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SAMSARA
Sol System, Undisclosed Location, Timestamp Aeon Trinity braced for the final battle.
Redacted Sitara Prahaman wasn't bothered by the lack of light,
[Message Received] really. The bioware, boxy and backpack-like, seemed more
[Encoded Input Passcodes] burdensome than the dimness. The datapod in her arms
[Code Accepted Decrypting] felt more like a baby, so much that she cradled it automat-
ically. She fought the urge to find a blanket for it, or raise it
Theseus, we need emergency alternatives and I to her breast.
mean like a week ago! Every Legionnaire, Nora killer and Even those impulses didn't trigger her grief. She'd
combat-worthy Orgotek employee is committed to the been floating in a cocoon of emptiness since she'd lost
asteroid belt and were seeing casualty rates in excess of Ramul and their two children. She wasn't the only one who
42%. Nearly one out of every pair of psions is dying or out had lost someone when the Aberrant armada surged out
of it, and our non-powered regulars are worse. Our defense of the void and overran everything in the outer systems but
in depth has only lasted this long. she'd heard them say she was the worst. Depressed, they
The Aberrants are just... too much. Too powerful, too called it. She called it dead. Even amidst all the hell and
many and those we take down just burn themselves out horror, her mental state was a particular concern to her kin
with Taint forces to return ten times the interest. Were in the ISRA psi order. There were whispers she might do
preparing for a retreat, but we cant get to Mars and break something drastic.
contact and we cant just leave it to the freak titans. I should have been there, she thought again, cradling
If something doesnt ward them off or shift the bal- the datapod. She'd thought it before, many times. She'd
ance.... Ill leave it there. been on Earth, seeking a promotion when the monsters
One more thing. Ive told them its absurd, but had come out of the dark. She'd once had the cold comfort
between you and me... did they get him? Max Mercer. No, of knowing that her husband had fought to protect his
no. We need him. Hes #*%(@$>................... family and system; that her children had merely been in the
@*%**%)#@$ wrong place. Her handlers had told her it was so mean-
Dammit, fall back and cover the Final Perimeter--- ingless, not that they realized it. Ramul's death had meant
2r481848!E nothing. Her children had been victims for no reason. Not
[Message Ends] that they were going to admit it out loud, much less in
public. The handlers and technicians couldn't lie to her
perceptions, no matter what their mouths said.
The Colony was going to kill or convert every last
on Trinity Secure Covert Facility, human being in the Solar System.
Location Classified, Such a threat bred the desperation measures used
here. Time travel. Was that really possible? she won-
2128.03.15 dered without any true curiosity. The Trinity said it was,
but according to her briefer, whatever proof they had did
The power and lighting had been reduced down to not equate to surety in the bioware assigned her. She
the minimum required for operation in this area. With Earth suspected that was why they had specified her for this
itself under attack from advance infiltrators of the Aberrant operation. A powerful telesthesiac, with the ennui she had
invasion, sabotage had crippled much of the infrastruc- developed after her loss; a person who would take risks
ture on the planet. Every bit of power was being diverted that even the most dedicated Legionnaires might not,
towards the essential defense and support systems as the because she couldn't care.

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ABERRANT
They were wrong. She cared, because if she suc- aura of authority aided by the business suit he wore. Every-
ceeded, Ramul, Jiaan and Warun would be alive. She could thing about him said he was a competent professional, a
have her family back, and that hope sustained her through man used to getting his way.
this insanity. That was why she stood in the black circle, Sitara Prahaman? he asked in French-accented
painted crudely on the floor in haste. This was her only words. More interesting was his warm, genial voice, one
hope and she was crazy enough to take it. that was inclined to make the listener like him. She could
Traveler in position, a voice came across the speak- hear the odd vibrations in his tone that induced changes
ers. Traveler, attune in 5... 4... in her brain, encouraging endorphins to rise and serotonin
Sitara spread her mind and touched the bioware, to fall. She allowed herself to relax externally, knowing that
drawing it in. Her arms clutched tighter, and she thought was what he wanted her to do.
of Warun's warm weight in her arms when she fed him. Narrowing her eyes, Sitara said, Yes, I am. How did
Soon, darling, she promised as she closed her eyes, and all you know that?
sensation ceased. We found your picture in the datapod. He smiled
The sudden loss of her senses sent panic surging slightly. I am Claude Lefort.
through her. After a heartbeat of fear, she realized she A very French name but not a very French face. He
could still feel her fingers digging into the bioware. Tactile wasn't being forthcoming, and Sitara saw he was waiting
senses remained, but she was in a void bereft of all else, for something. You didn't answer me.
feeling shaken about like a leaf in a monsoon. There was His smile widened. I'm waiting for the right question.
no stability, no security. Or questions.
Then her acute mind somehow sensed a presence He had remarkably good control over his facial fea-
across the emptiness, beautiful and as familiar as her own. tures, but she could perceive the tremble in the muscles
Ramul! It was her lost beloved, somehow screaming across that denoted anticipation. She gathered all the intel she'd
the abyss. Sitara, help! been absorbing--
She reached for him and lost her hold on the bioware. --the scent of heat and tropical life when the door
The datapod was ripped from her grasp and everything opened--
dissolved into stillness. --his obvious grace suggested martial training--
--the spice in the foods in the kitchen--
--the Paphinia cristata pollen clinging to his shoes--
--his wrists were too fine, even for an effeminate man,
French Guiana, Cayenne, and he had no adam's apple--
Petit Maharashtracha, --his accent wasn't perfectly French; she could hear
subtle Creole influences, Haitian or possibly French
2030.07.29 Guiana--
--the scent of copper -- a badge on him, somewhere--
Sitara blinked, trying to focus on the round lights --the scraps of bark caught in his cuff had the unique
overhead. Her eyes didn't want to focus; but her ears were smell of Tabebuia serratifolia--
giving her the distant murmur of voices, something beating Why am I in northern South America? Do you have
on wood, and an odd sizzling sound. She could smell an orchids around your house or your workplace? she asked,
overwhelming cacophony of spices: turmeric, cardamom, turning her burnt umber eyes on him. Why is a transman
cumin, oregano and more. The floor under her fingers was in a position of authority currently withholding information
smooth, paint over concrete she thought. from me? Why do you drink Yellow Lapacho tea? Who do
A door opened and the sounds became louder, while you work for?
the smell of cooking food filled her nose. She heard a gasp His smile became a grin, and Sitara knew she'd passed
and the clatter of a metal bowl hitting the floor, then the a test. Now if were done with tests, can I please get
door slammed shut. some actual, useful information?
Groaning, Sitara sat up, keeping her eyes shut against Yes, but please allow my friend, Basil, to prepare you
the stupid lights. Her mind raced as she determined her a meal, Lefort answered smoothly.
next step: find out where she was, so that she could locate I dont have time for a meal, she snapped, I have-
the datapod. That was the priority. She stopped short as she caught a faint, familiar vibration
The door opened again, and Sitara's gaze snapped in the air. Her skin crawled at the sensation. Youre an
up. A slight man with sienna skin entered the room, easing aberrant, she hissed, drawing away from him.
the door shut behind him. He was confident and calm, his Yes, I am a nova. I was disguised as a baseline so as

