Tag: trinity continuum

  • Aberrant readthrough: Worldwide Phase One (part one)

    I have good news and bad news. The good news is, this one is at least not boring. Well, not all the time, at least. Bad news is, where the boredom ends… the SEARING LOATHING BEGINS!!!

    But let’s take it from the start.

    This book is technically a collection of ready-made adventures to run for your group, but it’s actually something a bit more interesting than that. See, like I’ve said before, the core Aberrant book is really more like a big book of foreshadowing than something that can be used on its own, each chapter teasing some part of the game or setting that only gets spelled out to a useful degree in a later supplement. The core tells you that Project Utopia exists and is super-important, and if you actually want to do anything with it, you have to get the book for it. The core tells you the Directive exists and… exists, and if you want to find out what it actually does and how you might make any sort of use of it, you have to get the book for it. You get the idea.

    In the case of Worldwide Phase One, the promise it fulfils is actually that of the world being about to change (probably for the worse). The core book swore up and down that shit was about to hit the fan, and then spent the next ten supplements outlining a setting where people mostly sat around talking about maybe possibly doing something at some point, if only they could figure out what, but honestly they weren’t too excited about it. Well, here’s where that changes. This book shakes things up, and in doing so gives you a sense of how and why things might go from the saccharine sweetness of the core book to the complete mess that will lead to the Trinity timeline.

    We start out with a pompous introduction explaining that unlike other, inferior games, the setting of Aberrant is going to move. Yeah, you and everyone else’s, dude, metaplot bloat was the style of the time. Anyway, there is a bitchy little aside in there somewhere about how “novas are getting tired of fixing world problems they didn’t cause.” Remember that odd little suggestion that novas have been washed clean of the ancestral sins of humanity, because it’s going to come up later.

    SCENARIO ONE: STRANGE BEDFELLOWS

    The first scenario details the 2008 US election, where for the first time a nova is on the Democratic ticket. The players are there to either help him win, help one of his opponents win, or replace him and run for the presidency themselves. It’s pretty decent stuff; it’s open-ended, without a rigid storyline but with each candidate being given a bunch of tactics and schemes that they may resort to to win the race, and a few sneaky manipulators trying to interfere from the sidelines. It does suggest crudely jury-rigging the combat system to function as “social combat” in order to represent the political mudslinging, and that’s the worst idea ever, but still, it’s easy enough to ignore.

    The problem is that we’re dealing with politics now, and that means that we’re going to be dealing with White Wolf’s politics, and White Wolf’s politics were always the most obnoxious one possible, as delusional as they were blithely convinced of their own self-evidence. For all the books up to this point, they have been easy to ignore, because the books have been so uninspired and by-the-numbers that none of the writers felt like getting on their soap box, but here… Well, let’s take a look at the candidates, shall we?

    • For the Democrats, we have Randel “the Fireman” Portman, who’s the world’s first recorded nova. The Democratic Party has put him on the ticket in a desperate bid to win, because everyone is so disappointed in them after Bill Clinton that they are otherwise screwed. Yes, really, that’s the state of things in this setting. Anyway, Randel is a nice, boring guy who wants nice, boring things and is really nice, but boring. Oh, and he’s pro-Utopia, because they seem nicely boring to him.
    • For the Libertarians, we have the incumbent President, Lauren Pendleton. Yes, really. Because see, after Bill Clinton’s sex scandal destroyed all credibility for the Democrats, the next Republican President also had a sex scandal that destroyed all credibility for the Republicans, so clearly it was time for a Libertarian girlboss. The wish-fulfilment was strong here, I feel… Anyway, her thing is that while her official platform of Make the Government Small Enough to Drown in the Sink is objectively correct and perfect, she has disappointed everyone by not being sufficiently true to it – she’s even signed some acts of (gasp!) big government! So her position is a bit shaky because of that.
    • For the Republicans, we have Bernard Morrison, who is a twinkly grandpa type who’s a born-again Christian and genuinely a pretty cool guy. See, it’s ironic, because Pendleton has all the objectively correct politics but is personally flawed, while Morrison has all the objectively incorrect politics but is personally decent!
    • For the newly formed American Eagle Party (think MAGA. No, really, they’re… they’re just MAGA, imagined twenty years before MAGA were a thing. Like, America first, throw out all the scary immigrants, get rid of all those nasty civil liberties, all that stuff. Yeah, I’ll give the game credit for being prescient here, as depressing as that is…), we have Mark Anthony Green, who is a horrible sociopath and the worst person ever. Like… that’s his whole deal. He sucks.

