] Aberrant

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Mechalich
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[OSSR] Aberrant

Post by Mechalich »

Aberrant
Printed in Canada

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the poem is cooler than anything that will actually be in this game

So, let’s set the wayback machine to 1999. It’s a good time to be White-Wolf. D&D 3rd Edition has yet to be released, oWoD is moving to its third (revised) editions, and the studio was expanding. However, Aberrant is a funny property in that, while the book came out in 1999, the genesis must have been at least several years earlier. The reason for this is that White-Wolf’s Trinity – a highly forgettable sci-fi that I don’t think anyone played ever – game references the Aberrants and pretty much outlines the entire Aberrant timeline, and that was initially released in 1997.

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this was a game, you didn't play it, but it controls the game we're actually talking about

As a result Aberrant isn’t actually a stand-alone game, it’s locked into the Trinity continuum and everything that ultimately happens in its highly complicated metaplot was effectively decided before official production even started. So we should not be surprised that the result is a barely-playable monstrosity.

Broadly, Aberrant is intended to be White-Wolf’s entry into the superhero genre, and it cribs pretty heavily from the established tropes of the various X-men plotlines that most children of the 80s and 90s are familiar with.

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what WW wants you to think this game is

The credits are actually at the back of the Aberrant book, in a departure from standard WW layout, but it probably makes sense to talk about them first. Aberrant lists 14 people for Concept and Design or Additional Design, 8 authors, and 2 providers of additional material. So obviously it’s a hot ridiculous mess with a bunch of contradictory stuff in there, but it’s not quite later-era nWoD style shovelware. I mean, there is actually a new game in here, even if its not the game you think it's going to be. There’s a fairly long list of credited playtesters, but obviously they didn’t have a lot of impact on the development process or this book would never have been made.

It’s worth noting here that Aberrant was effectively the first ‘high power level’ game released attempting to use the storyteller system. The storyteller system is a terrible system for high-powered games (any time you’re conceivably rolling more than 20 dice at once you’ve exceeded system capacity), but this lesson completely escaped White-Wolf, who managed to release both Exalted and Scion after this game had come out.

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Strike Two

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and...You're Out!

The Aberrant Core book itself clocks in at just under 300 pages, but shockingly, isn’t a hardcover. Instead it’s a mammoth paperback with a lot of wax involved that tends to crumble under heavy usage. This is embarrassing on several levels, as there’s really no reason why it shouldn’t have been hardcover, none whatsoever. It's not like White-Wolf didn't have experience in producing quality hardcover printings for years at this point.

This book doesn't start with an introduction, or a table of contents, or even a page of credits. There is nothing normal about the start of this book. Instead the book opens immediately with a 'Setting' sub-book that clocks in at 95 pages. Then there's a couple of pages of art and the actual gaming book starts with the table of contents on page 100. There's an introduction and seven chapters to follow before hitting the Credits at page 286. So all the actual gaming material crammed in this game, which is supposed to be a complete system, is crushed into about 180 softcover pages. That's not a lot, and it shows. The game is crushingly incomplete, and good luck playing it without the Aberrant Player's Guide, and even with that all the real mysteries are contained in other books - especially the Teragen one.

Since there's no introduction the next post will cover the horribly convoluted Setting section.
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Post by angelfromanotherpin »

I thought there was a surprising amount of good stuff in the Aberrant setting. Supers as celebrities, aggressive transhumanist philosophy, and playing up the disturbing fascist elements of the superhero tropes. The X-Men as metaphor for gays or whatever always rang hollow because they were much more obviously something else: uniformed militants who deployed excessive force, with no oversight, to protect the status quo; you know, cops.

Of course, the system was a pile of moist ass-meats and the metaplot was a railroad that also wasn't finished, thereby launching the PCs directly into a narrative ravine at top speed.
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Post by Koumei »

I never really understood the logic behind bullying and picking on mutants in the X-Men world. I mean, there isn't a whole lot of sense in picking on people for being different to begin with (being gay, or a different colour, or having an accent or a stutter or whatever), but "Look at that guy, he can make people burst into flames with just a thought, WHAT A COCKFART, I'M GOING TO THROW ROCKS AT HIM!"

You would think there'd be a very limited career in that.

Anyway, looking forward to this. I played Aberrant all of once, and for shits and giggles we made a basic system for randomly generating your character (a lot of this based on a prior one made for "The White Wolf game in general", just tweaked for the specific Ability lists and the actual bit that is different for each game). I remember that more than anything else about the game.
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Re: [OSSR] Aberrant

Post by Josh_Kablack »

Mechalich wrote:
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this was a game, you didn't play it, but it controls the game we're actually talking about
As I knew people that were freelancing for White Wolf around then, I did actually play 1 single session of Trinity. I remember more about the lawsuit that forced them to rename the game from AEON to Trinity than I do about that session of the game.

The Aberrant Core book itself clocks in at just under 300 pages, but shockingly, isn’t a hardcover. Instead it’s a mammoth paperback with a lot of wax involved that tends to crumble under heavy usage.........This book doesn't start with an introduction, or a table of contents, or even a page of credits. There is nothing normal about the start of this book. Instead the book opens immediately with a 'Setting' sub-book that clocks in at 95 pages. Then there's a couple of pages of art and the actual gaming book starts with the table of contents on page 100.
Addendum: the first 96 pages are fully color glossy paper, the last 200 are normal book paper black and white only. This may have been an attempt to compromise between production cost and quality, but it resulted in the above mentioned crumbliness and was also a really telling indication of WW's prerogatives here. The setting is up front and bright and colorful and shiny. The dingy rule minutiae are boring and in the back. Because if you were buying this, you were expected to have already known at least the Storyteller system if not the entire history of AEON / Trinity.

However coming at this from the nostalgia side, Aberrant was a superhero game that appealed to White Wolf players - at the time when 2e D&D had gone bankrupt, Vampire was the most popular RPG and the competition from other Superhero RPGs was thinner than usual. Champions had been sold to R. Talisorian, who tried to shoehorn Champs New Millennium into their Fuzion system and alienating HERO fans. Mayfair had lost the rights to DC Heros and had released their IP-scrubbed lousy art Blood of Heroes version, FASERIP Marvel had been replaced by SAGA Marvel, and Mutants and Masterminds was years away. So if you were buying an off-the-rack superhero RPG when Aberrant was on the shelves the appeal of being compatible with the rules of the most widely played RPG at the time was actually pretty big.
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Post by Mechalich »

Josh_Kablack wrote:However coming at this from the nostalgia side, Aberrant was a superhero game that appealed to White Wolf players - at the time when 2e D&D had gone bankrupt, Vampire was the most popular RPG and the competition from other Superhero RPGs was thinner than usual. Champions had been sold to R. Talisorian, who tried to shoehorn Champs New Millennium into their Fuzion system and alienating HERO fans. Mayfair had lost the rights to DC Heros and had released their IP-scrubbed lousy art Blood of Heroes version, FASERIP Marvel had been replaced by SAGA Marvel, and Mutants and Masterminds was years away. So if you were buying an off-the-rack superhero RPG when Aberrant was on the shelves the appeal of being compatible with the rules of the most widely played RPG at the time was actually pretty big.
Oh absolutely. 1999 was a great time to release a superhero RPG if you were White-Wolf, and Aberrant did manage to get a bunch of books released and even reproduced as a d20 edition, but it was still discontinued very rapidly. Aberrant was a golden opportunity for WW to hoover up a huge amount of market share in a popular sub-genre, and it failed.
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Post by Mechalich »

Setting

So the first third of this book is one giant setting presentation. In full-color, which is nice I guess, but unfortunately I have to talk about the formatting. I don't want to talk about the formatting and it is not a good sign that that it's the first thing I have to do.

