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Monday Meeting 23/04/18: Aberrant 2e in first drafts

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  • Monday Meeting 23/04/18: Aberrant 2e in first drafts

    It's baaaaack...

    Aberrant 2e showed up in the first draft stage on the project list in this week's Monday Meeting blog post.


    Scion 2E: What We Know - A wiki compiling info on second edition Scion.

  • #2
    It's gonna be greatest!

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    • #3
      Good news.

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      • #4
        That's amazing. I'm quite looking forward to it.

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        • #5
          I'm more than super excited for this, you could say I'm Mega-Excited

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          • #6
            I'm very aroused.


            It is a time for great deeds!

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            • #7
              Already working on costume design

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              • #8
                So out of curiosity, what sort of game is Aberrant, I mean superhero has always said to me masked vigilante with superpowers (not really my thing), but i figure aberrant isn't quite that?

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                • #9
                  Originally posted by ahather View Post
                  So out of curiosity, what sort of game is Aberrant, I mean superhero has always said to me masked vigilante with superpowers (not really my thing), but i figure aberrant isn't quite that?
                  The best way to describe it, for me, would be that Aberrant is an attempt to explore what could happen if people with superpowers started appearing in the near-future. Supers as celebrities, supers as mercenaries, supers as aid workers, supers as technological innovators, supers as supremacists... the various ways people with superpowers might engage with the modern world.

                  (The concept is a strand of supers media that's developed more in the years since Aberrant first came out.)


                  Scion 2E: What We Know - A wiki compiling info on second edition Scion.

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                  • #10
                    Have I mentioned how happy I am that Steve Kenson is writing it?

                    Manifesting powers in the world of Aberrant instantly turns you into a celebrity, larger than life (literally, in some cases): unless you take active measures to avoid it, you're going to have sponsors who make you rich and fans (and anti-fans) drawn to you by your fame. “Masked vigilante” generally isn't on the agenda, although exceptions exist.


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                    • #11
                      Everything I've read or found about hum makes me think Steve Kenson was the absolutely perfect person for it. Both professionally, his previous writings, and personally, I like what I've read about him as person.

                      Plus he wrote for 1e which means connection.

                      Basically it's a full win.

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                      • #12
                        Originally posted by ahather View Post
                        So out of curiosity, what sort of game is Aberrant, I mean superhero has always said to me masked vigilante with superpowers (not really my thing), but i figure aberrant isn't quite that?

                        With the caveat that things in the new edition won't be the same as 1st edition, here's how Aberrant 1e rolled:

                        Aberrant was more of a deconstructivist take on the supers genre. That sort of thing's more common now, but at the time it was pretty novel. I've described it as being sort of if X-Men took place in the universe of Watchmen.

                        If you have super-powers -- in the parlance of the game, you erupt as a nova -- you're instantly a celebrity. The E! Entertainment network has its own spin-off, N!, specifically for covering novas, and it breaks all viewer records. Toy companies go after you for action figure license deals. Some novas do the expected and join a super-team like Aeon's "Team Tomorrow," or become licensed "municipal defenders" hired by a city to become their sort of mascot/protector. Others might be super-charismatic and become pop superstars, or be super-intelligent and get hired by Microsoft. There's a new wrestling federation composed of novas beating the super-powered crap out of each other. No one wants to watch baselines in the ring when you can watch Superbeast and Duke "Core" Baron trying to pound each other into submission in a pool of lava. The Teragen are the "Magneto was right" organization who believes novas are an evolution of humanity and thus not beholden to baseline humanity's laws.

                        The tagline of the game was "what would you do with the power of a god?" And that doesn't just mean super-powers: you have your own legion of followers. To borrow from Spider-Man, with great power comes great responsibility: when you can do anything you want, what are you going to do?
                        Last edited by IanWatson; 05-03-2018, 09:02 AM.


