At the time of writing Trinity Continuum: Aberrant is in the final 24 hours on Kickstarter. I’ve been waiting years for this event, a reimagining of Aberrant. https://www.kickstarter.com/projects/200664283/trinity-continuum-aberrant
Aberrant is a fabulous Supes/Super RPG that was part of the Trinityverse, now called Trinity Continuum. Back in the late 90s Aberrant presented a world obsessed with super powered celebrities (Novas), hyper focused reality TV (N!), individuals with the power of gods but also dark conspiracies, and power that tainted the Novas. The old game was very socially minded, why rob a bank when sponsorship and mercenary work is available, etc. The new Trinity Continuum: Aberrant builds upon this, but crucially there are some differences that I love! The game requires the Trinity Continuum core book, I wrote about this last year https://batjutsu.wordpress.com/2018/02/28/impressive-reboot-of-trinity/.
“What would you do with the power of a god?”
First a quick shout out to Ian A. A. Watson (@VonAether), who in particular has spent years trying to create a new Aberrant. There are many interviews covering the process, so here is a summary of the journey about how the old White Wolf merged with CCP Games. Richard Thomas formed Onyx Path Publishing and producing old and new RPGs. Later Paradox Interactive purchased the World of Darkness IP, whilst Onyx Path negotiated to buy Trinityverse outright, which is now solely owned by Onyx Path. Hence the IP of Trinity, Aberrant and Adventure! have had quite the journey.
I’ve run a few Aberrant games over the years. Some of the games were more like D.C. Comics or Marvel 4 colour style, more carefree fun, sometimes a bit silly. Whilst with my main I ran a dark investigation game for over ten years. This chronicle was about hope, about trying to prevent the inevitable Aberrant War. When we last played it seemed that maybe the PCs had helped solve so many problems, that the future looked positive; I’ll not froth about this campaign, whilst I loved it, typically with RPGs you needed to be there ;-). Like many RPGs the tone can be tweaked, along with keeping in mind PCs motivations and player preferences, to create the style wanted. The new Aberrant includes an examination of this, with an explanation of how to approach the different styles of Supes.
The system is not the old Storyteller one, instead using the Storypath. I’ve still yet to play the system but I do love what I read when I backed Trinity Continuum. In addition to the great momentum mechanic, is the idea of Scale. Scale is reminiscent of the old D.C. Comic RPG, but is designed to be easier to allow for quick decision making, allowing everyone to focus on narrative. From the Kickstarter page Danielle Lauzon explained:
“Okay, so Narrative Scale is for when you just want to know how badly you crush something because of your difference in Scale. It’s described liberally as a multiplier to your successes on a simple roll to get a thing done, but what that really means is that a Scale 1 difference doubles the number of successes you have to do the thing, Scale 2 difference triples, Scale 3 quadruples, etc. Narrative Scale is there for the following kind of scenarios “Superman flies through a building, and we want to know how much damage that does to the building.” We accept that he flies right through, so the roll isn’t to see if he can, but instead to find out his damage to help figure out if the damned thing falls down. Sometimes the SG might just look at a Scale difference and decide narratively that we don’t even need a roll, it just crumples.
I loved the old Aberrant the most out of the numerous Supers RPGs, even though I appreciated it had a few mechanic problems. I’ve read/run/played old Heroes/Champions, GURPS Supers, Mutants & Mastermind, D.C. Comics, Marvel and Palladium. For me, I think the old Aberrant presented both a great setting and rules that worked well enough. Trinity Continuum: Aberrant seems to stride the middle ground between these various systems, providing a vast range of powers, in a setting with different types of powered and baseline characters, with rules that better understand what they are focused on. I’d be very surprised if I don’t love the game when I run it!
Usually I’d write about different game ideas, even crazy ideas about merging various RPGs together. Instead I look forward to returning to my old long running chronicle, which included Adventure! and Trinity. The fact the group and I have had so much fun over the years speaks volumes about the game, and I am sure we will continue to love it for years to come.
The factions are still there, but there have been some important tweaks. Another titanic difference is that Taint is now Transcendence; Novas are no longer time-bombs towards physical and psychological disaster. Characters can still grow distant from humanity, for example Dr Manhattan (Watchman) is a great example of ludicrously powered individual who has very high Transcendence. Check out these two interviews for more details about changes:
Onyx Path have a free Aberrant comic at http://theonyxpath.com/comic/you-are-not-alone-cover/
Join the Kickstarter at https://www.kickstarter.com/projects/200664283/trinity-continuum-aberrant