    So even getting past the improbability of the Democrats having messed up so badly that they need to resort to gimmicks like a nova candidate when the conservatives have obligingly split their vote three ways… This was really written by a bunch of DINOs, isn’t it? You get the distinct feeling that this was how the White Wolf writers felt every election season: they wanted so badly to vote for a cool libertarian or a folksy compassionate conservative, but ewwwww, those were too close to the icky, beer-bellied, pickup-driving, baseball-watching rednecks, so there was no choice but to hold your nose and vote for one of those spineless stand-for-nothing liberals because at least they were a little urbane about it.

    Which, I feel, is about the most obnoxiously self-flattering political philosophy you could possibly take. Like, no matter where you stand, the writers manage to be looking down their noses at you. So of course they’ve written it into the game as if it was the most obvious, common-sensical perspective you could imagine.

    But let’s move on, because it gets worse, oh God, it gets so much worse

    SCENARIO TWO: THE APOSTASY

    The second scenario concerns one of Team Tomorrow’s most powerful novas, Antaeus, getting fed up and leaving. See, Project Utopia is catching some flak over the whole “sterility plague” thing (which still is and always will be stupid) so they want to repeat their crowning achievement of terraforming Ethiopia’s deserts, this time with the Sahara, hoping that that will buy them back some goodwill. But they’re in such a hurry to do it that they overrule Antaeus when he brings up environmental concerns, and Antaeus has at this point evolved so far away from the baseline that he’s less of a person and more of a living embodiment of science-driven environmentalism. Accordingly, he doesn’t take it well, and realising that he doesn’t actually need Utopia for anything, he just walks straight out of Team Tomorrow Central’s headquarters and disappears to parts unknown.

    This gets all the various factions in a tizzy, either because they just lost a major asset or because they’re hoping to gain one by talking Antaeus into joining their side. In the meantime, though, Utopia goes on with the terraforming process, pushing their novas so hard that at least one gets overcome with Taint, goes crazy and has to be put down like a rabid animal. Antaeus eventually turns out to be hanging around the area being terraformed and invites a bunch of representatives of different factions to talk to him, including the players (standing in for whatever faction they are part of). Once he has a chat with all of them, he decides… not to decide anything, but just sort of continues hanging around while Utopia claims that he’s on a leave of absence.

    Now, the setup for this is actually really good. Firstly, we have Project Utopia showing flaws in precisely the way they should be showing flaws – not by indulging in melodramatically evil conspiracies, but in cutting corners, being slaves to PR, and making moral compromises to clean up their messes that just end up causing more messes and even larger compromises. Secondly, it shows a powerful nova going… strange. Not bad, just strange. Taint hasn’t turned Antaeus evil, but it’s turned him inhuman – into something that’s more like a pagan god than a man, obsessed with his personal areas of interest to the exclusion of all else. Those are the two things that I feel should be the ones that push the setting further and further towards an apocalyptic conflict.

    But I have a problem with the ending, because it’s such a letdown. The players get to argue the righteousness of their cause to Antaeus, in competition with the most silver-tongued members of their rival factions, and Antaeus… just shrugs and chooses none of the above? This should be the point where, just like in the first scenario, the players got to actually decide a major part of how the story would evolve going forward. And yet, that doesn’t happen. The big payoff for the players seems to be that they get the honour of interacting with a lot of super-cool, super-powerful NPCs! Remember that too, because that’ll come back with a vengeance.