See, this entire setting is presented as a sort of faux-media pastiche. It's a whole bunch of fake web-articles, corporate documents, media briefs, interviews, and similar gunk thrown together. The web articles are all presented as N! TV bits (N! TV is a thing in Aberrant, it’s like TMZ for supers). These snippets aren't just presented as in character, they are formatted in-character. So the N! are presented as web windows, complete with browser sidebars resembling a faux-futuristic toolbar. There's even little tiny search boxes on the pages.

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there's like 20+ pages with this thing in the margins, in a book

Other segments have their own bizarre media-appropriate formatting. Some pages are full-color comics, others are weird little TV bubbles with talking heads. It's all very strange. The look is certainly unique, but it does not help convey information.

In fact, because everything is presented as a bunch of disjointed articles all out of order and with obvious in-character biased viewpoints it’s really hard to tease concrete information about a lot of setting material from this whole setup. I recall the first time I read through this being impossibly confused as to what in god’s name the setting was about, and I suspect everyone has that reaction. It probably makes more sense to people who'd played Trinity, but that wasn't a large number of people and Aberrant was at least nominally supposed to be able to stand on its own.

On the plus side, if you hate WW short fiction, Aberrant technically doesn't have any, so there's that.

Anyway, getting into actual content, such as it is, we begin at the Nova Age, which starts in 2008. Amusing now, but what they were going for was a near-future setting with newly emergent heroes along the lines of NBCs Heroes show, which covers a lot of similar ground as Aberrant actually. The opening bit is an interviewwith a 'Nova' called the Fireman, Novas being the word for superheroes in this setting. You get to be a nova by winning the genetic lottery, but this was only activated by recent events, starting in 1998. They're basically mutants though. They also throw the number 6000 out there for the total number of Novas on planet, though it is not initially clear if this is a lot or a little (as it turns out, since every nova has the potential to develop into a world-shattering elder god, this is a fucking lot).

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all the Aberrant factions get fun symbols, WW sure liked making symbols

The Novas are managed by something called 'Project Utopia' which has trained them and used their powers to fix a bunch of nasty global problems - like curing AIDS (which when this game was written was a BFD), but of course there's people out there claiming they're corrupt. There's also some group called the Teragen that claims that Novas are superior to humans and can ignore their laws and they're led by some guy named Divis Mal (no really, that's his actual canon name) who's basically Magneto crossed with Apocalypse.

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actually, that's a very fair representation of his stats

Next we get a bit about how Novas showed up after a satellite exploded and scattered 'quantum energy' all over the place. The word quantum is going to crop up a lot here, clearly, and I suspect exposure to this book triggers homicidal rage in particle physicists.

Pages 9 through 15 consist of a post-explosion timeline. This is a meaty section with a lot of dense information but a real shortage of context. Example: there's several references to 'Team Tomorrow' doing shit or being involved in shit, but it has not yet been made clear what Team Tomorrow fucking is. This timeline has the world remaking itself really, really fast, despite the initially very small number of novas - the people at WW clearly got to indulge some near-future fantasies. They put a Libertarian president in the White House in '04, which is a nice barometer reading on the level of stupid infecting this game.

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the game makes up a fictional woman for this, but this is both funnier and more horrifying

The section moves on into an explanation of what Novas are, as a sort of scientific summary. Essentially they have something called the M-R Node, which means they have a special lump in their brains and that lump gives them superpowers through manipulation of 'quantum energy.'

At this point in the book we get the first of several half-page inserts with example Novas. They have a bullshit stat summary (one that doesn't reflect the storyteller system at all and is therefore totally useless), some biographical data, a background, and a brief explanation of powers. Having sample characters is probably a good thing, scattering them more or less at random throughout the book and not bothering to given them something even remotely resembling game stats is not.

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these stats are in the book, they have no relation to actual game mechanics whatsoever

Nova powers
This TV bit mentions that Novas often have a visual manifestation of their powers known as the anima: hi totally pointless non-mechanic that will also show up in Exalted! Nice to see the echoes of failures future starting so early.

They proceed to talk about nova powers as Internal, Sensory/Control, and External, but these don't actually mean anything in game terms and it’s just a bunch of sample powers that anyone who has ever read any super hero comics or watched any superhero show already understands.

A series of short articles and clips follow about how Novas train and develop their powers. There's no mechanics attached and it all refers to things your character will have already gone through prior to gameplay so nobody cares, but it does establish that, like mutants, you have to train some to control you powers - again, we've all seen cyclops blow things apart by accident, we get it.

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fear not, you have passed this stage of character development

Pages 24-27 consist of a text-heavy comic that basically goes over the same ground as the previous material, but it also mentions certain base abilities that all Novas get just for being Novas, like enhanced durability and a Captain America-esque inability to get drunk.

Switching away from Novas we get a lot of blathering on about Project Utopia. Is it good? Is it bad? Nobody's quite sure. At least, its initially presented that way, even though later supplements will strip away any possibility of Utopia's goodness and elevate a bunch of Teragen terrorists into the 'good guys' because White-Wolf. This material also makes it seem like a Nova doesn't have to be connected to Utopia at all, even though the game will totally not allow you to play such a character (unless you go Teragen) even though Utopia doesn't even operate in certain countries, including fucking China, which you know, is a pretty big chunk of the planet!

There's an introduction to some major NPCs here, and also an explanation of Team Tomorrow (they use the acronym T2M, which whatever) as Utopia's in house superhero team with limited accountability. So like the X-men, if the Xavier institute were the Illuminati.

Novas in Society!
White-Wolf's true colors really start to show here. For a game that is about people with super-powers that you mostly likely picked up because you wanted to play as the x-men (or the brotherhood of evil mutants), the game tries very hard to convince you to do something else. It talks about Nova entertainers, religious figures, fashion designers, mercenaries, and much more.

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kinda like that

The idea that if mutants appeared they'd use their powers for whatever the fuck they want is actually enterprising - especially given the very reasonable assumption that most of them would focus on giant piles of cash. However, unleashing this level of uncontrolled chaos makes the setting, well, chaotic. Additionally, the game makes incredibly easy to build a character who can make infinity dollars while sitting around in Mom's basement in completely legal ways, so playing a game of sheer wealth acquisition isn't very interesting.