2 SAMSARA
ABERRANT
not to distress you, he said, his voice pitched to trigger determine what the payment for this feast would be, and
the release of ghrelin, a hormone that reduced stress. I whether Im willing to pay it.
dont intend to deceive you, either. Lefort sighed and glanced at the chef, who shrugged.
I dont have time for this, she growled, standing up The file said she was stubborn, the man said with a Cock-
despite the vertigo. ney accent. Im glad youre the one who has to explain it
We have the datapod, Lefort said, the tone of his to her, and I just get to make the food.
voice still mitigating her hormones and forcing her to feel Thanks, Basil, Lefort snorted.
better. Weve had it for decades. Now, will you come out Explain what? Sitara asked sharply, and Basil bowed
into the restaurant and let me explain everything? and quietly left.
Sitara weighed her options. She was no match for an Your situation, the transman answered, sympathy
aberrant, physically, and if they had the datapod anyway, tinging his professional demeanour. Allow me to tell you
then all was lost. If they knew about it, then they had what happened with the datapod.
already abused the information within it. All is lost, and Do I have a choice? she queried irritably, wishing
none of this matters. hed start the torture or whatever horrors they had planned
Okay, she agreed, rising smoothly to her feet. She for her.
should be planning to escape, but she had no interest. The Yes. There was no dishonesty or prevarication in his
mission was lost, and with it, all her hopes. voice or eyes; the latter were locked onto hers with all the
Lefort took her out through a kitchen; the gleaming intensity of a quantum-powered personality. I asked out of
space was empty of people, though Sitara could smell the courtesy, and I meant it. If you dont wish to hear, well sit
dozen or so that regularly worked there. Deeper in the here in silence, until the end.
room, out of sight but not out of range of her enhanced Her gut clenched and she couldnt hide her dread.
perceptions, she heard someone breathing and moving. The end of what?
I wonder if that is Basil or an attacker. Again, the thought Lefort leaned forward, his gaze entreating. Let me
didnt move her. tell you gently, please. She nodded and he drew a breath.
The dining area of the restaurant was welcoming, with The datapod arrived twenty years ago. It was found by a
bright, warm reds and oranges. Sitara felt her body react to young scientist who knew immediately that he held some-
the colors, combining with the smell of food and signaling thing of value. He took it to friends of his at his university,
her brain that she should eat. and together they determined how to access the data.
Lefort guided her to a table and held out a chair for When they read what it contained, the group voted to
her. She sat listlessly, wondering when they would kill her. release the data onto the OpNet.
Her host sat across from her and folded his hands. Im sure It created a media firestorm the likes of which had
you have questions, he started. never been seen before. The citizens of the world rose
No, she said, catching the muscle twitches that indi- as one in their outrage, demanding answers and justice,
cated surprise. You have the datapod. Lefort continued. Many political figures and businessfolk
And you believe that were playing with you until we saw their careers and freedom end with the revelation of
kill you. Lefort sighed and sat back in the chair. Sitara, I their hidden crimes. Divis Mal and his Teragen left this
would never harm you. Its long been a dream of mine to universe rather than tear Earth apart, and the Taint-mad
meet you. You have changed our world. novas were taken along with them. The man who wouldve
She frowned. I dont understand. become the Colony was killed in a... traffic accident...
The information on your datapod. He leaned for- before he ever erupted. The guilty among the Aeon
ward as a man exited the kitchen, balancing two trays. As Council, along with those pulling its strings, were tried and
he approached, she again felt that horrid vibration: the chef convicted of crimes against humanity at the Hague. Your
was no man, but another hidden monster. datapod was the ruin of them all.
The chef was tall and lean; with broad African features, Lefort gave her a ghost of a smile. The remaining
soft ochre skin and neatly restrained braids. He smiled novas have largely left Earth for the human colony worlds,
proudly as he set the trays down with a flourish. Naan though a few of us stayed. We work under the auspices of
bread with garlic and fried red and green chilli chutney, the United Nations, covertly of course. We are here to find,
kavathachi chutney, and cilantro mint coconut chutney. help, and evacuate any new eruptees before they disrupt
Sitara considered the food, and Lefort laughed. this old worlds fragile balance. Theres a global recession
Here. He took pieces of bread and tried all of the chut- from the colonizations, but there will be no Aberrant War.
neys, one by one, eating them with delight. No poison. It worked? Sitara breathed, unsure if she should trust
I know, she said. I can smell poisons. I was trying to him. Her senses told him that he was being honest, but his

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words were too good to be true. Whats the catch? With pared to do any-
aberrants, there was always a catch. No, she said softly. Not unless you can assure me
Not without a price. Her dinner companion swal- that Ramul, Jiaan, and Warun would be there.
lowed tightly and said, Youre a global hero, Sitara. Your I cant do that, not without lying to you. Lefort
name was given to thousands of baby girls on Earth and dropped the piece of naan bread, his appetite lost. You
the colony worlds last year. But the future you knew is cant know that youll be reunited with your family.
gone. It has been replaced by ours. When I was in the timestream and became separated
That was the point, she said sharply as Basil came from the datapod, I heard my husband. Sitara understood
out again, bearing glasses of Lassi for them to drink. now; Ramul was out in the temporal void, seeking her and
Sitaras eyebrows rose when she sipped it: the blended the children. She would go to him, and bring her family
yogurt drink had been whipped to a perfect foam, and she together again.
could taste the cumin. To erase the nightmare we lived in Lefort rubbed his eyes, forcing back a hint of tears. I
and replace it with something better. had hoped we could save you, but that is your choice to
That future never existed, Sitara. Lefort took a single make. What do you need in the meantime?
drink and set his glass aside. You are a temporal phan- Nothing, she told him. She studied him for a
tom. Now that weve made those changes, you shouldnt moment before smiling. Thank you. I needed to know that
be here, and neither should the datapod. In the case of my mission was a success. Thats all I need before I - what,
the datapod, we have the information from it, but- He cut pass on?
himself off and pressed his hands together, gathering his Aside from our copies of the information from the
composure. You are not a thing to be copied. We will lose datapod, it will be as if you never existed, Lefort said.
you unless we take precautions. Oblivion. Are you sure?
Precautions? Sitara repeated dumbly, her head I am, she said. Basil came out from the kitchen, his
swirling with the dire information. The scientists had talked tray loaded with Bharli Vangi and a side of Aamti. Did you
about this and told her it might happen, but theyd assured intentionally pick foods from my homeland? she asked the
her that shed have time to root herself in the new world. chef.
The timeline here - it crystallized already? No, I grew up in Mumbai. He grinned. Just like
Lefort nodded. Yes, he said softly, it did. We can you, Mrs. Prahaman.
do a number of things for you: create a new body, use You are very good, she assured him. As he dipped
nova powers to protect you, or move you to an alternate his head in acknowledgement, she added, I couldnt have
timeline that is in the process of crystallizing. Were pre- asked for a better last meal.

4 SAMSARA
INTRODUCTION

Here Be Dragons the novas own larger than life status - so too have the
potential gains and threats they offer. Faced with all those
From the earliest days of human exploration, this
endless possibilities, only one thing is certain: wherever or
saying has (supposedly) been used in travelers tales and
whenever novas go, there will be conflict.
on sailors maps to denote places where literally anything
could happen, for good or ill. There fortunes could be
made, treasures were to be had, mysteries were to be What is Aberrant: Nexus?
found - sometimes also solved - and new discoveries could This RPG Post fanbook for Aberrant is the guide to
be made. It was also in those places where explorers couldexpanding the reach of your Aberrant chronicle to cover
easily lose their wealth, their freedom and their very lives
the rest of the Aeon Continuum game settings and beyond.
due to their own bad judgment or simple misfortune. The overall metaplot of the Aeon Continuum timelines
Likewise, the various activities of explorers have often had
is presented. The possibilities and dangers of both time
remarkable consequences for their own loved ones and travel and crosstime travel are examined, along with the
their homelands. Wealth reaped from foreign lands enrichednature of the multiple timeline clusters which make up the
families and regimes alike, while new lands could be traded
Aeon Continuum. Those singular figures whose actions
with, colonized and/or conquered if the local regime was have shaped the entire Aeon Continuum are given a closer
willing and able to do so. The loss of wealth used to fundlook. Crossover mechanics for Adventure! and Trinity
failed voyages of exploration imperiled many explorers are established, allowing Aberrant characters to directly
families and the regimes that supported them. Also, travels
experience all the wonders, horrors and strangeness of
into unknown territories carried the risk of explorers running
the Inspiration and Noetic Eras for themselves. Advice and
into cultures more advanced and just as rapacious - if guidelines for playing and Storytelling in high-powered
not more so - than their own, making it possible for theirAberrant chronicles are provided. New ways for the
homelands to be conquered and colonized by a hostile Storyteller to challenge players in such chronicles are also
foreign culture. Explorers could also imperil their homelands
discussed. The lesser-known effects of unfocused Telluric
directly by inadvertently acting as vectors to spread exotic
energy on the environment are looked over. New capabilities
new diseases and vermin, possibly leading to the deaths ofand options of use to novas traveling in time and/or the
millions of people, innocent and otherwise. Omniverse are offered for your perusal. A brief overlook
This state of affairs has changed only little in the Nova
of what Aberrant players and Storytellers can expect to
Age, as the definition of unknown territories - for novas, at
encounter in chronicles involving extrasolar and noetic
least - has merely shifted to indicate extrasolar space, other
space are laid out. And finally, we give a close examination
time periods and alternate universes instead of the remoteof what may prove to be one of the most potent alien threats
regions of Earth. And as the range of unknown territories for
to humankind in the entire Aeon Continuum: the Doyen.
novas to explore has increased exponentially - as if to match The doors have been revealed
and are ready to be opened. The
Passage, immediate passage! The blood burns in my veins! choice of whether or not to open a
Away, O soul! Hoist instantly the anchor! door and take that first, fatal step is
Cut the hawsers haul out shake out every sail! up to the players. Exactly where that
Have we not stood here like trees in the ground long enough? step will lead their characters is up
Have we not groveled here long enough, eating and drinking like mere brutes? to the Storyteller. The possibilities -
Have we not darkened and dazed ourselves with books long enough? both for good and ill - are limitless.
-- excerpt from Passage to India, by Walt Whitman