    But here, I think I’ll wrap up for the week. The worst is yet to come and I’ve run out of ranting energy. Stay tuned for next week, when we get the best scenario and the worst one.

  • Aberrant readthrough: The Directive

    Our stalwart progress through the Aberrant canon has now passed the halfway point, and it’s time for the Directive to finally get their time in the sun. So far, what we’ve been told about the Directive has mostly consisted of, “eh, they exist, I guess.” Can their own book elevate them?

    Spoiler: No… no, not really.

    We start out with a piece of fiction that is at least halfway decent. Apparently one of the characters introduced in the Teragen book has taken hostages on the subway. This person is a pretty weird character who goes by “Sloppy Joe,” because he’s got no skin and all his organs are kept in place by an invisible forcefield. See what I mean about the Teragen getting all the memorable NPCs? Anyway, the Directive is on the case, but their operation is complicated because it’s not enough for them to take Joe down, they have to do it in a way that looks good, so they’re doing a very intricate tap-dancing routine with the media, Project Utopia, and local law enforcement, all of which sort of leaves their actual hostage negotiator with his ass hanging out and being forced to improvise wildly.

    We then get a long and boring description of the Directive’s history, which amounts to the governments of Russia, Japan, America, Britain and Germany all having a problem with the way that people keep flying around and punching mountains these days (funnily enough), so they founded the Directive as a semi-secret international agency to keep an eye on novas. There is one notable event in the Directive’s history where some German media mogul was using his nova powers to enact subtle mind control of his viewers so the Directive exposed him and got him arrested. And… ye gods… This is what he apparently looked like:

    Yes. He was a bald German guy with a monocle. I’m only surprised that he wasn’t noted as being a cat person and having a name like Baron von Evilstein or something. I mean, look, I have no problem with cheesiness and cliches in roleplaying games, in fact I kind of prefer them, but Aberrant is so insistent on its po-faced seriousness that these things feel jarring. Like, this book seems to think that it’s doing John Le Carré, all dark and brooding and full of demoralising realism, but it’s taking all its inspirations from Bond movies.

    Anyway, bla bla bla, the Directive is super-secret and different parts of it have no idea what other parts are doing, and each cell operates on its own judgment as much as possible, which at least makes it easier to justify some player agency in a hypothetic Directive campaign. And also create some entertaining clusterfucks where it turns out that the suspicious people the players spent the last three sessions spying on was another Directive cell that was spying on them. Anyway, they are super-skeevy and trying to blackmail, extort, strongarm and generally bully people into serving their ends, preferably without ever revealing that it’s the Directive that’s pulling the strings. They also actively try to portray themselves as a bunch of hapless bumblers so that no one feels threatened by them, which I’m not sure how well it plays with the intro fiction where they were all about polishing their brand until it glowed…

    There is a mention of a new group of novas called the Protectors who have apparently buggered off to Antarctica and may be up to no good there. Okay, I approve of that in theory, this game desperately need more distinct nova “teams,” partly to function as antagonists and partly to provide examples of what a group of players could conceivably get up to and accomplish. Not sure what to do with the Protectors in their current form, though.

    There is a section on spy gear that’s actually pretty good, including things like “quantum-inert” fast-solidifying foam that can’t be affected by nova powers, so if a nova gets stuck in it she’ll probably stay stuck There is a drug that can be injected through a dart and causes a nova’s powers to go completely haywire – not just shut down, but start erupting all over the place. There is gas that causes eufiber (which is the wonder-material that a lot of novas use for their costumes because it adjusts to their powers – it’s basically the Fantastic Four’s “unstable molecules” uniforms) to freeze solid, so a nova can get stuck in his spandex. All of which feels pretty nicely balanced between being useful enough that the Directive can plausibly incapacitate and imprison novas and not being so overpowered that said imprisoned novas can’t conceivably bust free again.

