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** [[Post Cyber Punk]]: Aberrant, by contrast, provides a setting that's rapidly building towards a utopia, as novas use their abilities to rapidly advance science and technology, terraform the Sahara, and decide the fates of nations by shootfighting on global TV. Of course, all of this is set up so that it can be torn down in the Aberrant War.
* [[Deconstruction]]: ''Aberrant'' deconstructs the superhero genre, often abandoning or defying many of its standard tropes.
* [[Doing
* [[Gameplay and Story Segregation]]: The ''Aberrant'' corebook and the later ''Players Guide'' stress that the powers and abilities a nova gains when they "erupt" are usually a form of wish fulfillment. For example, a man who has never been particularly bright but has always wanted to be would become super-intelligent. However, under the rules, a nova cannot have a higher rating in a given "Mega-Attribute" than they do in its associated regular Attribute. So in order for a Nova to be a true supergenius (as opposed to just pretty smart), they would need to have had above-average intelligence to begin with. Similarly, a 98-pound weakling is never going to be able to juggle tanks as a nova, no matter how much Taint he collects to boost his powers.
** This is not, however, entirely true. Because "Nova Points" (used to build a character's powers) can be spent to increase Attributes, and Mega-Attributes are...well...Mega (the first level of Mega-Strength allows one to life a ton), Novas can become pretty much anything they really wished to be. Although...one does wonder why Giuseppe Bennati ''wanted'' to become a [[Lovecraftian Superpower|walking sac of acidic viscera held inside by an invisible humanoid force field]]...
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