Setting
Super powers in Aberrant come from an individual's ability to manipulate energy at the "quantum" sub-atomic level. Since individuals who can do this have an imperfect understanding of quantum mechanics, their powers are limited by their subconscious and usually follow a specific "path" or are linked to a specific focus. For instance, all the powers of the nova called Anteus revolve around nature; he can teleport by stepping into a tree and out of another tree of the same type somewhere else, create new species of animals, or alter the normal course of life and death for plants and animals. All his powers follow his focus of nature. Other novas have other foci such as plasma, fire, water, shapechanging, or invulnerability.
As a nova's ability to touch the quantum fabric of the world grows, he begins to experience Taint, the side effects of channelling larger amounts of energy. Taint is the 'non-humanness' side of quantum manipulation and at higher levels novas begin to show either physical or mental defects. These defects vary widely; examples might include a tentacle growing from one's stomach, sociopathic disorders, hair made of flames, odd skin composition (such as rubber), a power that is "always on", megalomania, or continual radiation.
Aberrant is unique among the publisher's game-lines for having no particular castes or character classes. Aside from this, it shares with many other White Wolf games a tendency to embrace "shades of gray" morality and reject the traditional superhero trope of "heroes vs. villains".
Aberrant is the middle game of the Trinity Universe, and is thus the prequel to Trinity and the sequel to Adventure!. Trinity details the future history of the novas, over a 60-year span of time, while Adventure! covers the dawn of this setting in the 1920s.
Several books were in the works for Aberrant at the time of its cancellation, most notably the three "Mega-Books," each of which focused on what it might be like to have Mega-Social, Mega-Mental, or Mega-Physical Attributes, while also shedding light on some other element of the Aberrant setting. The first of these Mega-Books, called Aberrant: Cult of Personality, took a close look at Social Mega-Attributes and also examined the rise of nova-led cults. This book was complete and waiting for art at the time of the game's cancellation. The second of the Mega-Books, called Aberrant: Brainwaves, was going to examine Mental Mega-Attributes and provide comprehensive rules for "gadgeteers," those novas who use their vast minds to build amazing devices. The last of the Mega-Books, tentatively titled Aberrant: Brute Force, would address the standard Physical Mega-Attributes while also providing players with background and rules for civic defenders, novas employed by cities to act as crime fighters/public relations operatives.
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—George Bernard Shaw (18561950)
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—Henry David Thoreau (18171862)
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