    All in all, though, this book was a chore to get through. It’s got the same problem most of these books have, which is that no one seems to have been enthusiastic about the subject matter. Just like the Project Utopia book made me feel like the writers were apathetic at best about superheroes, this book makes me feel like the writers had no particular interest in secret agents. The Teragen book, as mentioned, is the one that actually got some love, because the writers were absolutely interested in cool, edgy posthuman monsters. And this book gets hit harder than most, because even those superpowers who do make it in have to be kept low-key and unflashy, so you don’t even have the occasional relief of seeing people shoot laserbeams at each other.

    Next up is the book on elites, which I can reveal is a bit better but still suffers from many of the same flaws.

  • Aberrant readthrough: Year One and Project Utopia

    Ploughing on with our Aberrant readthrough, this week we are going to cover Year One (which is a general setting book) and Project Utopia (which is about, well, Project Utopia).

    Both of these books are, I think, absolutely vital to running the game, for the reason that Aberrant is not the sort of setting where you can just make shit up. This is clearly by design – the developers didn’t want an anything-goes kind of setting, but one that was well-defined, interconnected, and where things happening in one place had consequences in other places. Whether that was necessarily a good idea is up to debate, of course – I’ve complained earlier about how it makes it really hard to really make good on the game’s promise of letting you use your superpowers to change the world. Everything is so bolted down and slaved to a rigid metaplot that the things you can change just feel flimsy and unimportant… and on the flip side, if you do manage to change the setting, then it’s no longer the same setting and all those expensive setting books just became obsolete. But okay, for better or worse this is clearly what they were going for.

    The bulk of the book describes a dozen major world cities and explains what nova-related shenanigans are going on in them, with a signature nova or two statted up at the end.

    New York is boisterous and caught in a three-way tug-of-war between nova-hating religious nuts, nova-worshipping religious nuts, and nova-led rational inquiry (which also may contain nuts). Also, a nova has gone crazy from Taint and is actually leading both the pro-nova and anti-nova factions, under different identities, which is at least kind of funny.

    Los Angeles is full of degenerate has-been celebrities and is plagued by police brutality. And within the game, it also has a dozen different time zones within the same city! (yes, yes, cheap shot)

    Havana has gone from communist to an extreme laissez faire capitalism whereby anything is permitted as long as you can afford it. It’s a great place to buy and sell outlawed technology, corporate or state secrets, and the services of specialised novas. The fact that it sounds a lot like an old-timey pirate port mixed with a Cold War thriller is probably not coincidental.

    Mexico City is the headquarters for Team Tomorrow Americas (Team Tomorrow is basically the best of the best among Project Utopia’s novas) and has gotten a lot wealthier in a hurry. However, people are suffering collective whiplash from all the changes and are starting to grumble, especially since a lot of Mexicans are sensitive about Americans and Europeans not respecting their culture.

    Quebec is cold and bleak and boring, because this is a White Wolf publication, and I think the White Wolf writers considered Canada the polar opposite of all that was cool, edgy and gothic-punk, so any supplement that mentions it is going to portray it as absolutely miserable. They don’t like novas and they are killing each other over the stupid French/English thing. Feh.

    Venice has also gotten a makeover, including a ton of new islands to plonk down new buildings on. It’s the headquarters for Team Tomorrow Europe and, much like Mexico City, there is some friction between the frantic future-optimism of Project Utopia and the people who actually quite liked yesterday and aren’t at all sure they want to have it paved over without even getting a say-so.

    Lagos is under the competent but oppressive rule of a baseline dictator who is enlisting Nigerian novas to bolster his regime. I kind of like this guy just because he’s pretty much the only baseline I’ve seen so far that gets treated with some gravity. He’s clearly meant to be an example of the sort of realistic villain you can encounter in the setting, which is cool – he’s not out for WORLD DOMINATION!!!!, but he’s sure as hell out to expand his borders and cement his rule, and that will lead to him committing all sorts of interesting human rights violations that he’ll furiously deny to the media.

    Addis Ababa is the headquarters of Team Tomorrow Central, and is sitting pretty since Project Utopia terraformed Ethiopia’s deserts to perfection. It’s basically a scale model of what Project Utopia is hoping to turn the world into, hyper-modern and prosperous and with high-speed rails and cleaning robots everywhere.

