PRESS RELEASE
FROM
WHITE WOLF
announcing
ABERRANT
Greg Fountain--Director of Marketing--WWGS
Press Release--For Immediate Release--2/18/99
White Wolf Announces Aberrant ÷ The Roleplaying Event of the Summer.
Baptized in quantum fires, reborn as incarnate gods,
drunk with fame, sacrificed on the altar of power.
We are your heroes, your legends, your icons.
Beware. Your legacy is our future.
This July, the Developer of the Revised Edition of Vampire: The
Masquerade and Kindred of the East along with the line-developers of
Vampire: The Masquerade and Werewolf: The Apocalypse combine their
creative talent to bring you Aberrant ÷ White Wolf¹s Storytelling
Game of
super-powered beings in a real-world setting.
According to Aberrant creator, Robert Hatch, "Aberrant is about what
it
means for a normal human being to have the power of a god. It¹s
about
what happens when people just like you and I are given the power to
individually change the world, to hold the destiny of millions in their
hands. Aberrant chronicles the first coming of the new humans, mankind¹s
ultimate evolutionary destiny, and how they, for a time, created a
new
Age of Gods on earth. Like Icarus, the novas strove for the sun, but
pride goeth before a fall, and hints of the nightmare to come resonate
throughout the book."
The first novas ÷ or "aberrants" as their detractors label them ÷ emerged
in 1998. Normal humans from every walk of life suddenly and spontaneously
"erupted" into beings of unfathomable quantum power. Though very rare,
each of these creatures holds the potential to drastically change the
world. In fact, no nova can escape his own resonance. His mere existence
creates a cult of personality that will change the lives of people
across
the planet. And when you have the ability level a city with your hands,
the impact is all the greater.
Aberrant players begin their adventures in the near-future of 2008.
Ten
years of nova existence has created an eerily familiar, yet fundamentally
altered, Earth. Upon their eruption as novas, new characters will have
epic decisions to make about their morality. Not only could an aberrant
rob the corner jewelry store with impunity, she could take over half
of
South Africa and control worldwide diamond production with no one to
stop her.
No one except other novas, that is.
And therein lies the rub. Even an individual who can challenge a nation
is still an individual. Will you unite with others like you, or do
you
think you can take on the world alone? Every aberrant has it within
himself to enhance his powers beyond even those of his compatriots.
But
that power comes at a price. Delving too far into his quantum potential
can poison a nova with his own energy. Never has the axiom been more
true: Power corrupts. A nova who digs deeply approaches absolute power
but absolute madness is not far behind.
Aberrant uses a revised version of the Storyteller game mechanic which
has been enhanced to include Mega-Attributes to reflect the unbelievable
power (physical and otherwise) that a nova can bring to bear. The
Storyteller systems of successes and botches are streamlined as well.
What would you do with the power to fly?
To walk across the sun?
To move islands?
To shape the course of history?
What will you do when you are an aberrant?
How will you change the world?
Aberrant is available in July 1999 in a $24.95 unlimited edition and
$29.95 hardcover limited edition. Both printings contain full color
setting sections with illustrations by top comic artists.
White Wolf and World of Darkness are registered trademarks of White
Wolf Publishing, Inc. Aberrant is a trademark of White Wolf Publishing,
Inc.
All rights reserved.
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