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Aberrant Players Guide (Aberrant Roleplaying, WW8505)
Aberrant Players Guide (Aberrant Roleplaying, WW8505)

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Authors: Andrea Bates, Bruce Baugh, Deird're Brooks
Publisher: White Wolf Publishing
Category: Book

Buy New: $200.00



New (1) Used (6) from $122.99

Avg. Customer Rating: 4.0 out of 5 stars 2 reviews
Sales Rank: 1137260

Media: Paperback
Number Of Items: 1
Pages: 192
Shipping Weight (lbs): 1
Dimensions (in): 10.4 x 7.2 x 0.5

ISBN: 1565046870
Dewey Decimal Number: 398
EAN: 9781565046870
ASIN: 1565046870

Publication Date: January 22, 2001
Availability: Usually ships in 1-2 business days

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Customer Reviews:

5 out of 5 stars Cuts a Large pill in half   April 2, 2002
 1 out of 1 found this review helpful

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.


3 out of 5 stars Fun ideas, icky powers   March 18, 2001
I really like Aberrant. Of the super-hero game systems I have seen and played this one pulls it off best. The core book was pretty good, and the powers let you make any character imaginable straight out of comicdom.

Like the rest of White Wolf's "Players Guides" this book takes that game system one step further... perhaps further than it should have gone. It talks briefly about the world the game is set in, but what you would probably end up buying it for is the skills. Many new uses for powers and skills from the Aberrant core book are presented here, and past powers are extened up to rank 10. Some new powers are introduced that require Quantum higher than 5 to use... and some are just silly. For instance, having a quantum of 10 and being able to create your own universe... how is that going to be useful in an Aberrant campign? It's not, ever.

In short, it's a fun read. It has a lot of good ideas. However, if you're already brimming with ideas you might want to pass this one over. Most of the new powers would never even be considered for a campaign. Probably best to skip it unless you're really into Aberrant.

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