    Moscow is the seat of the Directorate, which I’m still not going to go into too much because they’re still boring, but anyway, Moscow is basically a hotbed of Cold War style espionage and misdirection and general paranoia. It’s grim, it’s cold, and your hotel room is definitely bugged.

    Mumbai is the new movie capitol of the world, having beaten out Los Angeles. Novas flock here to make really flashy movies where you’ll believe a man can fly because he actually is flying.

    Jakarta is a mess. The whole nova boom just kind of didn’t happen here, and everyone is cranky about it. Also, organised crime.

    Hong Kong. More organised crime, and the meeting between the West and the East or some such cliche.

    Tokyo loves novas to a slightly unsettling extent. There are religions worshipping them, and even the secular fans are a bit scary. The Japanese government is part of the Directive but basically likes novas fine as long as they’re its novas, having formed a Japanese super team called Nippontai to compete with Team Tomorrow. We don’t find out much about them, which is a shame.

    After the cities, there is a section about cutting-edge technology in the alternate year of 2008. Again, this is absolutely essential, because the books keep mentioning how the novas have created cool new technology while also stressing that this is not the sort of anything-goes setting where a super-genius can whip up a time machine in a few hours, and balance can be tricky to strike if you’re not up to date on what the latest technological forecasts are.

    Specifically, new technology includes hypercombustion (cars still run on petrol, but they’re a lot more energy-efficient about it), a new super-fast Internet called the OpNet (which, impressively enough, really does resemble the Internet of 2025 to a prescient extent), genetically engineered microorganisms that can clean up pollution, limited cloning and limited cybernetics. People have abandoned floppy disks and CDs in favour of miniaturised “chips” that can be plugged into a carriable reader (yeah, it no doubt seemed terribly futuristic in 1998). Flying cars actually do exist, but most countries don’t let civilians drive them for obvious reasons. Reasonably lifelike remote-controlled robots likewise exist, but they are very limited (for one thing, they have a physical wire trailing after them) and so are mostly just used by politicains who want to make public appearances despite concerns about assassination. Cold fusion is being worked on, but no one managed to figure it out yet. Oh, and someone has invented a miniature remote-controlled tank, and the crime syndicates are absolutely going to get their hands on some and use them against the players.

    Project Utopia! Another thing you absolutely need, because this is supposed to be the massive organisation that has reshaped the entire world and who have their fingers in every pie, and the shady dealings of which form the spine of the entirely-too-inescapable metaplot. You need to read this book to play the game.

    So it’s a shame that it’s so damn boring. Most of it is just the same tiresome gushing about how Project Utopia is doing all those things that all reasonable people agree ought to be done, and nyeeh-nyeeh-nyeeh to all the nay-sayers who said it wouldn’t work because they tried it and it totally does. We get a slightly more detailed history of the Project, most of which we already knew from the core book, and we get a rundown of all the various divisions and who’s running and them and what they do to make the world a better place. Again, this is certainly necessary, a lot of those details are ones that you need in order to really imagine how the organisation works and therefore how it will affect the players, but it’s just so dry.

    We eventually get a description of Project Proteus and its secrets, which is a tiny bit more interesting. It turns out that Proteus isn’t a huge organisation or anything, it’s really just a small group of people who have cover identities within Utopia and keeps quietly co-opting its resources for their own shady business.

    For example? Well, Utopia supposedly negotiated a peace treaty between Israel and Palestine (oooof, that’s a little harsher in hindsight) through nothing but skillful diplomacy and appeals to everyone’s better nature, but that’s a complete fib and Proteus actually covertly threatened both sides with complete destruction if they didn’t play ball.

    There was this thing called the Equatorial Wars where a lot of Third World countries started hiring nova elites to fight each other, and Team Tomorrow supposedly went in and busted heads and got them to stop. Except that’s a lie and Team Tomorrow actually got their asses handed to them and just sort of declared victory and went home, with the press helpfully over-emphasising their few victories and downplaying the fact that there is, somehow, still a thriving market for elites after Team Tomorrow supposedly put a damper on them.