INTRODUCTION 5
ABERRANT
Lexicon Astromanipulation quantum power at the highest rating
or as an accidental byproduct of a collision with a zoetic
Aeon Continuum (in-game): The specific Multiverse
universe. Doing the reverse and turning a zoetic universe
where the three static cosms and the infinite number of
into a dead universe requires either use of the Universe
associated universes (read: the canon settings and all of
Destruction quantum power or for an extremely rare natural
their possible variants) for the first editions of Adventure!,
disaster to arise in the subquantum medium.
Aberrant and Trinity are located.
Exile: Any being from a formerly zoetic universe who
Alternate Universes: All universes other than that
has managed to escape being destroyed along with it.
of ones origin. Also known as parallel realities and
Interface: A point in the spacetime of one universe
alternate timelines, depending on ones preferences for
where (and when) it comes into contact with another.
either time travel or crosstime travel.
Can be created either by the collision of a dead universe
Backup: A standard cosm that is a time-delayed and
with the affected zoetic universe or through use of the
near-perfect reflection of another one for all practical
Interface Manipulation quantum power or an equivalent
purposes. Very much sought after as an emigration
hypertechnology.
destination by refugees from dystopian universes and future
Intruder: Any time traveler or crosstime traveler in times
times.
or universes other than his or her own.
Dead Universe: A universe that cannot support any
Mirage: One of the many possible future timeline
form of life - Terran-descended or otherwise - for varied
branches that exist beyond a given timelines nexus. These
and different reasons. These universes are typically far
potential eras are highly unstable and prone to being greatly
more numerous, fragile, malleable and short-lived than
altered or even wiped out of their already tenuous existence
the zoetic universes, and often act as protective buffers for
by events taking place during or prior to their timelines
them against multi-universal collisions and similar hazards
nexus.
found in the subquantum stratum. Dead universes can be
Multiverse: A static cosm and its associated standard
transformed into zoetic universes either through use of the

6 INTRODUCTION
ABERRANT
cosms. There is no limit to the number of standard cosms a Static Cosm: The inflexible support structure of
static cosm may have attached to it. a group of related standard cosms. Almost a true zoetic
Nexus: The general point in a timeline where the future universe in its own right, except that the course of history in
has not yet crystallized out of quantum probability. Beyond it cannot be changed by any means and in that it endlessly
a given timelines nexus, the future is highly amenable to repeats only a single portion of its timeline. The inhabitants
being changed. Prior to the timelines nexus, the future is are pre-programmed robots following a script instead
highly resistant to change and tends to reassert itself against of free-willed sapients. Static cosms cannot be entered,
any attempted changes. A nexus advances into the future although they can be viewed from outside of them with the
along with the ordinary passage of time in a given timeline. appropriate means. Their inhabitants can be summoned -
The Omniverse: The totality of the subquantum or more accurately, copied - from a static cosm with certain
medium and all of its resident multiverses, including the quantum powers. A static cosm cannot be destroyed by
Aeon Continuum. Rough estimates place the Omniverse anything, up to and including the most potent of quantum
outside of the Aeon Continuum and Trinity Continuum (see powers and subquantum disturbances.
below) as comprising at least 99.9999999% of the total Terran Continuum: The range of Zoetic Universes in
area of the subquantum medium as a whole. Most of its which some recognizable version of Earth exists, has existed
universes are the dead universes, which although short-lived or will exist, depending on said universes individual timeline
are continually being created. nexii. These universes may or may not contain some version
Phantom: Any item or being hailing from a mirage, often of humanity and/or human civilization. As a subsection of the
encountered through use of time travel past a timelines Omniverse, the Terran Continuum is of indeterminate size
nexus. They are very likely to be altered considerably or and has been known to fluctuate rapidly.
vanish into nonexistence if the circumstances supporting Timeline: Any alternate universe when seen from the
their history are altered. These entities are known to have perspective of a time traveler.
achieved permanent existence by two methods: either Trinity Continuum (in-game): a currently inchoate,
emigrating to alternate universes other than those of their unstable and inaccessible funhouse mirror image of the
origin and residing there for an extended length of time, or Aeon Continuum. It is speculated that in due time, travel
through having certain quantum powers used on them. Also between the Trinity and Aeon Continua will be possible once
called zero-time ghosts. the universes comprising the Trinity Continuum stabilize
Standard Cosm: Any zoetic univese that has budded themselves. A.K.A. the upcoming Adventure!, Aberrant
off from a supporting static cosm. These universes can be and Aeon gamelines to be published by Onyx Path.
entered, their sapient inhabitants possess free will and their Zoetic Universe: Any universe capable of supporting
timelines progress normally. lifeforms, Terran-descended or otherwise. Considered to be
the default variety of alternate universe by the uninformed.
Zoetic universes can and do reproduce themselves naturally
by budding off new daughter zoetic universes from a
parent universes black holes.

Sail forth steer for the deep water only,


Reckless, O soul, exploring, I with thee and thou with me,
For we are bound whither mariner has not yet dared to go,
And we will risk the ship, ourselves and all.
-- excerpt from Passage to India, by Walt Whitman

INTRODUCTION 7
A B E R R A N T
Margaret Mercer Personal Log

Private Memo - Hardcopy Only

January 14th, 1976


Margaret -
Its your Uncle Whitley writing to you here, kiddo. If youre reading this, then hopefully youre alive, healthy and
chomping at the bit to do something that matters with your life. Thats how I felt when I was your age, at least. I realize that
receiving a letter straight out of the blue from someone long buried may come as something of a shock to you, so let me
apologize beforehand. Theres a very good reason why youre getting this blast from the past, so please dont dismiss this
as the final rantings of a crazy old man. There is more to all this than youve been told, and your family history is a big part
of it.
Im not sure if you remember me all that well, as you were still a very young girl when I went out of circulation. Your
father promised me that youd be told all he could share about your grandfather Max and the adventures that I had with him
and our companions. Its true that our little band did a lot of good things throughout the decades of the Twenties, Thirties
and Forties. What you have to remember is that we were all human and imperfect, meaning that we made our fair share of
mistakes along the way. The consequences of our victories, mistakes and failures are still affecting the culture youre living in
and will do so for decades to come.
The organization that grew out of our old group isnt much different in their ability to shape our world for good or
ill. The difference between us and them is this: the organization Max Mercer founded has strayed far from the ideals your
grandfather set for them to follow. I had the displeasure of personally watching it happen after your fathers death. The cor-
ruption started in small ways, but it grew fast and strong as our older hands either retired or died out over the years. on is
no longer the force for progress and the champion of the general welfare of humanity that it was supposed to be. It is now
just another secret group attempting to control the world and the people who live in it.
So why am I telling you all of this? Easy answer: youre Margaret Mercer. Your family name still carries a lot of weight
among those in the know about on. The on Council knows this and wants to recruit you in order to lend themselves
some phony legitimacy, although theyd never admit it to your face. One way or another, they will find a way to bring you in
- on has lots of influence in the most surprising sections of society.
If youre feeling trapped by the snakepit Ive described, dont be. You have allies within on who still retain your grand-
fathers ideals, although they do so in secret. Your father introduced you to Professor Schnelling once, right? Look her up
first thing after you finish reading this file. In private, tell her that Styles wanted you to ask her about Project Pandora, then
give her the files youre reading now. She will help you learn how to work in on and build a loyal power base within their
ranks. And you will be needing that power base, young lady. Max Mercer had many secrets, and one of them is this: he will
return to fix what has gone wrong with on. And he will need your help in achieving that. If he wants to find me, just show
him my grave. Then hell let you in on one of my secrets.
One final note: to understand how just far on has fallen, you have to understand its origins. That in turn requires you
to understand everything about Max Mercer. That includes his history, his psychology, his strengths and most importantly his
failings. Remember what I wrote earlier about our choices having world-shaping consequences? The choice described in the
report this note is attached to is a classic example. Never limit yourself to just learning from your own mistakes, Margaret.
Learn from the mistakes of others as well. Humanitys future could depend on it.