Also, the Novas have generally already secured all the important civil rights they want there's no central X-men style tension about that particular issue. So if you generate a Nova super-athlete who competes against other Nova super-athletes you game would play pretty much the same as if your character was Usain Bolt, at least initially. This is really, really dumb, since giving the Novas basically all the rights they initially want and removing the inherent supers vs. government tension removes a huge chunk of the plotlines you’d actually want to run in a superhero game. It also removes motivating factors for most of the supervillains. Magneto is an asshole, but in the context of X-men he at least has a point about mutant oppression. Divis Mal is just a Nova supremacist with all the racist undertones that implies (and of course the game will ultimately place him in the right, because reasons).

Of course there are Novas who have gone in for the Marvel-style superhero gig, and a bunch of samples are shown, complete with Marvel-style outfits and masks, even though nobody has a secret identity because of Utopia so the masks are purely for style points. It’s also not especially clear what these Novas fight. They seem to tangle with ordinary criminals and maybe do a bunch of disaster relief which is kind of underwhelming for superheroes.

There's some segments in here about Novas as artists and Nova mercenaries. The stuff about the mercenaries and the agency they work for is at least useful, since that's a character type you could conceivably play. There's some stuff about tension between mercenary 'Elites' and the Team Tomorrow sanctioned superheroes, which also ha the potential for actual stories.

Then there's a bit about Nova sports, including a faux-telecast of an XWF nova wrestling match - a glamorous waste of 2 pages. Then there's some stuff about Nova-founded religions and religions that hate Novas.

There's a gazetteer style section that follows about how Novas are treated around the world and how the world has changed. It has some interesting prompts, but it's written in-character perspective by a journalist with an obvious axe to grind which greatly reduces its utility.

There's a long section, including another text-heavy comic, regarding how Utopia is corrupt and its abusing Novas and probably preventing them from breeding and how there's some secret 'Project: Proteus' inside it that's up to no good. This is kind of the big secret behind the game and is supposed to be the central theme and it’s presented via a comic and a bunch of leaked office memos. So yeah, coherency fails pretty hard. White-wolf is obviously trying to have it both ways - to make Utopia major bad guys while still allowing people to play super-hero characters using this system. The problem is, either the project's corruption is so great that they are somehow a greater threat to the world's well-being than the Teragen (who kinda want to eat all the 'baselines') or they aren't. Kinda sorta doesn't cut it when it comes to your setting's central plot point!

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left click for happy Aberrant, right click for grimderp Aberrant

There follows a bit about the Teragen, which basically presents them as straight-forward nova-supremacists who consider terrorism justified and themselves completely above 'human' law. If you want to play Magneto, this is for you, but there's nowhere near enough information here to explain what being part of the Terragen means since it's all presented in clips, snippets, and editorials. You can probably use the Teragen as garden-variety super-villains (and if you aren't playing as the Teragen you kind of have to since there's no material on how you might actually try to reform Utopia or hunt down Project Proteus) but even this early you can tell that the game doesn't want you to do that and its choreographing its sympathies.

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that can't be right...

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ah, there we go

The setting section concludes with briefs on other factions like the pan-government agency The Directive (which is basically SHIELD), the pro-science Triton Foundation, and some organized crime groups. These basically operate at the level of adventure hooks.

So yeah, this book begins with almost 100 pages of completely incoherent set up material that spends almost no effort explaining what you would do in this game, why you’d want to play it (besides having superpowers), or what the hell is really going on. This overview does at least cover all the major points in Aberrant, but none of the information is particularly useful, especially not for a stand-alone game. I've read less esoteric and poorly-organized fluff sections in later-year Planescape supplements. The level of impenetrability to this is off the charts.

Next up: the introduction to the actual rules
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Post by Username17 »

I remember some of my friends trying to start up a game of Aberrant. So we all tried to read the book. We ran into two problems:

The first was that I didn't care about the Aberrant world and plotline. It was like reading a Reader's Digest condensation of a bunch of Image comics I didn't care about. So it was incoherent and messy and really long and I didn't care about it in the first place.

The second problem was that from a mechanics standpoint it seemed pretty hard to make super heroes that I wanted to play. I had an active Champions game at the time, and I couldn't for the life of me figure out a reason why I would want to convert my characters to this system.

It wasn't that the game had a lot of flaws that may or may not be easy to fix, it's that I couldn't find anything in the fluff or crunch that I wanted to use for anything.

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Post by Longes »

The TvTropes page on this game is depressing. And full of gays of various degree of evilness and BDSMness.
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Post by Username17 »

Longes wrote:The TvTropes page on this game is depressing. And full of gays of various degree of evilness and BDSMness.
I have honestly no idea why you'd even make a TV Tropes page for Aberrant. It was a bomb that had nothing to say and never got completed. It's part two in a trilogy most people don't remember existed because it never caught on. When White Wolf rebooted everything, they didn't even bother trying to reboot Aberrant because no one cared.

But beyond that... Aberrant doesn't have anything to say. It's not a deconstruction of the superhero genre. It's just some X-Men fanfic with some typical 90s Edgelording. The storyline is a mess, it doesn't have anything to say, and the political speeches it pulls out are so hilariously bad that I am unable to tell when it's being serious and when it's being sarcastic. It's Poe's Law writ large: Straw Libertarians aren't actually less persuasive than real ones.
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Post by talozin »

White Wolf did in fact make an Aberrant hardcover. But it wasn't the standard, which it should have been, so ... yeah.

I could have dealt with the meh gamesystem, but the descent into Big Penis NPCdom was a shitton faster than it was in Vampire. One of the published Aberrant adventures was literally "you stand around and watch while the two Big Penis NPCs have a punch-up", and considering how fast Aberrant cratered, that they managed to publish this before dying says something about how deeply that attitude permeated the whole line.
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Post by Josh_Kablack »

Mechalich wrote: Other segments have their own bizarre media-appropriate formatting. Some pages are full-color comics, others are weird little TV bubbles with talking heads.
The TV bubble formatting is a clear rip-off of the talking heads in Dark Knight Returns: Link

The rest of the wacky faux-media formatting remains a mystery to me.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Josh_Kablack »

Okay, so my schedule is wonky and my communication is horrible, so this can't be a true tag-team review, but I did have this start on things, which I'mma just gonna post now

Abberant - "Lets use oWoD mechanics and pretentiousness to try to do superheros".

This game is a prequel splat for White Wolf's nearly forgotten sci-fi RPG Trinity (previously known as AEON).

The book opens up with ninety six pages of full color glossy pretentiousness that describes the particular conspiracy-minded superhero setting with a disjoint mix of fake AP news stories, excerpts from non-existant comic books leaked memos and celebrity interviews. I'mma just gonna skip to page 97 where things go matte and black and white. First we get a title and a full page illo demarcating the "RULES" section. Pages 98 and 99 are taken up by a 2-page splash, as if this were a real comic (save that it's just basically a party portrait and lacks any of the conflict you'd find in a splash page by an actual comics artist.)

