![]() Aberrant Players Guide (Aberrant Roleplaying, WW8505) $25.95 Abberant is a large pill to swallow. It gives a player huge amounts of power right from the start. This causes players to develop a sort of "Must destroy, power is all that matters." The players guide solves this problems and also adds more. The players guide starts with a bit about how the game is not superfriends. It continues into information about the world in 2015, the setting has become more sour apparently as apparently Abberants are realized as a threat. The next Chapters go into Seceret stuff in the Aeon society, and then go into groups like the Deadalus League, who are a group of Abberants who explore space. The next chapters get into really insane Abberants powers. They give a three new levels of power, that are so insane.... the cover says it all. One of the most notable is "Universe Creation". That is what it is. You can assume what it does. The last chapters seem out of order as they seem to be a continuation of the earlier. It explains certain other Nova groups but hints at Abberant Underworld having some of the information sadly the book hasn't come out yet.This book adds alot to the game of Abberant, and it is very helpful for any player or storyteller who plans on adding some more levels of checks and balances to their game. Though this book is far from needed. ![]() Aberrant Worldwide Phase 1 $21.95 Usually when you buy an adventure module for the different systems out there you will find statistics and an almost always bland history with enough loopholes on it for your players to exploit them, throw the history through the window and turn yourself crasy in the process. White Wolf has made the right choice this time, already hinted on the adventure that comes in the Teragen sourcebook. The four adventures that come packed in this book are for all kind of players no matter the faction or preferences in roleplaying attitude. How can this be? Well to begin with they give you all the possible endings on each adventure. You succeed, you advance the history in one direction; you fail, the history continues (and also the repercussions). The best part of all ist that these events can and will set forward the history of the system. I was really tired of world saving adventures that wrapped up in the end to leave all as it was with no changes, a bit like Tokio every time Godzilla faced a monster and they destroyed the whole city in the process and after that everybody went back to work as if nothing ever happened. The next good thing they offer is the first fight between Divis Mal and Caestus Pax, both are the strongest novas in existence and just by reading the hints they give you on the use of their powers after Quantum 6 you will feel that the price of the book was paid. They promise to cover it in full on the Players Guide and i can barely wait to read that chapter. Well now the information on the book it is contained on four chapters: Strange Bedfellows, The Apostasy, Gabriel and Into the Arms of the Angel of Wrath with a final Denoument section to tie things up. I really liked more the two last chapters (Gabriel and Into the..), they give you that feeling of doom that the whole system is made for while making you feel important in the process. They do not make you sit while the forces collide, they usually give you something important to do at the same time so while it is interesting to watch the events unfold you don't feel like just an observer (which tends to happen on White Wolf modules a lot). I do not give it five stars because they have not made something that really goes ahead of the core rulebook, but in my opinion this book and the Teragen sourcebook are the best yet to come out after the first edition rules saw the light. Somewhere in another review i said that i had bought my ticket for the ride and was going to enjoy it to the end, well now i shoul add that is a roller coaster and we have just reached the first summit. ![]() Aberrant Elites (Aberrant Role Playing Game) $14.95 I think it's safe to say that this will be one of the most popular Aberrant supplements. Featuring the stats for some of the biggest featured NPC's, like Totentanz, "Elites" finally reveals the lifestyle that players are usually drawn to: that of the "Badass for hire".While a large portion of the book is dedicated to military campaigns and the agencies that engage in them, Elites also expands it's definition to include more benign Nova's for hire. There are guidlines for players who wish to create their own Elite organization with all the advantages and pitfalls. It also explains the code of the Elite and how they have created a sort of "Bushido" that includes a code of conduct and even licensing arrangements. I like the idea of a mask as a trademark. Batman wouldn't be Batman without that mask and the big bat on his chest.The coolest thing about the book is some of the more realistic portrayals of warfare and the ethical delemma's. The mercenary lifestyle is something common in almost every RPG, but as always, White Wolf tries to take a thoughtful and complicated approach. Stories of Post-Traumatic-Stress-Disorder and the horrors of war are handled with class. It's a nice approach to an old, and in my opinion, pretty tired idea. ![]() Expose Aberrants $4.95 This little book comes packed with info on the upstart Aberrant faction. It has a lot of information on the people behind it and a semi detective story with background on the Jennifer Slider murder: suspects and motives. And while it doesn't have any extra systems or backgrounds this makes sense considering how long they've been around. It also tells you how to play an aberrant character in any campaign. |
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