8
A B E R R A N T
Internal on Society Missive

ABOVE TOP SECRET - Babel Dossier - File #07g-1975-9-20-Q EYES ONLY

Arena: on Council
Status: Restricted
Author: Dr. Cosette Hebert, PhD
Subject: on Council, current disposition and recommendations
Minimum Security Rating: [REDACTED]

Final Summation: Mr. Styles, on has strayed so far from the ideals set forth by Maxwell Mercer that it has become a
twisted mockery of its former self. The only consolation that I can offer you is that the corruption engendered by the new
guard of the on Council is far from complete. I expect you know those noble holdouts better than I do, so I wont discuss
them further. Instead, I offer my recommendations on what must be done to remedy the situation. Put simply, the current
on Council and their supporters must be purged and driven out of power by any means necessary. Nothing less will suffice
to end the threat they pose to humanity as a whole.
As to the root cause of ons ongoing dilemma? After going over the files you so kindly provided, I am forced to posit
the culprit as being none other than Max Mercer himself. The cause you asked me to identify is his unfortunate tendency to
view other people through the proverbial rose-colored glasses. From what I can tell, Mr. Mercer always preferred to see the
potential for goodness in those around him instead of taking a realistic view of them. This failing negatively affected his life
in three ways, detailed below.
1- While Mercer encouraged people to attain their potential - such as the both of us did - others failed to do so and
disappointed him. Mercer also never realized that most who failed to reach that potential saw him as a constant reminder
of their failure and apparent lesser worth as human beings. This led in turn to those people developing a burning hatred of
Mercer and all he stood for, which was usually concealed behind a veneer of politeness.
2- Mercers rose-colored viewpoint also led him to be overly merciful toward his foes, the great majority of whom did
not merit any such consideration. Taking advantage of his vain hopes of rehabilitating or reforming them, many of these
miscreants went on to inflict much unwarranted suffering on the public at large.
3- Finally and perhaps most damning, Mercers viewpoint caused him to misjudge the character of people that he
should not ever have trusted with anything. He picked the wrong people to carry on his work, and they repaid his trust by
perverting his organization.
On a final note, there is one horrid little lagniappe to point out. Having looked over the transcripts of your discussions
with Mercer, there is no indication whatsoever that he ever understood this failing of his in the slightest degree. Mercer may
not even be truly capable of ever making that mental breakthrough. If he does somehow return as youve hinted in our pri-
vate discussions, it is imperative that Mercer not be allowed unfettered control over ons affairs should he regain control of
the organization. He will have to have equals on hand to correct the errors caused by his unique viewpoint. Blindly trusting
in his apparent wisdom will only cause on and humanity as a whole much uncalled for troubles.

9
Chapter One:
The Aeon Continuum
Chapter Three: Storytelling
What follows is a best attempt at outlining the
overarching metaplot - the structure that supports and
scientific
short, thisunderstanding
That
comprehending
game is a tool for your theirtheworld.
imagination, not other
it would eventually lead to the sparking of new modern
way around.
So, think youre smart enough to handle some of the
links all three of the Aeon Continuum game settings - as myths and legends is just another historical irony.
smartest people the world has ever seen? No matter how
a coherent whole instead of the disjointed conglomerate it Theme
smart you are, there are some challenges to incorporating Theme is what the overall story is about, the mean-
resembles at first to the casual reader. Whether or not the
the full potential of Mega-Mental Attributes into your Aber-
metaplot is adhered to, only used as a general indication
The Hammersmith
ing it imparts. Event
The major theme Aberrant explores is one of
rant chronicle. This chapter looks at them and ways you can powerThanks
and whatto people
the recklessness of Doctor
do with it, summed up inSir the Calvin
tagline
of what may happen without positive actions on the player
handle them without making your players regret those nova Hammersmith, the global state of Inspired
What would you do with the power of a god? Mega-Men- affairs was
characters part or simply tossed out the window has been st, 1922. A select group of
points they spent on giving their characters Mega-Intelli- changed forever on July 21
tal characters offer the opportunity to explore this and many
left to the individual Storytellers and players in an Aberrant
gence or Mega-Perception. Well also consider the possibil- witnesses
other themes. to the activation of the Hammersmith Engine
chronicle.
ity of chronicles based on novas with primarily Mega-Mental were inadvertently empowered, becoming powerful
Attributes rather than the traditional kick-ass quantum Responsibility
Inspired beings. Two of these augmented humans merit
The Pre-Hammersmith Epoch
powers. Its an
special mention.
responsibility.
old lineFirst,but
Perhaps
the with
geniusgreat
more than
prodigy
any
power
Donighal underwent eruption into a full nova, although his
Michael
other
comes
novas,
great
Daemon
those
Any PriorMoreto the Bright Ideas? of Doctor Sir Calvin
pivotal experiment
with Mega-Mental
capabilities abilities
at that time were have the potential
nothing too special to transform
by Nova
Hammersmith
Odds are, on after 21st, 1922;
Julyreading this book,Inspiredyoullactivity
have yourwas
the world, because they can conceive
Age standards. Second, Maxwell Anderson Mercer of things thatliterally
no one
sporadic, erratic and almost always
own ideas on how to handle Mega-Mental Attributes in inexplicable. With
before them ever has and, more importantly,
vanished from the scene of the explosion, becoming both they can make
the
yourexception
game andofsome the twists
ancientonChinese,
the gamenone rulesofand thesource
early
those things a reality. Thats a tremendous
permanently unstuck in time and hurled two full decades power, and an
civilizations had any real comprehension
material. By all means, use them! Maybe you want to make of Inspiration
awesome responsibility. How do novas
into the future. Finding himself in the backyard of his handle it? With so
and its effects.
Kuro-Tek and theAsDirective
for theinto Chinese,
puppets while
of a they did figure
world-spanning many problems
parents Chicagoinbrownstone,
the world, where Mercer do was
theythen
choose to apply
faced with
out some of the basic mechanics
conspiracy, with a Mega-Intelligent nova pulling the of Inspiration, their low
strings. their abilities first? What do they identify
his own older self, backed up by several members of the as problems and
level of scientific understanding - in
Or you want to have the most Mega-Perceptive novas start comparison to that of
how do they
Aeon Society. propose to solve them? What if some people
modern
going mad times - prevented
because them sensing
they keep from developing
something, anything
some- dontThe
agree with
elder Max theMercer
solutionproceeded
they cometo up(mis)educate
with? his
beyond
thing too basic noeticfor
horrible principles
their mindsand the advanced
to cope with,techniques
that other The key element of this theme
younger counterpart as to the nature of their shared is your actions have
powers,
incorporated
people cant see, withhiding
their formal
in the martial
shadowarts. of what we call reality. consequences.
the When youre
global circumstances that hetremendously
would face and powerful, your
the future
Combined with the relatively
Whatever you want to do with your Aberrant undeveloped naturetake
chronicle, of
actions often have tremendous consequences.
of humanity. Both the younger and elder Mercers falsely Weve
the Mazarin-Rashoud
it and run with it. gene sequence at the time, these
pointed out
perceived that,
their in the comic
timeline as being books, the world
a unitary thingnevermuchreally
like
circumstances
One particular madearea for brief
whereperiods
you might of time wantwhere the
to mess
exploits of the local Inspired - as opposed
around is in the places White Wolf cant. Two major things to time traveling
Inspired fromAberrant
limit official later eras products.
- spawnedFirst,a multitude
the need of legends
to maintainand
myths
a certainin the oral andworld
baseline written(nohistories.
pun intended) Few ofthatthese ancient
cleaves to
Inspired
the history ever of produced
the futureany Inspired
in Trinity and offspring,
of the pastensuring that
in Adven-
the
ture!mutation would remain
Just because White Wolfdormantisnt ingoing
almost toall of itsChina
have carriers
go
until the early 20 th Century. Of those few who did manifest,
to war with the rest of the world or have Earth invaded by a
the vasttimeline
parallel majorityinwere daredevils.
Aberrant doesnt Whether
mean that theseyou ancient
cant.
Inspired were considered heroes or
Second, White Wolf is limited by copyright in terms of what villains depended
on who
it can addone wasAberrant
to the talking to. mix.TheDointensely
you wanttribal
to have nature
a novaof
human society - which developed into
who thinks hes a certain Man of Steel (and has the powers nationalism around
modern
to match)? times - meant that
Time-Warner the heroes
probably of any
wouldnt likegiven tribe
it if White
would
Wolf did certainly
it, but be youseen
can.asWantvillains
some by the others.
of H.P. Eventually,
Lovecrafts cre-
the rising power of technology distracted
ations to drop in? Dig out your other books and introduce many humans
from their old
your novas myths beyond
to whats while providing
the quantum a solid foundation
level of reality. of In