On Page 100, we get to the table of contents. Let that sink in. Page 101 is the Introduction. So yeah, there's pretty much no chance that anyone who wasn't a gamer could ever have a clue what's going on here. The intro itself explains that this particular superheros game calls them Novas.
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What they want you to think

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A more honest picture

And that in this setting, a fragment of earth's population began to develop powers after "radiation from an exploding satellite"
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Real life radiation is much less fun than comic-book radiation


There's the usual WW subheadings, with descriptions which I can't help but run through my brain's autosnark filter thusly:
  • Storytelling - "TV bad"
  • Roleplaying - "like cops and robbers, but with rules, which being White Wolf we like to ignore"
  • The Storyteller - "that's like a director and also like this list of other jobs which we didn't realize are actually all part of a director's responsibilities"
  • The Players - "Should put some work into things"
  • Characters - "You're like an actor dude! The numbers don't matter"
  • The Game - actual quote "There are no winners or losers" autosnark: Just suckers and sellers. Actual quote "There is no official end to a storytelling game" autosnark: link
The World of Aberrant - yeah, they assumed that at least some of their readers missed or skipped or couldn't understand the prior hundred pages and included a recap here. Said assumption is probably the best single decision made in development of this game. As previously discussed, Aberrant is set in the near future of 2008. Yeah, that's right, this game was published in 1999, and given lead times and the AEON tie-ins, large chunks of the setting were probably conceived a three to five years prior to that. Since that's now eight years in our past, we get to do what we do with all near-future fiction once it has matured: look back and laugh.
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2015 had hoverboards

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But this year we get some sweet pleasure droids

We then get a sidebar on Creating Aberrants in Trinity, which describes the mechanics using terms that haven't been defined yet, and then a stub on Aberrant Live-Action Role Playing.
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Which is an idea that might just cross over into so bad it's good territory


And then the intro finishes out with a 2 page glossary of game terms - subdivided into Character Terms, Rules Terms and World Terms, because just putting unfamiliar words in alphabetical order would be too easily searchable.

And that brings us up to Chapter One: Systems on page 106.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by name_here »

FrankTrollman wrote: I have honestly no idea why you'd even make a TV Tropes page for Aberrant. It was a bomb that had nothing to say and never got completed. It's part two in a trilogy most people don't remember existed because it never caught on. When White Wolf rebooted everything, they didn't even bother trying to reboot Aberrant because no one cared.
TV Tropes policy is that pages about a work don't need to go through the "does anyone give a shit?" process that other pages do.
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Post by Mechalich »

Josh_Kablack pretty much covered everything I was going to say about the introduction, including hitting several of the exact same points despite us not coordinating, so either great minds think alike or, more likely, the game is just that obviously absurd. So I'm just going to move on.

Chapter One: Systems

The second sentence of this chapter is, and I quote: "These rules are quite simple." This statement instantly vaults us to 'nose-spewing' on the tragicomedy scale. They then immediately follow that up with the standard golden rule boilerplate about changing the rules after the comma sentence. Seriously, WW didn't have sufficient confidence in their supposedly simpler rules to back them for one whole sentence. if you can't even be bothered to defend your core mechanics as superior to MTP, then there is no reason why anyone should bother purchasing your game!

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please apply this warning label to the credits

Anyway, I guess I should talk about the rules that I can freely change at any time. Since this is technically a stand alone game and presumably the market for people who want to play as near-future X-men would be different from people who want to play as Gothic-punk vampires - I mean Marvel feels compelled to have Vampires in their stories so there's obviously some overlap, but the core demos are probably at least a little different - you'd think you'd start with the core mechanics of dice and dicepools. You would be wrong.

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if this is your deepest fantasy you will understand the pitch, otherwise good luck


The very first piece of systems information is about how the game organizes time. Now, Aberrant is a White-Wolf game and most of the mechanics will be familiar to players of any other White-Wolf game. However, as usual, they won't actually be the same. There will be just enough differences to seriously trip you up. The organization of time, for example, has a pointless cosmetic change. Instead of Turn, Scene, and Story; it has Turn, Scene, and Episode...because superheroes are more like TV series for some reason, or something.

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visual representation of storyteller system rules variance across each game line*

The game then talks about types of actions and movement. It proceeds to mention dice - which are that thing you need to actually do anything in game - in a textbox. Really.

Aberrant recommends having 'around ten' d10s to play. This makes me seriously wonder what drugs the playtesters were taking. That is not, in any way shape or form, nearly enough.

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that might be enough...maybe

The basic mechanic is the familiar Attribute+Ability dice pools of WoD, but the target number is now fixed at 7, not 6. Also, 1's no longer cancel. This change is sufficiently wonky with the mathematics that it changes optimization principles in Aberrant in significant ways. You can still 'botch' by rolling no successes and at least one 1 on your dice, which means the better you are at something the more likely that when you fail, you fail really hard. As usual WW has not provided any sort of concrete resolution system for multiple successes in most cases. That's a problem considering that dicepools can easily rise into the equivalent of the 20s, leaving a person wondering WTF 10 successes on an Intelligence+Computer role could possibly mean. There's also no system for adjudicating how many successes are required to do particularly difficult things beyond simply having the GM arbitrarily set numbers. Likewise they claim that getting 5 successes represents a 'phenomenal' success at something, even though a cursory examination of character capabilities reveals that this will be exceeded on a regular basis.

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successes past the first put you onto this label-less graph, have fun

Next we get to the bit about 'multiple actions.' Here is the first reference to 'Mega Attributes' - one of the game’s new mechanics - and how they affect the rules. See, when you take a multiple action, you lose dice from your 'normal pool' first and mega-attribute dice later. This doesn't make sense yet because it hasn't been explained what mega-attributes are, but the attentive will notice that this implies the existence of multiple dice-pools. Yeah, that's happening, the trainwreck will unfold slowly as pages pass.

The rest is pretty standard, covering resisted actions, second chances, and teamwork. They also explain how to use your powers, albeit incredibly briefly. Essentially you role your attribute plus the dot rating in whatever the power is. They do not make it clear whether you roll the relevant mega-attribute alongside the base attribute when conducting such rolls, which is actually immensely important and ought to have been included.

Overall this chapter is incredibly lazy and woefully insufficient. To the veteran White-Wolf player it serves as just enough for you to figure out what the particular traits of the Aberrant potato happen to be compared to other potatoes. However, for games who haven't played this system - which is of course the target when trying to expand market share, puzzlement will only increase. The funny thing is, if this chapter was actually chapter one, and not actually chapter 3 after one hundred pages of setting gloss, I'd be inclined to give WW some credit for having the core mechanic fairly early in the book, as it is, not so much.

Next Up: Chapter Two: Character

*originally I was using apples, but I feel potatoes is actually much more appropriate
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Post by Mechalich »

Chapter Two: Character Creation

Character creation Aberrant is theoretically very similar to most other storyteller system games, but in practice turns out to be very different. One aspect of this is the mechanics, but another is the very weak faction setup of the setting. In WoD games you are asked to, very early in the process, pick your membership in whichever supernatural clubhouse you wish to be part of, and that choice is not only meaningful in mechanical terms, the hypothetical player has also just finished reading through a fairly thorough summary of what those factions are.

