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Aberrant Players Guide
     

Aberrant Players Guide

4.0 1
by Andrea Bates, Glenn Fabry (Illustrator), Bruce Baugh (Joint Author)
 

Product Details

ISBN-13:
9781565046870
Publisher:
Psi Records
Publication date:
02/28/2001
Series:
Aberrant Series
Pages:
224
Product dimensions:
7.20(w) x 10.36(h) x 0.51(d)

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Aberrant Players Guide 4 out of 5 based on 0 ratings. 1 reviews.
Guest More than 1 year ago
The Aberrant Player's guide is completely necissary to playing Aberrant. Okay, so that's an exaggeration, but in many cases it is true. For instance, the Weakness point system in exchange for limiting powers (e,g, taking a power like Animal Mastery, but only being able to affect sea-creatures, or for Armor, making it useless against lead, or requiring a power to be used with another power, requiring an attack power be used through a hand-weapon, and so forth), is really the highest point of the system. You can trade Weakness points off to improve and lower the cost of powers. Really, weaknesses more than anything else allow one to go in depth to define powers as unique, instead of another cookie-cutter death-beam, and while it is only two or three pages, it stands out as what makes the book earn its' money. The book includes, as is mandatory for White Wolf player's guides, a series of Merits and Flaws, though many of them can be bought as Nova Powers (e.g. Eidetic Memory). There is an additional line of confusion: where do Nova Powers and Taint aberrations (both bought at character creation) begin, and where do Merits and Flaws end? There are many ways to do things in the system, and all of them are mutually incompatible as Nova and normal human creation are in the game seperate, so it makes you wonder what they're thinking. On the bright side, the Merits and Flaws are perfectly compatible with those in the player's guides of other books. The book also includes new abilities, which depending on your game, you either use them or you don't; in my personal opinion, they didn't include *enough* new Abilities for my taste, but others might just want to stick to the basic ones found in the Aberrant: Unlimited set. There are new powers given as well, though besides Time Travel, they are all very powerful and many might find them innappropriate to their game, such as Geological Supremacy (new fault lines, altering contents of the earth, and that sort of big-time stuff). In addition, the section on Gadgeteering is a little upset. Unfortunately, if you're hoping for rules to create super-equipment like hoverboards and so on, you'll be disappointed, though: it's just basic rules on creating gadgets with Nova-powers, and you need to study someone with the appropriate power in order to make the device work, which is disappointing to those that want a big-time game, but if you consider how things work in the Aberrant setting...yeah, it kind of makes sense. The setting information at the beginning and end of the book is very disorganized and it's difficult to make sense of any of it, but it is especially irritating because all of it applies to the world of Aberrant past the year 2012, which makes it all very annoying to those of us who want to play in the setting in the basic book (2008), and in general you get the priokly and uncomfortable feeling that White Wolf is advancing their timeline and timetable to the Aberrant War - whether any of us like it or not.