10 CHAPTER ONE: THE AEON CONTINUUM


ABERRANT
a river; rather fluid where small details are concerned but
quite inexorably rushing down its natural course. Armed with
the erroneous future knowledge provided by his elder self,
Mercer then unwittingly commited his greatest mistake, an
act with literally universal consequences. By making his first
time-jumps into Earths future eras, Mercer split his original
timeline into three main timeline groups. Two of the said
timeline groups had their nexii advanced by nearly one and
two centuries further up their histories respectively, making
them into concrete alternate futures of the original timeline.
Unfortunately, the third timeline group was not unaffected
by Mercer, as his unwitting initial time jump to 1943 made telluric vortex - this one having been created by elements
the development of Michael Daemon Donighal into Doctor of Psi Order Nora - actualizing this timeline group. Aside
Primoris (and later into Divis Mal), into a likely future from making their past histories inevitable and immutable,
probability. While Donighals metamorphosis could have Mercers time-jumps had little additional effect.
been altered into something less dire for humanity, Mercers
own mistaken beliefs about the nature of time prevented him
from making any such efforts.
The Adventure! Era
After completing his initial journeys, Mercer returned to
There are two important facts to note about Mercers
what he thought of as his present in June of 1923 and
time-jumping at this point. The first is that as a side-effect of
began laying the foundations of the nascent Aeon Society
his temporal meddling, Mercer split his own lifestream into
for Gentlemen. With his personal guidance the original Aeon
three branches of incarnations across the three timeline
Society stayed true to Mercers founding goals of investigating
groups. The first branch is the Mercers who manifested in
Inspired phenomena, promoting social progress, defending
the Universe 1 timelines; who managed to arrive safely in
the helpless against Inspired evildoers and maintaining the
2122 and personally witness the Noetic Era. The second
Aeon Society as a publicly transparent group. While mistakes
branch is comprised of the Mercers who manifested in the
were made - Mercer himself counted supporting Prohibition
Universe 2 timelines. These unfortunates rebounded off
in the United States and failing to prevent the rise of the
the Nora telluric vortex of 2122, giving them the mistaken
Nazis as two of his major ones - the Aeon Society generally
belief that the First Aberrant War would mean the certain
acted for the common good during this time. It would not,
destruction of Earth and the extinction of baseline humanity.
and could not, last.
The third branch represents the Mercers who manifested in
Please note that past this point, the metaplot described
the Universe 3 timeline group. Created from as a telluric
need not apply to the Universe 3 timeline group. While
interference pattern between the prior two branches, these
the development of baseline Terran human society may be
Mercers received second-hand memories from both the
more-or-less set in stone, that of the Aeon Society and the
Universe 1 and Universe 2 Mercers without advancing the
Inspired in general is not.
Universe 3 nexii at all.
The second fact is that Mercer made three separate time-
jumps into the alternate future timeline groups. Mercers Interregnum 1
first time-jump landed him in 1998, at the time of the Galatea As the Second World War drew to a close, so did the
Disaster and just after Divis Mals creation of his own telluric effects of Hammersmiths Telluric Vortex. Faced with a natural
vortex. The combined effects of Mercers arrival and Divis decline in Inspired activity and growing official awareness of
Mals telluric vortex actualized the timeline group, giving the (and social hostility to) the same, the remaining members
Nova Age the firmest of foundations. It also made the history of the Aeon Society decided to adopt a policy of covering
leading up to that point inevitable and impossible to alter. up everything Inspired from both public and governmental
Mercers second time-jump to 2069 was not reinforced by notice whenever possible. It was at this time that Mercer
any telluric energy events at that time, and so had a much committed his second greatest mistake: picking the wrong
more limited impact on the timeline group. This made the people to replace the lost Aeon Society members. These
First Aberrant War into only a likely future probability of the successors had personal agendas which in time (and Mercers
Nova Age which could be averted with sufficient knowledge absence) would guide the Aeon Society much farther from its
and effort, instead of an historical inevitability. Mercers third initial goals than Mercer himself would have ever allowed.
jump landed him in 2122, at the end of the early Noetic Mercers departure in 1950 and the efforts of the corrupt
Era. The impact of this time-jump was also reinforced by a U.S. Senator Joseph McCarthy reinforced and developed

CHAPTER ONE: THE AEON CONTINUUM 11


ABERRANT
that policy into a full-fledged independent covert operation. Having been forewarned of the coming of the novas by
The Aeon Society took to the darkness; becoming darker, Mercers writings, the Aeon Society had prepared the sub-
more intrusive, prone to evil and ruthlessness themselves organizations of what would become Project Utopia and
as a consequence. It was during this time (circa the late the Triton Foundation long beforehand. The reformation
1970s) that the Proteus sub-group was retasked as a black of Aeons old Proteus sub-group into Project Proteus would
ops group handling assassinations and other ethically be delayed to 1999, when Director Thetis made her Thetis
reprehensible work. Proposal to Justin J. Laragione and the Aeon Council.
While maintaining a public faade of benevolence, the
Aeon Council were actively working to prevent novas from
The Nova Age becoming an established dominant factor in baseline human
By the dawn of the Nova Age, the Aeons Societys society while simultaneously exploiting them as much as
transformation was nearly complete and well-established, possible. This in turn gave legitimacy to the anti-Utopia
with only a few dissenting elements holding true to Mercers sentiments held by many in the Nova Age, adding heat to
initial goals. Of the Aeon Council itself, only Margaret the already boiling pressure cooker that was baseline-nova
Mercer (Max Mercers granddaughter by way of Maxs son relations in Terran society. Unless that metaphorical pressure
Michael) had refused to support the corruption of her fellow cooker could somehow be vented, the situation would
Council members. When Mercer himself arrived back on the eventually degrade into the First Aberrant War.
scene in the mid 1990s he was not pleased with what he If the First Aberrant War comes to pass in your Aberrant
found. Aided by Margaret Mercer and a rejuvenated Whitley chronicle, further details on the metaplot during that time
Styles, Max began the long, slow task of regaining control can be found in The Story So Far section of the Trinity
over his wayward organization. His efforts would prove to softcover. Its also available online for free at various websites
be too late to prevent some dire consequences of Aeons and can be found with a decent search engine.
corruption, however. Past this point, the metaplot described need not apply
to the Universe 2 timeline group.
The Future Is Unwritten
To the casual reader of the Aeon Continuum core books, Interregnum 2
the overarching metaplot of the three settings can appear to be Describing the First Aberrant War is beyond the scope
scripture carved in stone which cannot be deviated from in of this ebook, and is covered in both The Story So Far
any meaningful way, making the actions of the player characters and on pp. 97-99 of the Aberrant: Teragen sourcebook.
irrelevant in the greater scheme of things. While that can be Of more interest are the actions of the Aeon Trinity during
true for certain Aberrant chronicles - namely those set in the the Crash, as they sought to help rebuild nations and
Universe 1 timelines - it bears repeating that in most Aberrant cultures wrecked by the First Aberrant War. Unfortunately
chronicles, the metaplot is only an indicator of how events will for Aeon, caches of accurate historical records of that time
play out if the player characters do not manage to somehow period had escaped the devastation in various libraries and
change the global situation for the better. The players data archives, both private and public. Repeating history
characters are not inhabitants of a static cosm - their actions are once again, Aeon attempts to edit history to their benefit.
not predetermined in any way. Given sufficient ingenuity and Desperate to strengthen their position as a global stabilizing
thinking outside the box of traditional superheroic conflict, the force, the Aeon Council initiated Project Rewrite. Wherever
player characters can and should be able to change the setting their teams could get away with it - with Japan being one of
in radical ways. With some serious diplomatic and political the few exceptions where they couldnt - those records are
efforts, the players can achieve things that Divis Mal (much less confiscated for later public release. Before that happens,
Caestus Pax) could never hope to match. The Aberrant War Aeon carefully edits all mention of their own involvement
can be prevented from breaking out, or at least redefined into with the novas, especially of their own misdeeds and
being just another conflict between baseline governments and atrocities committed against the nova population. For a
power groups instead of a race war between novas and baseline time, all goes well with this until the dawn of the Noetic Age.
humanity. Proteus and its supporters in the Aeon Society can
be exposed and brought to justice, or at least prevented from The Noetic Age
harming any more innocents. Divis Mal and the Teragen might The actions of Aeon in this time period are described
even be persuaded to leave Earth early to set up their own well enough in The Story So Far and the various Trinity
idealized nova-only society on one or more extrasolar colony sourcebooks. At last notice, the Trinity sourcebooks were
worlds or in some baseline-free alternate universe. available in PDF format at DriveThruRPG.com.