                        Ian A. A. Watson
                        Onyx Path Community Manager

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                        • #13
                          My group and I love Aberrant for so many reasons, including those already mentioned, so I’ll add some more:

                          The colour in-character 96 pages providing a great setting & timeline overview. I appreciate that RPGs like Marvel or DC Comics can reference a crazy amount of comics to convey setting and plot, but Aberrant achieved this well enough in the core rulebook. A tiny point but worth noting that colour was rare in an RPG at this time, so having a gorgeous book helped

                          The global scale of the setting. The introduction references events from all around the Earth, and as the game was expanded this global focus persisted.

                          Since I was a fan of Trinity I had a lot of fun figuring out how things would roughly develop, and interesting ways the players could change things. I appreciate this could be classed as cheating, since Trinity is a separate game, but I guess it was a bonus factor for many groups.

                          Although many Supers games have interesting big plots, Aberrant tackled questions about power in many ways, not just the individual vs the state, social/political responsibility, but the cost of power itself. The game had an inbuilt time bomb in regards to rising Taint (power corrupting) and aberrations (inc. mental disorders) were a powerful story focus. Of course this all depends on what a group focuses on, whether you wanted to tweak the taint rules. As a big fan of the Realms of Chaos from Warhammer I do love characters with creeping corruption dilemmas ;-)

                          I loved figuring the answers to questions like: given how dark the plot could go what type of game my players preferred? Whether they could delay or even cure Taint?

                          In short Aberrant did not shy away from bigger things and felt more indepth than other Supers games

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                          • #14
                            Another big thing about Aberrant was the idea of Taint--which was also fairly new at the time. Taint isn't an "You always die" style WOD curse--what it really is is a game mechanic for asking the question: what is power worth to you?

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                            • #15
                              Originally posted by NewK View Post
                              Another big thing about Aberrant was the idea of Taint--which was also fairly new at the time. Taint isn't an "You always die" style WOD curse--what it really is is a game mechanic for asking the question: what is power worth to you?
                              What I found interesting with Taint is that it was tempting to take three levels of tainted Quantum or level 3 powers at character generation, so that you just avoided the social penalty that came with that fourth dot of Taint, and yet got the maximum amount of stuff for your Nova Points, and yet, if you *didn't* blow your wad during character generation, taking that second or third dot of Taint with something that's going to cost you 20 *experience points* (and only paying 10) is so much sexier, if you can just defer that gratification.

                              Taint really was a wicked temptress, forcing choices like that, and encouraging you to ride the razor's edge (and risk any Taint acquired in-game taking you right over the edge to 4 dots, where **** gets real).

                              Plus, 'taint' has gotten that fun new meaning since the game was released, so it's just fun to say. :>

                              A random thing I loved about Aberrant is how deliberately open it was. You play Vampire or Trinity or AD&D or Pathfinder, and what the rules say is *exactly* what you get. Every Ventrue and every Druid and every Vitakinetic uses the same rules for their disciplines and spells and aptitudes. Aberrant straight up states that few Novas are exactly alike, and that one person's Quantum Bolt might be fire or lightning, while another's is burning metal shrapnel. Two people with Bodymorph (gas) might have very different abilities in their 'gaseous' form, while every Gangrel who turns to mist is going to get the same effects, and everyone casting gaseous form in D&D is getting the same mechanical benefits. And beyond even the modular abilities, the game straight up encourages ST's and players to work together to design new or variant techniques or powers (or how an Extra works) that suit a character's theme (even more so once Weaknesses and Strengths came into play, with the APG).

                              I feel much more confident in Aberrant saying, 'I want my guy's Flight to have the Area Extra, but instead of the default 20 meter radius I'd get with the standard Area extra (for his 2 quantum + 2 Flight dots), which is just crazily bigger than I want him to have, I want a smaller 'platform' of rainbow-colored energy he calls his 'rainbow bridge' to use the Warp size parameters of 3 meters square plus or minus 1 meter / dot of the power, at my discretion when I activate the power.' than I would in Vampire asking an ST if my vampire's Dominate can work by scent and pheromones instead of by eye contact, or in D&D asking my DM if my spells can all be dragon-themed, so that I spit out my fireball or burning hands spells, instead of casting them from my hands, and my mage armor and stoneskin spells create visible dragon scales all over my body.

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