Not so Aberrant. The factional summaries are very short, you have little idea what any of them mean, and you don't actually have a strong reason as a character to join one. In fact the game presents the majority of the novas as unaffiliated. In some ways this is a good thing, it gives characters a lot more freedom and makes it much easier to avoid getting stuck into a small set of character archetypes. On the other hand, there's little guidance as to how to build a character who plays well (or at all) with others, or how to build a successful group. The archetypes at least give people something to map too. In Aberrant you're basically throwing powers at the wall.

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if you would like advice on how to include any of these concepts in Aberrant, this chapter has nothing to say to you

A good example of this is the sample character they follow through all the steps of chargen as a guide. The character they produce is a rootless hedonist with no concrete goals, no major passions, and no obvious party role. It's not the absolute least-useful character you could come up with, but it's terrible advice all around.

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Squirrel Girl is a joke, but way more interesting in every way than what WW created

Getting into the meat (such as there is) of things, the first thing one discover's is that WW has this crazy idea that because your super powers don't manifest until you're an adult you should build your human character first and then tack the nova abilities on top in a non-synergistic way. Okay, yes, a lot of comic book stories do happen that way, but such a blatant exercise in denial as to how people actually play is rare even for WW. Anyone with brain cells is going to realize pretty much immediately that doing things that way is stupid and is going to plan out how to spend all their points to maximize development. Hilarious the way the developmental math is structured there are even incentives to do that.

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this is not how RPG chargen works, and WW should know that

Potential characters pick a concept and a nature - in a small victory the unnecessary demeanor stat has been dropped. They can choose to belong to one of the handful of poorly defined factions, but don't have to. As mentioned, there's no mechanical benefit to joining any of these factions. At least, the corebook doesn't provide any. There are actually a lot of benefits for being part of the Teragen, but I can't lay those sins on this book specifically.

The same 9 WoD attributes reappear, and you pick 7, 5, 3 as normal. Any attribute higher than 4 means you choose a 'quality' to define it. After that you pick abilities, and they thankfully dropped the category divisions and let you spend 23 dots straight up as desired, with the caveat that nothing goes higher than 3. You get 3 dots of 'Endurance' and 'Resistance' for free, which is supposed to help even the most vulnerable novas be more durable. You might think that would increase your soak, but that would be logical and so of course its not. You pick backgrounds next – still broken after all these years - and then record your starting willpower of 3 and starting quantum of 1.

You are supposed to spend 15 bonus points next, before advancing to the Nova stage, but this is where things get really crazy. Standard storyteller system games have the problem that freebie points and experience points don’t correlate together at all and this creates all sorts of perverse mathematical incentives at chargen. Well, Aberrant takes that problem and does one better by adding a third mechanism called Nova Points that are absurdly powerful when it comes to buying normal abilities and are required to buy the special super powers you can’t buy with normal points.

Except, wait for it, you can spend 7 bonus points for a dot in your quantum rating. Since having higher quantum makes pretty much everything better, and this is mathematically the sweetest deal in the game (because it takes 5 nova points to raise your quantum rating), you immediately spend 14 of your 15 bonus points to raise your quantum to 3 every single fucking time! And then you spend your poor orphan bonus point on a background dot. So yeah, bonus point customization doesn't happen, WW simply road in a break to the system that arbitrarily effectively raises everyone's starting quantum to 3.

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at least you don't have to worry about spending them

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Nova points. About as understandable as the ones in this game

You get 30 nova points to spend as desired. These are able to do insane things, like buy 6 ability dots for 1 point and 3 attribute dots for 1 point. To give you an idea of how nuts this can be, it is possible to build a starting character who has no quantum powers, but has 5 dots in every attribute and 5 dots in every ability and a few points left over (I once did this as a joke, called the character Mr. Ten).

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It is entirely possible to build a character who owns this un-ironically

Of course the primary use of your nova points is to buy super powers (known as quantum powers) these are divided across 3 levels of powers, each with a different cost. Level 1 powers cost 1 nova point, level 2 powers cost 3 nova points, and level 3 powers cost five nova points. Also, many powers have minimum quantum rating requirements, going all the way up to quantum 5, the starting max. Since the powers are in no way balanced there are huge deals and terrible traps in this stage. It takes the chargen mini-game aspect of WoD and turns it up to 11.

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Arriving at this outcome for your character is not difficult

Oh, and we're not done making it insanely complicated and distorted. I have to talk about the Taint mechanic. Taint quite literally taints this game. It totally wrecks any possibility of producing consistent math. See, you can buy pretty much anything you want 'tainted' meaning you increase your permanent taint when you buy it. The benefit is that you can buy it at half-cost (rounded up). Obviously it is much more advantageous to buy more expensive things this way especially level 3 powers and quantum. The horrors of what taint does to the game will be covered more fully in the traits section, since this book has not yet explained what taint actually does.

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in Aberrant you may play this card on your character at any time, seriously

This chapter concludes with a standard ‘spark of life’ section and a section on team-building and character development. There’s also experience rules – as usual, do not correlate with the arbitrary dot-purchasing of creation and create the standard perverse incentives in development, only worse because nova points - and a lot of long-winded BS about training and other methods for advancing traits, they actually break down different advancement methods for different types of traits. Of course everyone hates training times and generally ignores them and GMs simply allow people to add dots to their sheet, but the denial is strong in this chapter.

Overall, creating a character in Aberrant is similar to creating one in most WW games, only slightly easier to fuck up and significantly easier to stomp all over the RNG by deviating from completely unstated rules-as-intended subtext.

Next Up: Traits
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Post by Occluded Sun »

I've actually played an extended campaign in this game, so I speak with authority when I compliment this thread's author as being right on the money on virtually everything.

Two points, though:

First, the game we played involved throwing out all of the established metaplot and making the future free.

Second, the game pretty much abandons concern about 'balance', so I have to disagree about character design being filled with traps. The powers are of wildly varying utility, and in a game with lots of interesting character action the raw power of any individual isn't all that important. Just as with superhero stories in the media, the most powerful characters aren't necessarily interesting and the most interesting ones aren't necessarily the most powerful.
"Most men are of no more use in their lives but as machines for turning food into excrement." - Leonardo di ser Piero da Vinci
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Post by Mechalich »

Chapter 3: Traits

So, starting on page 127, we get into the actual traits that determine the game. This chapter, which clocks in at 26 pages, does not describe any of the mega-attributes or quantum powers, just the mostly basic traits that baselines carry around in the game, alongside a few new and critical traits like quantum and taint.

First up is Nature, which works pretty much the same as in other White-Wolf games: gain willpower back when you arbitrarily accomplish something in line with your nature. The natures listed are a bit different than those in VtM, but many of the usual suspects re-appear. They suggest that quantum powers should perhaps match nature in certain ways, which is actually a half-way decent prompt, since comic book archetypes do tend to play that way. The natures are of course not balanced, with some being much easy to ‘trigger’ for willpower restoration than others.