    Utopia also fixed the Y2K bug, and what no one knows is that while it did so Proteus used the access to every computer on Earth to hide any and all evidence that novas existed (in limited numbers) long before the Galatea incident. And that’s good as far as it goes, but it’s still a somewhat thin gruel.

    Also, have I mentioned before that the sterilisation plot and vivisection labs cause a MASSIVE tonal mismatch with the frantic happy-happy-joy presentation of Utopia as a whole? It’s like the writers genuinely didn’t see what the big deal was – they explicitly say things like how Project Utopia is the closest thing to a pure “good” faction that a “realistic” game allows, and uhm… STERILISATION PLOT! VIVISECTIONS! Come on, guys, I’m all for moral nuance, but if you mix squeaky-clean public service on the outside with double-plus-mega-Nazi crap on the inside, what you get isn’t a morally nuanced organisation, it’s a ridiculously evil organisation that is passing itself up as a ridiculously good one!

    Anyway, know how I said that with these two books, I’d finally figured out Aberrant? Well, here it comes. Do not brace yourself, the truth is not particularly shocking. It’s like this:

    Aberrant presents itself as a deconstruction of superhero tropes, but it’s actually not. It’s better thought of as reconstruction of them. A deconstruction takes the tropes and shows how absolutely terrible they would be in practice, or how they would absolutely not work that way in reality. A reconstruction, on the other hand, takes the tropes and attempts to justify them, attempts to present ways that they could still work very much as they do while still being realistic.

    And that, pretty much, is Aberrant. It’s not a deconstructed superhero world. It’s a superhero world with additional narrative scaffolding and semi-realistic consequences.

    • Project Utopia is the Justice League if they dealt mostly with peacekeeping, disaster relief, and other real-world issues rather than battling supervillains. Team Tomorrow is the high-publicity frontal figures that form the actual “superhero team,” but Project Utopia is much bigger because saving the whole world takes a lot of boring non-sparkly people in addition to the “superheroes.”
    • The Teragen are Magneto’s Brotherhood of Mutants with some actual philosophical examination of the whole “we are the future, not them” sentiment, and with the caveat that while some of them are superpowered terrorists, others are more subtle and thoughtful in how they apply their posthuman ideals.
    • The Directive are a version of SHIELD that acts more like a real intelligence agency crewed by cynical Cold War veterans rather than a bunch of action heroes in skintight uniforms.
    • The elites are the sort of supercrooks-for-hire that tend to show up on the payroll of unpowered crooks like Lex Luthor and Wilson Fisk, except their profession is semi-legal (if only because they only admit to the jobs that are roughly above-board) and they charge a lot more than a local crime boss could afford, so they mostly work for dictators and international syndicates.

    So, if we ignore Proteus and the Aberrants and the stupid sterilisation plot, how do you run Aberrant? Drum roll here, please:

    You run it… like a superhero game.

    Seriously. It’s a superhero game. It’s just a superhero game where you stop a little more often and consider the logistics and infrastructure behind the plots. You will probably play as a bunch of superpowered do-gooders (probably on Utopia’s payroll) with flashy costumes and nicknames (for publicity purposes) who run around righting wrongs (but the wrongs are real-world wrongs like terrorism, pollution, and poverty) and constantly have run-ins with superpowered goons (who are either elites hired by whomever you’re annoying with your do-gooding, or Terats who oppose novas doing good for baselines on general principle). There will be shiny technology that gets stolen, sabotaged or malfunctions, but it’ll be things like genetically engineered supercrops or alternate energy sources, not time machines. And so on. There’ll be shady government secrets, but the secrets will be things like, “bombed somewhere they weren’t supposed to bomb,” not attempts to build all-destroying superweapons. You take a regular superhero scenario, and then you turn it down a notch. That’s Aberrant.