12 CHAPTER ONE: THE AEON CONTINUUM


ABERRANT
The Aeon Continuum Timeline - especially as they make juicy targets for anti-communist
or anti-imperialist investigations - sometimes by becoming
Seen below is our best attempt to fill in the enormous
part of their local political hierarchies and hiding in plain
blank spots between the partial histories presented in the
sight. The physical effects of aging serve to put a brake
Adventure!, Aberrant and Trinity settings. For the sake of
on the activities of most of the other Inspired. In the First
brevity and avoiding legal hassles - Aberrant: Nexus is an
World nations, some of their offspring will briefly carry on
unofficial fanbook, after all - the aforementioned histories
with their parents Inspired activities for larks - most often
from the setting core books have not been reproduced here.
by digging out a handy gadget such as a flight pack out of
a steamer trunk in the basement - but little comes of this
The Pre-Inspiration Period save for discounted tall tales and reports of Fortean events.
Prior to 21 July 1922 C.E., the official records of human An alleged UFO crashlands on a ranch near Roswell, New
and prehuman Terran history for the Aeoniverse do not Mexico, and is quickly taken by the United States military.
noticeably diverge from those of our own world, with two The event is ineptly covered up, and civilians are threatened
caveats. First, official history does not equate with actual by agents of the Federal government to remain silent about
history, as official histories have always been altered to the event.
suit the preferences of the wealthy and powerful in human 1948: The Aeon Society begins their covert efforts
society. Second, events that are out of the context of a to cover up any and all Inspired activity in the First World
cultures worldview will almost always be misunderstood nations. In the United States, these efforts take silent
if they arent dismissed out of hand as hallucinations or advantage of Senator Joseph McCarthys witch-hunts for
mirages. These two factors give Storytellers quite a bit of communists and leftist intellectuals to ensure that what few
leeway for chronicles that take place either temporarily or Inspired remain keep their existence well out of the notice
permanently in those times. of the government, the business community and the public
at large.
1949: The spread of television and televised journalism
The New Century and The brings further incentive for the Inspired and their offspring
Adventure! Era to remain discreet.
1950s: Maxwell Anderson Mercer vanishes, undertaking
As per the timeline in the Adventure! core book, pp.
another one of his time travels. Hammersmiths Telluric
259-262.
Vortex finally dies down, causing the disappearance or
death (in the case of dinosaurs & the like) of the vast majority
Interregnum I - Twilight of the Inspired of the Inspired weirdness. New Inspired beings tend to be
The following section covers the period between the either offspring of existing Inspired or latents who come
Adventure! and Aberrant settings, and focuses on the into direct contact with powerful Inspired beings and/or
activities of the Inspired and the circumstances affecting devices. Dramatic Editing is no longer available to most of
them. the Inspired. United States intelligence agencies become
1946: Having been infiltrated by the KGB, the aware of the KGBs psychic warfare & espionage programs,
Ponatowski Foundation is taken over from within. The Czar which is primarily focused on investigating telepathy, Kirlian
is captured and thouroughly interrogated by KGB agents, auras and psychotronics.
only to be reduced to a broken shell of a man and sent to his 1960s: An apparently natural increase in the number
eventual death in the gulags. Princess Anastasia manages of Fortean Events and other Inspired weirdness occurs.
to escape to Canada with the majority of the Czars wealth In the United States and Western Europe, the emerging
and information. She shares the information with the Aeon counterculture sparks a renewed popular interest in
Society in return for their aid in setting up a new identity for paranormal capabilities. This allows the surviving Inspired a
her retirement. Back in the U.S.S.R., enough hard information slight degree of freedom for their activities, provided that
on mesmerists is found to begin what will become the KGBs they can be written off by witnesses as advertising stunts
psychic warfare & espionage programs. or drug-induced hallucinations. The first publicly recorded
1947: The surviving Inspired begin to go underground incident of nova activity happens in Gary, Indiana, United
in the First and Second World nations, although some States of America, in 1964. The incident is covered up by
Second World Inspired manage to quietly defect to a Aeon before any other serious notice is taken of it.
First World nation. Many then cease all Inspired activities 1970s: The Mini-Quantum Boom. Divis Mals most
and begin to settle down and start families. Others do notable early attempt at creating a Telluric Vortex, and
so to evade official notice and involuntary conscription something of a qualified success by his standards. Instead

CHAPTER ONE: THE AEON CONTINUUM 13


ABERRANT
of being focused on creating novas like his later attempt in will not have much noticeable effect for decades. The two
1998, this vortex creates a population of Inspired individuals major worldines of the Aeon Continuum noticeably diverge
more in line with those created by Hammersmiths vortex in at this point due to Mercers own personal refraction in
1923. Most of the new Inspired do their best to keep just out his time-jump to 2122 - see p. 31 of this book for details.
of the public eye, having adventures and doing right and/or Divis Mal and a few of his select allies once again begin
wrong as their personal inclinations direct. Dramatic Editing preparations for creating his own desired variant of the
becomes available once more to the Inspired (both old and initial Hammersmith Telluric Vortex. On March 23rd, 1998,
new) for the duration. This vortex lasts until the late 1980s. Mal finally succeeds in his efforts and triggers the Nova Age.
The Aeon Council begins to alter the directives of Proteus,
making it into a corps of assassins and saboteurs as well as
spies. The elderly Whitley Styles undergoes the Sleep of
Kali at this time, entering a state of suspended animation The Early and Middle
and slow rejuvenation thanks to his psionic capabilities.
Styles will awaken sometime in 1996, restored to his youth
Nova Age
1998 - mid-2008: The Dawn of the Nova Age, as per
and full power and welcomed back by Max Mercer. The
the Aberrant core book, pp. 9-13. From here onwards,
United States Federal Government initiates the Stargate
the inevitability and even the precise nature of the events
Project, which explores the potential of psychic phenomena
described in this timeline depends on which universe your
with military, intelligence and domestic applications. Similar
chronicle is set in and the whims of your Storyteller. The
projects investigate electrodirection and pyrokinesis. The
dividing point from which your chronicle diverges from the
Stargate Project is most noted for their work in remote
canon timeline - if it does - will be established by your
viewing and precognition. The Stargate Project continues
Storyteller. There will be timeline variations due to the
until its cancellation in 1995.
individual circumstances your Storyteller establishes for
1980s: First known highly-Tainted nova eruption occurs
your chronicle and possibly the player characters actions
in Atlanta, Georgia in 1981. The nova is kept in quarantine
and the consequences thereof. This section and all those
by the CDC until the Aeon
following are only considered to be inevitable history for
Society uses its influence
Adventure! and Aberrant chronicles set in the Universe
to take the nova to one
One timeline, in which canon Trinity is set. For chronicles
of their private clinics.
set in the Universe Two timeline - where canon Aberrant
The novas fate after
is set - these are only potential future events that can be
that remains a mystery.
altered and even prevented with sufficient and well-
Acting on the revelations
directed efforts. Refer to Split Continua on
of the upcoming Nova
p. 29 for further details.
Age provided by Max
Mid-to-late 2008: Randal the
Mercer, the Aeon Society
Fireman Portman runs for and wins
also quietly begins
the Presidency of the United
developing what will
States as a Democrat. The
become Projects Utopia
Aeon Council meets
and Proteus and the Triton
and votes to act
Foundation.
against breeder
1990s: Max Mercer
novas, with only
reappears circa 1995 -
two council
much later than he had
m e m b e r s
intended - only to find
voting against
that the Aeon Society has
the decision.
strayed intolerably far from
Director Thetis
his original ideals and
begins laying the
operational methods.
groundwork for Proteus
He immediately begins
motherhunting operations.
plotting to regain his
The Aberrants make plans in turn
former influence over the
to thwart Aeon, Utopia and Proteus
wayward Aeon Council
in this matter however they can. Count
members, although his efforts
Raoul Orzaiz and Altaz the Apothecary Zia

14 CHAPTER ONE: THE AEON CONTINUUM


ABERRANT
establish the Maer Enclave to solve the mystery of nova
sterility and to research possible cures for it.
2009: Beginnings of public disenchantment with
the nova phenomenon in general and Project Utopia
in particular. Spencer Antaeus Balmer leaves Project
Utopia due to concerns over the detrimental effects
of Operation Genesis on Earths environment. Donald
Zeleckis, a Jewish-American nova tourist, dies in the
course of preventing an Israeli nuclear missile from
obliterating a Syrian city. Gabriel the Miracle Melchior
escapes from Utopian/Proteus slavery. Having developed
extreme levels of both Quantum and Taint, Melchior
makes his way to the headquarters of the Church of the
Immanent Escheaton in Boulder City, Nevada. Melchior
proceeds to broadcast apocalyptic sermons with threats
to unleash bioweapon-grade plagues on the general
populace, provoking a standoff with forces of the U.S.
military, the Directive and Project Utopia. Unidentified
nova operatives manage to remove Melchior from
delivery boy foes increase in frequency as more breeder
the scene without him releasing any plagues, with his
novas and their offspring are discovered.
death reported a few weeks afterwards. The Church of the
The Night of Long Knives scenario occurs sometime
Immanent Escheaton fades back into obscurity with the
during this decade (see Aberrant: Teragen pp. 97-98 for
loss of its leader, with members quietly leaving to begin
details). A shadow war breaks out between the Camparelli-
new lives elsewhere as either normal citizens or members
Zhukov Megasyndicate and Opus Dei, a cultic faction within
of other nova cults. The Camparelli-Zhukov Megasyndicate
the Roman Catholic Church. Nova Arthur Francis Anningsley
begins their biotech operation under the auspices of Dr.
and his Temple Of The King cult/conspiracy is exposed
Morgan Dwyer. In Burma, an altruistic if highly Tainted nova
and neutralized. Radu Impaler Szlaniskovich and his squad
devours the Generals, the nations oppressive ruling cabal.
of elites attempt to take over the Ukraine. Team Tomorrow
Instead of the nova taking over the agricultural nation, he/
novas attempt to raid the Amp Room, resulting in Ibiza
she/it allows Burma the freedom to decide its own future as
being devastated by novas, many of them running riot for
a peaceful isolationist nation that will make it through the
no particular reason. The Cult of Astaroth find their sixth and
upcoming Aberrant War unscathed.
final Domitori, then make their way to the Mexican desert
2010s: Andr Corbin publicly turns himself in to
for their prophesied arrival of the True Beast Astaroth. The
Utopian custody at the Bahrain Rashoud facility, during which
Domitori manage to merge their bodies into a gigantic Taint-
Director Thetis and Proteus plan to have him assassinated.
wracked abomination, which proceeds to devour all the
Proteus plan fails due to unforseen interference from Divis
Astaroth cultists present before seeking to wreak devastation
Mal and several members of the Teragen Pantheon. Mal
on the world. However, unknown nova operatives manage to
soundly thrashes Caestus Pax in front of a global audience,
destroy the True Beast Astaroth well before it can harm
while the Pantheon members present free many imprisoned
any innocents or even make the local news.
novas from the Bahrain Rashoud facility. At his trial, Corbin is
The United States begins Earthside construction of
acquitted of all implications in the death of Jennifer Slider
the Olympus Lunar base. Yoshiro Nakamura launches his
Landers, and is a free man. Project Utopia is implicated in
Blood Fever plot (Aberrant: The New Flesh pp. 56-57);
many scandals of massive corruption, including the actions
which leads to the mass arrest, conviction (and in many
of Project Proteus and the murder of Jennifer Slider
cases summary execution) of the Nakato Gumi yakuza clan,
Landers. Project Utopia publicly disavows Project Proteus
the nationalization of Kuro-Tek and the purge of all Nakato
and makes moves to excise all Proteus infiltration from
gumi infiltrators from the Japanese branch of the Directive.
Utopian interests. Project Proteus survives with only token
In 2018, the collapse of the Three Gorges Dam triggers the
personnel lost to serve as scapegoats as the bulk of Proteus
collapse of the Peoples Republic of China. The PRC was
goes deeper underground. With the covert aid of the Aeon
already weakened due to a mix of government corruption,
Society, Proteus resumes its operations with a lesser amount
the harmful influence of their local organized crime, unethical
of support than that they had received from an unwitting
business practices and unrestrained corporate capitalism.
Utopia. Covert conflicts between motherhunters and their