Allegiance follows, and this is where we finally get a coherent summary on the various factions you (might) want to join. To briefly summarize: there’s the Aberrants, who are the nominal good guys of the setting. They believe Project Utopia is corrupt, but that it’s also done good, and they’re trying to find out the truth. Project Utopia consists of the outward good guys, but they’re also corrupt and have a secret project within them. The game spews a lot of flak about how much Utopia sucks and gives out essentially zero motive for playing as a Nova who works for them, even though that’s the obvious way for a Nova team to form. Thanks for that. Project Proteus is the secret conspiracy within Utopia. Their objectives are completely unclear, but they’re ruthless and nasty and secretive in pursuit of…something. Oh, and you absolutely don’t have enough information at this point to run a game as a bunch of Proteus ops, so I’m not sure why it’s even given as an option. More ink is spilled regarding the Teragen than any of the other factions. They believe that Novas are a new species and that human laws don’t apply to them and they should build their own society. They embrace the darkest parts of the ‘we’re better than you’ aspect of superhero fiction – so of course White Wolf will eventually (in future supplements) make them right about everything and give them special powers that make them cooler and stronger than the other Novas. The Directive is next, they’re SHIELD, enough said. Also, Novas can choose a corporate allegiance if they want, though the only one really established is as a combat merc.

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reasons to join the Teragen, yes, you are a duck, this is not considered a problem

There’s a sidebar here about Wheels within Wheels, and it includes an awful lot of handwringing about allowing deviations from canon and letting people do what they want. However this supposed commitment to flexibility (which they won’t maintain anyway) makes it impossible for Aberrant to have the courage of its own convictions. Though that’s not entirely bad given that its convictions boil down to ‘Teragen forever! Fuck the baselines!’ This is also the spot were WW reveals their true colors and essentially claims that the ‘right’ way to run Aberrant is as a game of deep conspiracy and that anyone who wants to play traditional pulp superheroes is having Bad Wrong Fun. Sure they claim that you can use the game to be the Justice League, but they make it very clear that you’re going to have to chuck pretty much the entire metaplot and a good portion of the setting to do so.

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This was fun. Aberrant would get very mad if you were to try and do this.

Back to actual stat-like things: Attributes. The standard nine storyteller system attributes show up as expected, with a few minute differences. First, attributes are linked to mega-attributes in that you can’t have more mega-X than you have of X. Second, any attribute above 4 dots gets a ‘quality’ which allows you to reroll 10s for that attribute. This actually matters because dice pools can get pretty freaking big and so this little mechanic induces all sorts of little distortions to the RNG. All of the attribute descriptions, have the standard 1-5 dot explanation charts that are found in basically all White-Wolf games despite their inability to describe the functionality of your actual dicepool. Amazingly they managed to avoid this explanation fail with the abilities (well, they just do it once for all of them).

Unlike in most storyteller games, where the abilities are organized according to some arbitrary system with some BS story reference like Exalted’s essences, Aberrant explicitly groups Abilities according to the attribute they will be rolled with 90% of the time. This kind of renders them pointless as a category, but whatever it’s actually a better setup than some others. Of course, the abilities are not distributed evenly across the 9 attributes, which gives away the game from the start that some attributes are more important than others. Strength gets only Brawl and Might, while Intelligence is linked to 9 abilities, so maxing certain attributes will make you flat out better at more things than other ones, though of course you will roll some way more often than others. There are 34 abilities in all. Most will be familiar to anyone who’s played the storyteller system, though some are new, like Might, which is basically used to roll super-strength things like throwing and lifting.

Abilities also have specialties attached. Unlike WoD specialties that allow you to reroll tens, these add an extra die, and you can have up to three per ability. Effectively this means base dice pools expand out to 11 instead of 10 before adding any superpowers. The minor distortions continue to pile up.

Backgrounds: By now everyone should be expecting the standard brokenness typical of backgrounds in storyteller system games. You shall not be disappointed. Many of the expected backgrounds: Allies, Backing, Contacts, Followers, Influence, Mentor, and Resources all show up. Then there’s the new ones. Attunement, which lets you make it so you powers don’t destroy your clothes, or your weapon, or your motorcycle. This is a relevant ability, but it’s kind of a dick move to make people pay for it compared to other far more useful things. I mean, if you want to be Ghost Rider you shouldn’t have to spend five dots to make it so you don’t melt your bike.

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5 background dots for the bike, because coolness must come with crippling costs

Cipher, which is basically the Arcane background from Mage and it means that your special secrets (assuming you have any) can’t be used against you. This is really pointless because if a player bothers to write up a complex and convoluted backstory they probably want to use it, and standard issue murderhobos can just have nothing to hide, or if they join the Terragen just not give a fuck.

Dormancy gives you the ability to ‘power down’ and make your powers undetectable, and at high levels even have a human form/nova form split like the Hulk. There’s a lot of weird implications to this background and how it interacts with other powers like Attunement, but if you want to have a secret identity it is not optional. It is not made at all clear how this ability interacts with Taint, which is a huge oversight considering that it is absolutely the most useful for characters who have significant taint problems.

Eufiber is a background that represents a sort of super-fabric that allows your character to have a gravity-defying superhero costume straight out of the comics or anime. It also allows you to store quantum points at a one per dot ratio. It’s only moderately powerful, but highly useful for certain builds. This is also pretty much the sole form of ‘superhero tech’ present in the game. There are a few other things in the background, but generally the technology level is roughly the same as you’d expect.

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yes, there is a special background just for funky outfits, it actually doesn't suck

Node is the big offender. The node background governs how many quantum points you can spend per turn, and boosts your recovery of quantum. It is a straight-forward power increaser. Of course, like all other good things in Aberrant, there’s taint involved, and having more than 3 dots in node means you get taint dots.

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High node is kinda like that

Willpower: mostly unchanged from other storyteller systems, in Aberrant willpower also allows you to resist taint induced mental disorders and to ‘max out’ quantum powers. There’s also a rule for what happens when you hit temp will 0 – you get ruled by your nature. The meaning of this is, of course, unclear, but it is essential a license for the GM to fuck you over. So basically you can’t spend that last willpower point. Oh, willpower is also used to resist certain mental powers. This is very important because of how willpower caps at ten, while the number of dice you use to make mental attacks well… doesn’t. So, having high willpower is really fucking important to avoid getting mind controlled in about two seconds flat. Considering that Willpower starts at 3 – rather low – and is comparatively expensive to raise (costing 2 bonus points or 1 nova point per dot) the game is essentially imposing a severe tax on players who wish to avoid being dominated.

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It is impossible to have sufficient willpower to stop him from ganking you hard

Quantum: Here we finally enter the realm of Aberrant’s unique mechanics. Quantum is both a trait that has a level, and it also provides a pool of points to work with. Powers have efficacy determined by your quantum level, and certain powers require a minimum level. So generally, having higher quantum, which also increases your quantum pool, makes everything better. Except you can’t start with quantum above 5 and having quantum 5 gives you taint.