    Which at least makes it playable… but it’d have been nice if the game could just have admitted that without prevaricating quite so much…

  • Aberrant readthrough: Storyteller Companion and Expose: Aberrants

    Moving on in my first-edition Aberrant readthrough, this week I will talk about the first two supplements released: the Storyteller Companion and Expose: Aberrants.

    The Storyteller Companion is divided into two halves, one that provides further worldbuilding and one that is a three-act adventure. The worldbuilding is, as always with Aberrant, composed of a number of in-world documents (and a comic or two), but it can be roughly broken down into two parts: business and religion.

    The business part is mostly forgettable, but it does establish that industrial espionage, and security against the same, are two things that novas are frequently employed for. That’s good, it means that you can run any number of “steal the McGuffin” or “find out who stole the McGuffin” type scenarios.

    The religion part is a little more varied. The Pope has formally declared novas to be human (which maybe kinda totally had less to do with theology and more to do with Mega-Charismatic nova celebrity Alejandra meeting with him just before), and the crustier elements of the clergy are plotting to have him assassinated by hired novas. The Unitarians are super-optimistic and friendly to novas, because of course they are, and American fundamentalists (because remember that we’re back in the 90s, so fundies are of course the epitome of all earthly evil) are bigoted and ignorant and hate novas. Israel is claiming that God hasn’t erupted a single nova in Israel because Jews are too awesome to need them, but they are totally lying and all Israeli novas have just been quietly recruited into the armed forces. Shiite Muslims think novas are the work of the devil (and the fact that a nova set to be executed freaked out and blew up a small town hasn’t made anyone on either side feel better about it), while Sunni Muslims are cautiously open to the idea that maybe novas are blessed by Allah… though there are heretical Sunni sects who think that they can get nova powers by killing novas and eating their “blessed” bodies. Okay, as far as geopolitical tensions that might involve the players go, a lot of those are at least decent.

    Nova cults are also a thing, especially in India, where rural novas are frequently worshipped as avatars of the gods, and in America, because skeevy cults are a hit there. One particular nova makes a habit of eating her cultists and then using Mega-Charisma to get juries to bend over backwards to excuse it as a voluntary religious practice. Ick, but kind of cool. Japan also has a growing Buddhist sect that considers novas to be divine, and some of whom have started bombing subways for no particular reason. Again, this is fairly decent and provides some information for both outright villains and for non-obvious moral questions that the players might weigh in on.

    The adventure in the second half of the book is kind of lousy, to be honest. It does provide some description of Ibiza (and perhaps more importantly its premier nova night club, the Amp Room, which was mentioned in the core book and will become relevant again later), Marrakesh and Monaco in the Nova Age, which might be handy, but the story itself is a bland railroad where the players should preferably do as little as possible because the NPCs will just fix everything on their own if the players don’t do anything as rude as trying to roleplay.

    Briefly, the players are agents of either the Aberrants, Project Utopia, or Project Proteus, and they’ve been sent to find this nova lady who maybe knows some stuff she shouldn’t. Project Proteus has also sent a one-dimensional psychopath named Chiraben after her. Like, I cannot possibly stress enough how flat this character is, he’s basically just some moronic nutcase who enjoys killing people (especially women, because of course especially women) and for some reason he keeps being given Project Proteus’ most delicate assassination jobs.

    The only other significant character is Count Orzaiz, the signature Teragen. He’s just as boring in the other direction – the text just can’t shut up about how dark and lordly and charismatic he is, and how everyone loves him (except Chiraben, because he’s dumb and smells bad). Even his freaking dad is perfect (though I will grant you that I thought it was a little bit funny that his take on Orzaiz’s wholesale adoption of Teragen philosophy amounts to, “oh, he’s acting out for attention with that whole ‘I have evolved beyond base humanity’ thing. Ah, well, boys will be boys, he’ll get over it eventually”). Orzaiz is the one who keeps fixing everything, by the way – the supposed climax of the story is basically just him going up to Chiraben and paying him some money to go away and stop bugging him, whereafter he proceeds to bang the nova the players were sent to capture into joining the Teragen. Yes, really.