CHAPTER ONE: THE AEON CONTINUUM 15


ABERRANT
The novas of the Heavenly Exploding Mandate split apart 2030s: The United States begins Luna-based construction
into factions with differing goals and philosophies, with of the Olympus Lunar base, which ends in 2041. Great
the largest supporting a former PRC general and would-be Britain begins construction of the Camelot Lunar Base.
warlord in his quest to establish himself as Chinas new Increasing levels of Taint among the general nova populace
dictator. The Heaven Thunder Triad makes its own bid to leads to increasing numbers of said novas either becoming
assume rulership over China at this time as well. actively dangerous or seeking to join the Teragen in
Daedelus League novas discover their first highly attempts to control their Taint. Nova conflicts increase
Earthlike extrasolar planet and promptly begin drawing in both their frequency and in the amount of collateral
up covert colonization plans. The League formally invites damage they cause to life, property and the environment.
the Protectors to join them on the new colony world. Baseline-nova relations begin to noticeably degrade, with
The Protectors wholeheartedly accept the Leagues offer many nova entertainers and nova-based media concerns
and begin relocating personnel, supplies and equipment either dropping in popularity - such as Alejandra and her
from their subsurface Mars base. Other Daedelus League New River Productions - or going out of business like the
exploration efforts turn up several more highly Earthlike XWF or Mefistofaleez and his Quantum Boom recording
extrasolar planets later in this decade, which they plan to label. The Pandaimonion Terat faction is subsumed into the
offer to other peaceful nova factions and their baseline Casablancas as Narcosis media empire finally collapses.
followers who wish to escape the coming conflict on Earth. The Nova Vigilance, Primacy and Harvester Terat factions
2020s: A state of civil war breaks out in the former begin increasing their attacks against baseline humanity,
Peoples Republic of China, as the various factions vie for some of which are provoked by anti-nova actions and others
dominion over the nation. The Heaven Thunder Triad is more completely unjustified. Also, sometime in the early part
or less exterminated in the factional struggles, presumably of this decade a nova with global-scale powers over the
by former Heavenly Exploding Mandate novas. The Neo- ecology - the suspects include Antaeus, Regina Mundi and
Confucian New Chinese Empire establishes itself as the Belladonna - manages to restore the fertility of some if not
successor to the PRC in 2022, and quickly reverts China to all of the nova population.
an isolationist state primarily concerned with improving its Anti-nova sentiment among the baseline populace
own decrepit and inadequate infrastructure. Many Chinese rises as a result, leading to marked growth of the Church
novas begin leaving the NCE - whose isolationism and focus of Michael Archangel in the United States and Canada.
on improving the living conditions of the common people The perjorative term aberrant becomes more widely
they find utterly dull compared to the last two decades of used among the general baseline population than the
the PRCs reign - for more exciting nations to live in. Dr. neutral term nova when referring to the erupted. The
Soguk Birlesme develops hyper-fusion, which revolutionizes New Chinese Empire formalizes their pre-existing unofficial
energy production and makes space colonies viable. The status as where the novas dont want to live into actual
United States unveils its first hyper-fusion powered orbital law in 2035; excluding all novas from entering, residing in
spacecraft. Orbital defense satellites are launched by or having citizenship in the NCE. This action provokes a
several nations, the most notable of which is the United few minor retributive attacks but is otherwise shrugged off
States OMEN deathsat network. by the general nova population. Japan begins ejecting or
Proposed acts of anti-nova legislation start becoming secretly executing any native novas with mental aberrations,
more frequent, if not successful in being passed and made and develop scientific tests to determine which novas were
into law. Finland, Sweden and Norway merge to form the likely to become mentally unstable by 2035. Any Japanese
Northern Collective. Queen Elsbeth Tsarich becomes nova who fails the tests is secretly executed. The number
monarch of Romania. Incidents of novas (some Taint- of (relatively non-Tainted) novas and allied baselines
mad, others just naturally anti-social) harming baselines emigrating to the nova colony worlds increases as the
begin to increase beyond the point where they can be more savvy among both populaces realize that matters
prevented and/or covered up by Project Utopia. Conditions on Earth will only get worse for them. These unexplained
in the global ambient telluric environment finally allow the disappearances only serve to heighten the paranoia on both
Camparelli-Zhukov Megasyndicates Eruption Catalyst to sides of the Terran nova-baseline conflict. Terran baselines
function, causing its users to erupt as highly-Tainted novas assume that the baseline colonists were secretly abducted
(Aberrant: The New Flesh pp. 24-25). Novel pathogens and/or murdered by hostile aberrants, while Terran novas
known as Taint diseases begin to spread among the assume the nova colonists were secretly murdered by anti-
baseline population. Some actually are caused by Tainted nova operatives.
novas, while others are deliberately created bioweapons.

16 CHAPTER ONE: THE AEON CONTINUUM


ABERRANT
2040s: Baseline-nova relations seriously degrade, as and make retaliatiory strikes in return.
many First World nations begin drawing up and passing Having made relentless attacks against Divis Mal in an
increasingly draconian, half-baked and unjust acts of anti- attempt to avenge his intial defeat by him at Bahrain in 2009,
nova legislation. Many independent novas residing in those Caestus Pax is finally killed by the leader of the Teragen
nations either emigrate to more accepting countries and in a public battle. Project Utopia and Team Tomorrow
nova colony worlds or join the Teragen or Aberrants as their finally collapse, as former Utopian novas pursue their own
individual preferences dictate. Conflicts between novas and objectives, leaving Utopia for the pro-nova factions and/or
nova attacks against the baseline populace reach new levels the nova colony worlds. Japan closes its borders to all non-
of both frequency and collateral damage inflicted, due to commercial traffic in 2047, citing concerns over rising global
increasing levels of power and Taint-induced madness terrorism. Japanese novas not loyal to the government
among a significant portion of the nova population on are publicly exiled from the Home Islands while the loyal
Earth. The Aberrant movement and other such factions try and sane novas are secretly retained, leading the world
to maintain the peace in the face of increasing numbers to assume that all Japanese novas had been expelled.
of novas coming to agree with the more radical facets of The Camparelli-Zhukov Megasyndicate finally falls apart
Terat philosophy. Japan begins accepting genetically and due to a blend of nova-aberrant conflicts, innovations in
intellectually fit refugees from Korea, Australia and the law enforcement and competition from newer organized
United States as a source of inexpensive labor. By 2047, 13 crime groups. The covert extrasolar colonization efforts kick
million refugees and other resident outsiders have become into high gear, as more qualified baseline colonists begin
second-class Japanese citizens. The Terat Feathered Serpent realizing how bad things are getting on Earth and wanting a
attempts to raise the ruins of the Aztec city Tenochtitln to safe haven for themselves and their loved ones. Some novas
the surface in 2043, destroying the modern Mexico City that organizing these colonization efforts turn to stealing funds
rests above them in the resulting earthquake. Over a million and/or supplies from certain transnational corporations
people are killed in the disaster. Russia starts building the - usually those with a history of human rights abuses and
Yeltsingrad Lunar base, which is a mining facility. Both the criminal behavior - which either drives them out of business
Camelot and Yeltsingrad Lunar bases go online in 2045. In or makes then vulnerable to hostile takeovers. Finally, in
2046 nova Abdul Masiq and his Allahs Legion nova group 2049 the United Nations declares war against the aberrant
take over the entire island nation of Bahrain, converting the population - whether that resolution applies to only the
former Bahrain Rashoud Clinic into their main headquarters. Taint-deranged novas or the entire nova race depends on
This action spurs governments and corporations into making whom one is talking to. The First Aberrant War has begun.
serious efforts to defend themselves against nova attacks