Your quantum pool is 20+(Quantum rating*2), though if you really want to you can spend points specifically to increase your pool (you shouldn’t). Resting restores quantum, and if you have a high node, or a specific power, you can recover quantum a lot faster, with recovery times measured in hours – an incredibly inconvenient unit for adventuring purposes that doesn’t correspond to the storyteller system’s flexible timekeeping setup at all. So basically sleeping recovers your quantum to full, otherwise fight with your GM over how many hours have passed.

The importance of your quantum pool is vastly inconsistent. Some builds, organized around high-end, multi-use powers like Elemental Mastery will churn through quantum like nobody’s business, while others will use very little quantum at all. For example: the Human Torch needs to spend quantum for everything he does. The Thing doesn’t spend quantum on anything. This may or may not matter depending on the type of encounters you are likely to face in the game. Builds that expend lots of quantum are vulnerable to being swarmed under – though in some sense everyone is vulnerable to being swarmed under in this system.

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this build literally burns through quantum

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this build doesn't, and is therefore significantly less vulnerable to being pwned in several specific ways

Oh, and you can burn health levels for 2 quantum points per health level. Note that the ‘Healing’ power allows you to heal health levels for 1 point per health level, but you can’t create an infinite loop this way because you can only use healing ‘once per scene.’ Can still get up to a lot of mischief though.

In addition to normal uses, the game allows players to spend quantum up to their rating to ‘maximize’ powers to provide fairly modest bonuses. Since you have a maximum quantum of 5 and have to roll extra successes to provide these bonuses and spend additional quantum points, it won’t usually be worth it unless trying to do a devastating one off maneuver. Then again, it might be just enough to make the difference between no damage and instant death.

Taint, or Why we Can’t have Nice Superheroes.

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So, Marvel has spent decades pushing the thematic line ‘With Great Power comes Great Responsibility.’ White-Wolf decided to do something else. Taint is the mechanic that basically translates into ‘With Great Power comes Inevitable Transformation into a Crazed Tentacle Monster’

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this is the Cancerverse, it lies at the end of the road down which Aberrant Taint travels

Taint is like willpower, it has temporary and permanent tracks, but instead of spending it, you gain temporary it. Every time you hit ten that converts into permanent taint. There’s lots of ways to gain taint. First of all, the more powerful you become, the more taint you gain. More than 3 dots in Node? Taint. Quantum of 5 or higher? Lots of taint. Bought some tainted powers at Chargen? Taint. Temporary taint can be gained from botching max power use, trying to boost quantum recovery and failing, and just being insane (and since permanent taint makes you insane, this becomes a vicious spiral pretty quickly). Oh, and you can acquire permanent taint by buying powers and mega-attributes tainted with xp.

Having taint sucks hard. When your permanent taint hits 4 you acquire an ‘Aberration’ and you get one for each further point you gain. You also gain increased difficulty on social roles and willpower roles to resist mental disorders (attempting to produce a high-powered diplomancer runs into this hard). If your taint hits 10, then say goodbye, your character is now an NPC.

There are three classes of increasingly bad aberrations, depending on your taint level. These range from relatively mild like having green skin, to horrific like being a walking dirty bomb. A clever power-gamer can utilize the aberration system to gain a few beneficial side-effects. The system is also set up to incentivize players taking physical aberrations over mental ones, because mental ones make you vulnerable to more taint accumulation.

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has fewer ingame drawbacks than...

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this

Effectively Aberrant strongly incentivizes the player to rocket up to taint 3 and then work very hard to avoid gaining more taint. However, since gaining high quantum means gaining more taint, the world of Aberrant inevitably degenerates into one dominated by malformed and maddened uber-gods. It also encourages power-gamers to say ‘Fuck it!’ then take a huge number of tainted powers at chargen and play as horribly mutated Teragen murderhobos – because the Teragen faction explicitly doesn’t care about your aberrations and in some ways actively encourages them.
In some sense Taint forcibly pushes certain transhumanist themes into Aberrant. That can be considered a good thing, but the implementation is terrible. Taint is pretty much all cost, it’s something your character suffers in order to gain more of the powers they actually want, not part of a transformation into some glorious new form – especially since there’s no reason for aberrations to accrue in any sort of directed way.

The real problem with taint is that the benefits are so game-breakingly large, especially when it comes to XP. Want to go up to quantum 6? That’ll be 40 XP. Except, if you take it tainted, it’s only 20. All the way to quantum 10? The difference between the no taint pathway (280 XP) and the all-taint pathway (140 XP) is impossibly vast. You’ll never have the necessary XP to achieve godhood straight-up, but through taint it is actually feasible in a suitably lengthy campaign with a generous GM (25-30 sessions, which is possible in a yearlong campaign, albeit not especially common).

Because taint explicitly links increasing superpower with losing control of body and mind, and because taint is unavoidable as power increases even for the most scrupulous heroes, the system is a huge mess. Playing an untainted character is a huge-self-imposed handicap. Instead the incentive is to totally game the system by choosing aberrations with surgical care to avoid them being noticeable, or to join the Teragen and indulge in brutal power-fantasies. It’s a mess, especially given that the billions of baseline humans are utterly unable to access this frightful transhumanism and are therefore pretty fucking justified in being afraid of the mad gods emerging all around them. So even if you discard the metaplot it’s pretty much impossible to imagine a peaceful future emerging from this system – every single nova is destined to become Apocalypse (or actually, Cthulhu) as they become more powerful.

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this is seriously the end game, I'm not even kidding in the slightest

Next Up, Mega-attributes
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Post by koz »

Where is the Cancerverse picture from?
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Post by Mechalich »

The Cancerverse was a Marvel plotline centered around the Thanos Imperative event and some Guardians of the Galaxy issues. That pick is from the Marvel wiki.
Last edited by Mechalich on Sun Jan 17, 2016 8:51 am, edited 1 time in total.
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Post by hyzmarca »

Mechalich wrote: It’s a mess, especially given that the billions of baseline humans are utterly unable to access this frightful transhumanism and are therefore pretty fucking justified in being afraid of the mad gods emerging all around them. So even if you discard the metaplot it’s pretty much impossible to imagine a peaceful future emerging from this system – every single nova is destined to become Apocalypse (or actually, Cthulhu) as they become more powerful.
Its okay for humans to fear you, just so long as its the sort of fear that makes them super-compliant and polite, rather than the kind that causes them to try to beat up Bruce Banner.
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Post by Mechalich »

Chapter Four: Mega Attributes and Enhancements

Ah, Mega-Attributes, the single greatest mechanical sin of Aberrant. A system so terrible, that even White-Wolf managed to avoid repeating the mistake when it came time to make Exalted and Scion.

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they actually did this, I mean, regarding one specific mechanic and not the broader system unsuitability, but still, points for that much

Essentially, Mega-Attributes are like having any entirely separate second set of attributes, though any character is likely to having dots in only a few. This value cannot exceed the rating in the base attribute (you can’t have more mega-strength than strength) or the nova’s total quantum rating.

The point of mega-attributes is to increase your overall attribute value. The obvious choice would simply be to let people increase their total number of dots. As you can probably imagine, we’re not doing that. Instead, mega-attributes create a new, separate dice pool that you add to existing rolls.

