Tell Me About Aberrant D20

Angel Tarragon

Dawn Dragon
All right my interest in Aberrant D20 is piqued. I dont know that much about it, heck I dont know anything about it, except that it has a non D20 predecessor. Tell me about the world, a bit about character creation, the powers, combat and how it generally differs from Mutants and Masterminds.
 

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Frukathka said:
All right my interest in Aberrant D20 is piqued. I dont know that much about it, heck I dont know anything about it, except that it has a non D20 predecessor. Tell me about the world,

On March 23, 1998, a small number of people around the world started to "erupt" and display abilities far beyond those of normal humans; they would soon be called "Novas". Ten years later, in 2008, the world is a far different place. The source of Nova power is at least somewhat understood, and Novas have had wide-ranging effects on the world - applying superhuman levels of intelligence to some of the world's problems, setting trends in culture and entertainment, and sparking lots of political and ideological differences. Several organizations seek to study Novas and/or apply their powers for the good of humanity (or at least for themselves), chief among them Project Utopia, a UN-sponsored effort. But of course, there are always rumours about hidden agendas and secret plots, and a few Novas have come to suspect that all is not what it seems at Utopia.

a bit about character creation,

Nova characters (it's basically assumed that all PCs will be Novas) have the Superhuman template, which allows them access to a wide range of abilities. While it's a d20 game, you don't use the D&D core classes; instead, the available classes are Entertainer, Investigator, Scholar, Scoundrel, and Warrior.

the powers,

Each superhuman has a score called "Quantum" which affects how strong their powers are. Quantum increases as you gain levels. The powers are divided into three levels, starting characters have access to 1st level powers. Superhumans also have access to superhuman feats, which are slightly weaker than 1st-level powers.

Generally, 3rd level powers are either fairly unique (like Homonculus, where you can detach parts of your body and have them function independently) or fairly wide-ranging (like Weather Control). 2nd level powers include non-standard attacks and defences (Mental Blast, for example), most movement powers, and some rare-but-not-too-weird abilities like Quantum Vampire (basically what Rogue from the X-Men does). 1st level powers are fairly straightforward superpowers like Quantum Bolt (an energy blast), Claws, Telepathy, and so on.

In addition to class levels, Superhumans can take racial levels in "Superhuman", which is how they gain access to 2nd and 3rd level powers. They may also have levels in "Aberrant", which you get from overtaxing your powers and channelling more Quantum energy than humans can normally handle and can turn you into a monster (in appearance, anyway).

combat and how it generally differs from Mutants and Masterminds.

Combat is normal d20. The vehicle combat system is taken from Spycraft instead of d20 Modern.

As compared to M&M, the default setting is very different since M&M tends to be a silver age type of game. Aberrant draws from more modern comic book inspirations - there aren't really superheroes and supervillains, but instead different factions each with their own agenda. You might fight a particular "bad guy" one day, and find yourself allies against some other threat a few weeks later. Setting-wise, Aberrant tries to look at what might reasonably (or at least plausibly) happen if superbeings did suddenly appear in our modern world, so a lot of comic book tropes get turned on their heads; you don't see many supervillains robbing banks, because anybody with superpowers can cash in on their powers in far more lucrative (and mostly legal) ways. The incredible breakthroughs of the super-genius types are applied on a wide scale to solve problems and/or make a profit.

Because it was originally a Storyteller game (White Wolf's system), a big part of the game is supposed to be the exploration of what it means to be a Nova in a world full of normal humans who often worship and sometimes fear you. A lot of the background emphasizes this in different ways; the metaphor of Novas to mythical beings is pretty strong, but so is the undercurrent of mistrust.

Mechanically it isn't very well balanced, and it's not a great choice for grafting superpowers onto other d20 games (which is why I bought it). I'd only recommend it if you want to play in the Aberrant setting, which is actually pretty cool (IMHO). Even then, it might be better to look for the Storyteller version in used game sales.

It's also part of a trilogy of settings - Adventure! predates the Aberrant setting, and Trinity is the future version, both are also available in d20. You don't need the other games to run Aberrant, but they provide some background on what's going on in the metaplot.
 

Thanks for the info SWBaxter. I do fully intend to play Aberrant in the world it is presented for, as some of my players are interested in starting a game.


