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Title: Aberrant : Xwf by White Wolf ISBN: 1-56504-688-9 Publisher: White Wolf Games Studio Pub. Date: 01 February, 2000 Format: Paperback Volumes: 1 List Price(USD): $4.95 |
Average Customer Rating: 4.22 (18 reviews)
Rating: 5
Summary: A Great Superhero Game
Comment: Here is the short version of why you should by this game, assuming you want to run a superhero RPG. YOU CAN MAKE AN ABERRANT CHARACTER WITHOUT A CALCULATOR!!! Seriously, you MIGHT need a extra sheet of paper to check off your points... maybe your character sheets margin. But for a superhero game this has GREAT character creation. Just try to name a serious superhero RPG that you don't need a Calculator for. While the rules are execltent. The world leaves a little to be desired. White Wolf is famous for having an "offical" storyline going on in the background of all their games. Hell it makes sure that fans will keep buying books, just so they can figure out what the heck is going on. Thus, they cannot tell you everything going on in the world. What I have seen of the world, it is very interesting and dynamic. Leading up to where Aberrant ends, and the "Trinity" story begins. But honestly a good superhero system is more than worth the price of admission.
Rating: 4
Summary: An interesting perspective of 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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Title: Aberrant Players Guide by Andrea Bates, Bruce Baugh, Deirdre Brooks ISBN: 1565046870 Publisher: White Wolf Publishing Inc. Pub. Date: February, 2001 List Price(USD): $25.95 |
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Title: Aberrant: Elites by John Cavallino, Susannah Mandel, James Stewart, Kate Williamson, John Cavallo ISBN: 1565046927 Publisher: White Wolf Publishing Inc. Pub. Date: August, 2000 List Price(USD): $14.95 |
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Title: Aberrants Worldwide by Deird'Re Brooks, Rebecca Borgstrom, Jason Langlois, John Snead, Deirdre Brooks ISBN: 1565046846 Publisher: White Wolf Publishing Inc. Pub. Date: August, 2000 List Price(USD): $21.95 |
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Title: Aberrant Storytellers Screen by Kraig Blackwelder, Brandon Falkenberg, Tom Fleming ISBN: 1565046277 Publisher: White Wolf Publishing Inc. Pub. Date: August, 1999 List Price(USD): $14.95 |
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Title: Aberrant: Project Utopia by Carl Bowen, Steven S. Long, Angel McCoy ISBN: 1565046315 Publisher: White Wolf Publishing Inc. Pub. Date: December, 1999 List Price(USD): $19.95 |
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