Since you’ll obviously take mega-attributes in things you want your character to be good at, most important rolls in Aberrant are not going to be Attribute+Ability. They will be that, plus the Mega-Attribute dice rolled separately. That has to be done because every mega-attribute success counts as 2 successes, unless you rolled a 10 in which case it counts for three. This is so obviously horrible I have no idea how they could have let it through playtesting. Turning every roll into two rolls, with incredibly erratic swingy-ness manages to both distort the RNG and dramatically slow the game down all at once.

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game pace too slow, everyone's gone to play smash brothers

But it gets worse. See, you don’t have to use your mega-attribute dots as special dice. Instead, you can use them to reduce the number of successes required for a roll. And, if you have multiple dots, you can actually do both things at the same time. As a result, the optimum configuration for every, single, fucking roll becomes an algebra problem.

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when every roll has become this, you have a problem

There’s a really weird and stupid system for how mega-attributes interact, which is for no reason at all different than simply having normal contested rolls and I cannot muster the willpower necessary to talk about it. Suffice it to say that WW decided they needed special rules for having Thor arm-wrestle the Thing.

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they created a specific resolution system to represent this, I am not kidding

Mega-attributes get even deeper and wonkier and ridiculous, as each has special abilities attached that come into play in certain conditions. Mega-strength, for example, applies automatic successes to close combat damage pools at a rate of 5 per dot, which means that with even mega-strength 2 a character auto-kills mortals and most novas without some sort of augmented defenses with any hit whatsoever using a lethal weapon. Mega-stamina increases health levels, soak, and reduces wound penalties. Certain social and mental mega-attributes have equally unbalancing built in bonuses.

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sufficient mega-strength allows you to go all One Punch Man on most opponents - considering that your game is not a gag comedy (intentionally anyway), this is a problem

That’s just the start, then we get to add in Enhancements. For each mega-attribute dot you take you get one free enhancement. These are basically static powers (though some require you to pay a point to activate them for a scene) and they are incredibly unbalanced. For example, Mega-Stamina has 5 enhancements in the core book. One makes you immune to a specific kind of environmental damage (ex. Extreme arctic cold), while another, Resiliency, flat out doubles the mega-stamina soak bonus. A nova with mega-stamina 5 and Resiliency has a soak bonus of 10 bashing and 6 lethal – it is not difficult to use mega-stamina and a defensive power to raise a character’s soak into the 20s, making them essentially immune to attacks that will utterly annihilate other members of a party though still not powerful enough to soak high-end quantum-boosted attacks.

Generally the physical mega-attributes are better than the mental or social ones, simply because the system can spit out numbers – even though they quickly become game breaking – to represent increasing levels of super-strength, but doesn’t have a good way to represent additional levels of super-smart. Also, because the game doesn't really allow you to use super-smarts to build super-stuff.

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there is no canonically viable way to convert limitless brain-power into this

Because mega-attributes give out free enhancements for each dot, they represent a quick path to game-breaking power rather than spending lots of points on expensive quantum powers. ‘Tank’ type characters built in this fashion tend to be particularly potent, with extremely high damage and soak values and can shrug off ‘blasters’ and many other types of attacks (though they’re vulnerable to mental attacks).

Overall this system is almost impossibly dumb. It fails to work mechanically even worse than simply letting players accumulate absurdly huge dicepools. Further, because enhancements are essentially super-powers on their own, it means that Aberrant has two different competing systems of super-powers, that do not interact together in the same way and aren't even conceptually balanced against each other.

Next Up: we finally get to talk about the super-powers, only 177 pages in...
name_here
Prince
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Post by name_here »

hyzmarca wrote:
Mechalich wrote: It’s a mess, especially given that the billions of baseline humans are utterly unable to access this frightful transhumanism and are therefore pretty fucking justified in being afraid of the mad gods emerging all around them. So even if you discard the metaplot it’s pretty much impossible to imagine a peaceful future emerging from this system – every single nova is destined to become Apocalypse (or actually, Cthulhu) as they become more powerful.
Its okay for humans to fear you, just so long as its the sort of fear that makes them super-compliant and polite, rather than the kind that causes them to try to beat up Bruce Banner.
Honestly, this seems like it should generate the sort of fear that leads to hunter-killer teams in helicopters.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
hyzmarca
Prince
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Post by hyzmarca »

name_here wrote:
hyzmarca wrote:
Mechalich wrote: It’s a mess, especially given that the billions of baseline humans are utterly unable to access this frightful transhumanism and are therefore pretty fucking justified in being afraid of the mad gods emerging all around them. So even if you discard the metaplot it’s pretty much impossible to imagine a peaceful future emerging from this system – every single nova is destined to become Apocalypse (or actually, Cthulhu) as they become more powerful.
Its okay for humans to fear you, just so long as its the sort of fear that makes them super-compliant and polite, rather than the kind that causes them to try to beat up Bruce Banner.
Honestly, this seems like it should generate the sort of fear that leads to hunter-killer teams in helicopters.
Oh. Then you just kill all of them. Like, all of them all of them. Leave the dozens of survivors envying the billions of dead. Or you could just decapitate the government, gut the military, and declare yourself emperor. But you want to do something that makes the normal severely regret attacking you.
Mechalich
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Post by Mechalich »

The way Aberrant is put together, 'Project Proteus' the conspiracy inside Utopia, works very hard to control, and in some cases disappear, Novas who accumulate too much taint. And the big secret of the setting is that all the Novas who come into contact with Utopia are being forcibly sterilized to prevent a second generation of novas (the idea that such a thing could be covered up is preposterous, but its one of Aberrant's most important plot points).

The problem is, Utopia can't move against the Teragen except in carefully circumspect ways, because Divis Mal is a gargantuan phallus NPC of arbitrary levels of world-destroying power and there's nothing anyone can do to stop him.

There's also the somewhat justified reasoning that the Nova phenomenon is quite new and nobody (except Divis Mal and friends) really understand the implications of taint and what it means. Eventually the baseline humans absolutely do go against the Novas, triggering the Aberrant War and ending with the Aberrants leaving Earth when the baselines threaten to blow it up using orbital weapons.

The extant metaplot places the setting on the Highway to Hell, and strongly incentivizes players to crank the AC/DC, throw up the horns, join the Teragen, and enjoy the ride. If there was ever a game that asked 'how much jerkass bullshit can a party get up before triggering a global thermonuclear exchange?' Aberrant was it*.

*actually there are probably others, but this one manages to do it unintentionally.
hyzmarca
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Post by hyzmarca »

Mechalich wrote: There's also the somewhat justified reasoning that the Nova phenomenon is quite new and nobody (except Divis Mal and friends) really understand the implications of taint and what it means. Eventually the baseline humans absolutely do go against the Novas, triggering the Aberrant War and ending with the Aberrants leaving Earth when the baselines threaten to blow it up using orbital weapons.
Makes me really want to see a post-apoctolyptic superhero setting where the only survivors are those durable enough tank nukes.
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