611:. Scores in such attributes may be added as dice every time a character makes a roll using the linked mundane attribute, but Mega-Attributes are much more powerful. Every success rolled using Mega-Attribute dice counts as 2 normal successes, and rolling a 10 counts as 3 successes. Alternatively, the scores in a Mega-Attribute may be used to reduce the difficulty on a one for one basis, though never below needing one success. The player can choose each turn which way to use his Mega-Attribute, and can even split the points between the two ways.
600:. A character adds his attribute to his skill (or power as the case may be) and rolls that many 10-sided dice. Any die that comes up as a 7 or higher counts as 1 success. Accomplishing different tasks requires different numbers of successes to accomplish. Flying a plane may only require 1 success, but flying a 747 with a near fatal wound, all the rest of the crew dead, and no hydraulic pressure could require 5 or more successes.
491:, the side effects of channeling 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.
532:, which is a group that takes care of the "dirty work" of keeping Novas in line. Storytellers are encouraged to determine themselves how far that might go; it can be taken from the light extreme of ordering the assassinations of Novas that have become too powerful and now are a true threat to the planet, or to the extreme of creating a global conspiracy to sterilize Novas as they erupt and manufacturing wars to kill them.
43:
542:(Greek > "Monster"). A direct result of this philosophy is that the group willingly embraces its evolved status, and therefore claim biological superiority to humans. While the outside world view the Teragen as a single group, it is actually a coalition of different interests united by philosophy and their enigmatic inspiration, Divis Mal. In his
614:
Powers are treated almost exactly like skills except that they come in different levels of power. Level 1 powers are comparatively weak, while level 6 powers can do nearly anything (one level 6 power is 'Universe
Creation'). Lower level powers are cheaper to purchase with experience, while higher
478:
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
457:
than they were in the previous edition. Elements of malignant conspiracy within the organizations of the Aeon
Society and their nova-facing Project Utopia and Project Proteus were reduced or removed with the new edition, and guidelines for facilitating play across multiple subgeneres of superhero
498:
Taint is no longer present. This mechanic is replaced with
Transcendence, which provides a measure of how far the nova has deviated from humanity. As a nova acquires Quantum and Flux, their Transcendence increases. This leads to Transformations, which alter the nova's appearance, powers, or even
627:
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
582:
Various smaller groups exist, most of which are focused on more specific goals. Players' characters generally belong to one of the above factions, work for a specific corporation, or hire themselves out for odd jobs, often as mercenaries or troubleshooters.
615:
level powers cost more. There are a wide range of powers from controlling any single element (fire, gravity, entropy, quantum, magnetism, etc.), to flying, to mental domination, to imperviousness, to time travel, and teleportation.
632:, 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
640:, 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.
636:, 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
479:
course of life and death for plants and animals. All of his powers follow his focus of nature. Other novas have other foci such as plasma, fire, water, shapechanging, or invulnerability.
552:, a group of Novas concerned about evidence of corruption within Project Utopia. While a small faction, they are nevertheless taken very seriously by Project Utopia.
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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
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514:, an organisation with seemingly altruistic ideals that promotes cooperation between Novas and humans to build a more perfect world. Utopia has
1016:
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presents a few significant changes to the setting. The events of "N-Day" in which the first novas began to appear were set 10 years later in
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The metaplot revolves around the interactions between various factions, most of which employ Nova agents. Among the most important are:
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in 1999, set in 2008 in a world where super-powered humans started appearing one day in 1998. It is the middle setting in the greater
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sanction to deal with novas. It is also linked to the Aeon
Trinity organisation, which rises to greater prominence in
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is that in addition to normal attributes such as
Dexterity, Manipulation and Wits, novas have what are called
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has recently acquired the rights to the
Trinity Universe and released a new edition of the game, titled
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538:(Greek > "Monster / Marvel race"), a diverse group of Novas who share a common philosophy called
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715:(unpublished manuscript released by author Steve Kenson, solely available in electronic form)
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As a nova's ability to touch the quantum fabric of the world grows, he begins to experience
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375:, as well as how the mundane populace react to the sudden emergence of novas. The original
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Several books outlined by Kraig
Blackwelder, Aberrant's developer, were in the works for
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games a tendency to embrace "shades of gray" morality and reject the traditional
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details the future history of the novas, over a 60-year span of time, while
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is the middle game of the
Trinity Universe, and is thus the prequel to
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is unique among the publisher's game-lines for having no particular
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558:, an intelligence organisation controlled by the governments of
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timeline, chronologically situated about 90 years after
770:(mini sourcebook by EON, solely in electronic form)
286:
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223:
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67:. Unsourced material may be challenged and removed.
379:product line was discontinued in 2002, though a
422:covers the dawn of this setting in the 1920s.
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438:. Aside from this, it shares with many other
8:
141:
657:with adventure & background sourcebook)
651:Aberrant Storyteller's screen and companion
946:
932:
924:
149:
127:Learn how and when to remove this message
776:(book by EON, solely in electronic form)
764:(book by EON, solely in electronic form)
758:(book by EON, solely in electronic form)
807:
364:characters (called "novas") fit into a
360:. The game deals with how the players'
140:
1022:Role-playing games introduced in 1999
709:(solely available in electronic form)
647:(two editions, limited and unlimited)
7:
1032:Alternate history role-playing games
474:, their powers are limited by their
368:world when they most definitely are
350:game, and over a century before the
65:adding citations to reliable sources
1012:Science fiction role-playing games
25:
677:(background and rules expansion)
603:The first major difference with
522:and whose roots are detailed in
446:trope of "heroes vs. villains".
41:
1027:Contemporary role-playing games
594:uses a modified version of the
158:cover (painting by Tom Fleming)
52:needs additional citations for
383:version was released in 2004.
1:
630:Aberrant: Cult of Personality
1017:Superhero role-playing games
841:"Frequently Asked Questions"
668:Aberrant Worldwide: Phase II
496:Trinity Continuum: Aberrant,
451:Trinity Continuum: Aberrant,
1007:White Wolf Publishing games
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743:Church of Michael Archangel
661:Aberrant Worldwide: Phase I
455:Trinity Continuum: Aberrant
389:Trinity Continuum: Aberrant
32:Aberration (disambiguation)
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29:
27:Tabletop role-playing game
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458:media were introduced.
815:MagicJMS (2022-06-27).
750:Fan-written supplements
675:Aberrant Players' Guide
756:Forceful Personalities
645:Aberrant Core rulebook
334:White Wolf Game Studio
228:White Wolf Game Studio
955:White Wolf Publishing
638:Aberrant: Brute Force
499:their mental state.
235:edition, d20 edition)
634:Aberrant: Brainwaves
449:The second edition,
385:Onyx Path Publishing
239:Onyx Path Publishing
61:improve this article
30:For other uses, see
817:"An Aberrant Brain"
655:Gamemaster's screen
271:(Storypath Edition)
145:
887:"Casus Belli #121"
681:Aberrant: Year One
597:Storyteller System
408:and the sequel to
291:Storyteller System
994:
993:
745:(mini sourcebook)
739:(mini sourcebook)
733:(mini sourcebook)
731:Fear and Loathing
727:(mini sourcebook)
721:(mini sourcebook)
719:Exposé: Aberrants
472:quantum mechanics
435:character classes
330:role-playing game
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78: –
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72:Find sources:
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50:This article
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156:Aberrant d20
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117:January 2021
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59:Please help
54:verification
51:
788:Casus Belli
536:The Teragen
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797:#49
725:XWF
494:In
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63:by
1003::
843:.
819:.
570:,
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516:UN
414:.
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