SWBaxter said:
It's also part of a trilogy of settings - Adventure! predates the Aberrant setting, and Trinity is the future version, both are also available in d20. You don't need the other games to run Aberrant, but they provide some background on what's going on in the metaplot.
Does this mean that the three can be used interchangably? Are they all part of the same universe, with Adventure! being set in the past and Trinity in the future?
 

Frukathka said:
Does this mean that the three can be used interchangably? Are they all part of the same universe, with Adventure! being set in the past and Trinity in the future?
As far as I know, yes, they all take place in the same universe at different times. Adventure in the 1920s, Aberrant at the turn of the cenrtury (2008), and Trinity a century after that (2122, I think).
 
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Zoatebix said:
As far as I know, yes, they all take place in the same universe at different times. Adventure in the 1930s, Aberrant at the turn of the cenrtury (2008), and Trinity a century after that (2122, I think).

That's about right. I believe in the Storyteller supplements, the Aberrant timeline has been pushed as far as 2050 or so, but I don't think there are any plans to reprint those for d20.

The three games cover parts of the same timeline, but the connections are fairly loose (in the d20 versions, at least) and you can run a perfectly fine standalone game. I'd only recommend the other games for anyone who wants an overview of the metaplot.
 


Tell me about the world, a bit about character creation, the powers, combat and how it generally differs from Mutants and Masterminds.

World: The central conceit of the Aberrant game is the question, "What if people with superhuman powers and abilities existed in the real world?" Unlike many "comic-book" games, one of the tenets of this setting is that such people can't help but change the world around them by their very existence. The world had to adapt. Many of your standard tropes don't carry over in the real world when you apply human nature, and the writers make a point of addressing those situations. For example, why put on some tacky costume and rob banks when you can hire out to some corporation and make a hell of a lot more money, not have to worry about the authorities looking for ways to beat on you, and get fame and pretty women as perks? IOW, not many of your traditional supervillains -- though anti-social types, criminals who happen to have a few advantages and superpowered terrorists are still around. I love many aspects of the setting. Love. :)


System: S&S disappointed me mightily here, though YMMV. The system tries to adapt the standard d20 system to superpowers. There aren't many surprises on the basics here -- if you can play D&D, you can pick up how to work in this system without much difficulty. Unfortunately, there are some consistency problems in how different powers work and interact, most of which come from trying to "add-on" the powers without sacrificing the familiarity the designers wanted players to have with the terminology and mechanics. For example, Force Field adds to your AC instead of giving DR (even if your field can bounce tank rounds, you need to stay away from area-effect attacks) -- one of my many peeves, though some other people weren't bothered at all. Don't get me started on Mega Strength, or Hit Point interaction with human tanks, or any number of other things -- you don't need my baggage and should look at those through the lens of your own judgement of cool vs uncool. :\

Stacks up against M&M: Pales. Period. M&M is simply more internally and logically consistent from a mechanics viewpoint. Further, it emulates better the power range shown both in the source material and earlier demonstrated by the d10 version of the system. Aberrant d20 was designed to shoehorn with the range given in Adventure d20 and Trinity d20, which means that it watered down the playable field of powers if Aberrant was your game of choice among the three [it made many Trinity players quite happy, and even broaching this subject on the WW boards opens you up to immediate, serious, and very ugly flaming]. You want to stat any of the name characters in the setting, you had better be prepared to make up your own epic version of the rules, because what's given doesn't do that for you. For example, to move the amount of mass he's talked about moving in the d10 version, the d20 Skew (a member of Team Tomorrow) needs to be about a 50th level character [and that's with a very conservative reading of his powers from d10 coupled with a very generous character build in d20]. That may work for some GMs and players, but if you're anything like me, it will just aggravate you.

I found that I can emulate the setting in M&M easily, with a more comfortable rules fit, without having to do much more than come up with rules for 'porting the "taint" concept over. Than I sold my Aberrant d20 to a friend who's a d20 evangelist and didn't look back, as I have all of the d10 stuff for source material and already contributed to the cause by schlopping down my 30 odd bucks to WW in the first place. :(
 

Yeah, what he said. If I were to recommend buying one of the 3 games in d20, I'd probably second Crothian's advice and say Adventure.
 

I used the original Aberrant and it was kind of bad. The powers didn't work well with each other and despite the interesting campaign idea, I could not help but think that a d20 version of the game was like putting makeup on a pig.
 

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