    Expose: Aberrant is the splatbook (or as close to this game comes) for, well, the Aberrant faction, but since there is very little to be said about it, it’s just this little 26-page thing. It’s a splatpamphlet, basically. Most of the pagecount is taken up by a lot information about how the inept assassination (by Chiraben, naturally) that set off the metaplot was very unconvincingly covered up, which, since we already know what happened there, it’s terribly uninteresting.

    That said, there is some guidance for how to portray the Aberrants. There are basically three mini-factions among them, the quiet supporters who are trying to infiltrate Utopia to find out the truth, the fugitives who have gone on the run and try to uncover the truth along the way, and the I-Can’t-Believe-It’s-Not-The-Teragen who think they already know as much of the truth as they care to and are just flat out attacking Utopia’s operations.

    Interesting characters, effectively just one named Dr. Worm who’s a hyper-Nietzschean who would be perfect for the Teragen except he thinks even they aren’t hyper-individualistic enough (in fairness, he’s got a point; whether it was intentional or not, Divis Mal comes across as very much the sort of demagogue who preaches radical freedom but has very strong feelings about what people ought to do with their radical freedom once they have it). Interesting plot hooks, about one and a half – there is an example of something Utopia was doing (sponsoring the building of a dam that would drown the property of some people who didn’t want to move) that exemplifies the “serving the greater good, and brushing the cost under the carpet” thing that would actually make Utopia an interestingly grey faction. On the opposite side of things, apparently Project Proteus has secret facilities where they run horrific experiments on captive novas, which… well, it’s something concrete that we’ve been told about them doing, at least.

    What both these books mostly bring home for me is just how… completely uninterested the writers were in the Aberrant movement and Project Proteus, despite those being supposedly their main heroic faction and their main villainous faction, respectively. Even in their own book, the Aberrants get nothing in particular to do except retread points from the core. And Proteus, supposedly the overarching villain of the setting? Well, they are over there doing… like… evil stuff. Or something.

    What do the writers want to talk about? Two things, mostly. Firstly, the moral perfection of Project Utopia, and all the wonderful things they do, and how wonderful they are for doing so many wonderful things, and how wonderful it is that they are so wonderful as to do so many wonderful things. And secondly, the amoral perfection of the Teragen and how they are cool and edgy and totally don’t subscribe to your, like, slave morality, man. Notably, the Teragen are the only people allowed to criticise Utopia without being portrayed as inbred rednecks or unwashed conspiracy theorists who should keep their mouth shut about their betters – the Teragen, in contrast, are allowed to make actual arguments, and instead it’s Utopia who can never muster an argument about them that doesn’t amount to, “duhhhhh, they terrorists, terrorists baaaaad.”

    So no matter what the writers initially intended, what the game actually shaped up to be seems to be a conflict between the people who think that novas can and should make the world perfect, and the people who think that the novas certainly could do that, but why should they demean themselves to do anything for those filthy baselines? And I feel like what’s missing from that duality is any sort of moral agency for the baselines, and any sense that the novas might not have the capacity to “save the world,” to say nothing of whether they have the right. There is a faction called the Directive that’s supposed to be a mostly-baseline organisation that tries to champion baseline nation states against unchecked nova power, but there is a reason why this is the first time I’ve mentioned them, and it’s that they’re just that boring and underdeveloped.

    Honestly, that’s very in character for White Wolf. Everything is always ultimately about the shiny magical people, with everyone else being reduced to either fawning admirers, easily dispatched mooks, or faceless grey masses. It’s kind of especially blatant here, though – I recall at one point, the narration (which is not in character, in this case, but part of the GM instructions) snidely asks you why, if novas aren’t in fact superior to common mortals, you are playing as one. Yeah…

    Ah well. Next up is Year One and Project Utopia. And there, by Jove, I think I actually figured out how to play this game. I’ll warn you, though, the answer a little bit of a anticlimax.