CHAPTER ONE: THE AEON CONTINUUM 17


ABERRANT
Interregnum II - The Late Nova
Age, The First Aberrant War
and The Exodus
The following section covers the period
between the Aberrant and Trinity settings,
and focuses on the activities of novas and the
circumstances affecting them.
Late 2049: The Taint-mad aberrants
start constantly acting against - or acting
without regard for, at the minimum
- baseline humanity as their default
modus operandi, while the still-sane
novas seek to thwart and restrain them.
Baseline human groups aid both sides
in this conflict, and the death tolls of
innocent bystanders mount ever higher.
Emboldened by the increased support
from the increasingly Tainted segment
of the nova population, the Teragen
shift their attacks against baseline
humanity into high gear. The Olympus
Lunar Base is taken over by the Space
Brigade nova group. After establishing
control over the other Lunar bases, the Space
Brigade destroys 75% of the OMEN deathsat
network and declares Luna to be neutral ground
for all who wish to escape from the ongoing
conflict on Earth. A powerful aberrant calling itself
the Colony rises to prominence and a position of
leadership among the psychotic aberrants, and soon is
considered to be a rival of Divis Mal himself.
Somewhere beyond the Solar System, the alien
Doyen sense the emergence of quantum-manipulating
beings and immediately deem them a lethal threat to all life
in general and themselves in particular. As a race of ageless
beings mostly composed of noetic energy, mere exposure
to quantum energies can not only disrupt their psionic
powers but can make a Doyens body literally not exist
for a few moments. Accustomed to refraining from direct
conflict due to racial cowardice, they eventually decide to
find a useful alien species to fight the quantum-born by
proxy. This debate takes ten years to hammer out, given the
Doyen habit of long-term thinking. The activists among the
Doyen split into two factions after this. The majority faction
plans to use humanity against their quantum-born relatives
by gifting them with (limited) psionic powers and basic (by
Doyen standards) noetic biotechnology. The minority faction
seeks the extinction of all humanity and begins searching for
a suitable warrior species to perform that task.
2050s: Major cities - mostly in North America and
Europe - are destroyed by aberrant attacks over the

18 CHAPTER ONE: THE AEON CONTINUUM


ABERRANT
decade. Likewise, aberrants attack commercial aircraft - Hastings, Nebraska. Their illegal multimedia transmissions
ending intercontinental air travel for decades - and launch of Wycoffs apocalyptic sermons provoke the FBI into
biological attacks against baselines lacking quick access attempting to shut the cult down a few weeks later. Just
to medical care. In 2050 the Balkan nations devolve into minutes into the raid on November 3rd, Wycoff releases
ceaseless warfare, becoming known as The Shatter. Later a tremendous blast of plasma and Taint energies - likely
that year Leon Borsov becomes president of the Russian induced by exposure to eclipsidol - that obliterates himself
Federation and begins a campaign to eliminate all Russian along with everyone and everything around him in a 200
aberrants. While successful as the Russian aberrants had kilometer radius and Taint-irradiating a further thousand
either already fled Earth or become highly reclusive dwellers kilometers of the Midwestern Heartland. With the area now
in the wildnerness, this provokes aberrant retaliation which called the Blight unfit for agricultural use and human
devastates Russia over the rest of the decade. The nova habitation, the U.S. military joins with a coalition of U.S.
colony world of Eden is discovered by the Seekers, a corporations and successfully takes over the federal and
Daedelus League subgroup. It is given to Diana Kadmon and state governments. The Omaha Declaration and the rise of
her faction of sane novas, who establish it as a nova colony what will become a true fascist police state soon follow. The
world and quickly begin recruiting many sane novas and U.S. military - aided by loyal military novas and aberrants
thousands of allied baselines to populate it. The Yeltsingrad - then invades both Canada and Mexico in 2057 to gain
Lunar base is closed to most baseline humans by the Space new agricultural lands to replace that lost to the Blight. By
Brigade, who remake it into their home for the duration of the end of that year, all major North American population
the war. They also establish a no contact truce with the centers and industrial centers are under U.S. martial law. In
baseline Lunar colonists. 2058 nova Felice Taylor accidentally floods and obliterates
Various government officials and members of sane nova Florida and Cuba in a botched attempt to stabilize the
groups collaborate with the Aeon Society to find a solution weakening Gulf Stream and revitalize Floridas economy.
to the global crisis. What will become known as the Chinese Taylor apparently dies in the catastrophe of her own making.
Ultimatum is their final solution. The NCE initiates The 2060s: Out in extrasolar space, the nova colony worlds
Great Leap Upwards, redirecting considerable national thrive in their relative isolation, with the novas finally being
resources into space exploration. In 2053 China launches the able to breed freely and their baseline citizens also doing
Xingyang Sujia - its first manned interplanetary exploration very well. Under nova guidance, their colony worlds quickly
craft - on a mission to Mars. This is followed in the next become viable free-standing civilizations well able to
year by the construction of a series of orbital factories and function on their own in all ways. Most nova colony worlds
space colonies secretly loaded with fusion missiles. Showing cut themselves off from contact with Earth by this time, not
remarkable foresight, the nations of South America establish wanting to bear witness to Earths possible destruction. The
the Necessary Wall in 2054 to protect themselves against nova colonists establish regular contact between their worlds
possible North American military and economic aggression. for purposes of trade, communication, cultural exchange
In late 2054, Terat Calvert Wycoff establishes the Prophets and giving advance warning against any aberrant and/or
of Jehovah, a survivalist and fundamentalist Christian cult in alien threats that might show up in the future. Meanwhile on
Earth, matters degrade even further.
In 2060, the Malay Republic is
devastated by the aberrant Dragons Eye,
who enslaves most of the residents of
Kuala Lumpur and transforms them into
cyborged beastmen. An aberrant causes
the Neva River to flood St. Petersburg,
killing 25% of the citys population. The
Japanese government begins genetic
testing of all citizens, with those having
the potential to become low-Taint novas
given the choice to be artificially erupted
and serve the government or have that
potential eradicated. Those who could
erupt as high-Taint novas simply have
their potential eradicated, as do many
with anomalous genetic markers - namely

CHAPTER ONE: THE AEON CONTINUUM 19


ABERRANT
leave Earth, but does not depart himself
before going to the relocated United
Nations to issue his final declaration
to Earths residents while personally
incinerating the current UN Secretary-
General. Mal joins his followers and soon
after they depart from the universe itself,
emigrating to a new universe that the
Father of Teras has personally created.
Certain sane novas - who semi-
seriously refer to themselves as the
Solar Guardians - volunteer to both
covertly create and maintain a quantum
barrier around the Solar System.
Provided with support from the Nihonjin
(Japanese) novas, the Solar Guardian
novas spend their days patrolling the
outer edge of the Oort Cloud to guard
against any aberrant incursions. The First
Aberrant War has ended, and the NCE
fleet stands down as most regions of
the potential to become psiads, psions and paramorphs. Earth begin to suffer in what will become
The Second Omaha Declaration is made by the U.S. military, known as the Crash. The exiled aberrants make homes of the
declaring the establishment of the Federated States of lifeless worlds where the novas stranded them and quickly
America. In 2061, aberrants begin attacking Russian fission seek to survive, regain their lost numbers and redevelop
reactors to gain access to their radioactive waste materials, their lost capacity for insterstellar Warping. All this is done
which they then proceed to spread across large swathes of for one goal: to once again make war against their nova
the Russian countryside. Nova Geslav renders the remaining cousins, wherever they can be found. The largest faction of
Russian fission reactors inert to prevent any further deliberate the exiled aberrants - led by the Colony - refuses to accept
contamination. Terat Alex Synapse Doan is attacked in their exile and continually seeks the means to breach the
the OpNet by the aberrant Mungu Backlash Kuwasha. quantum barrier and conquer Earth. The Colony begins a
Their battle wrecks large sectors of the OpNet, but Synapse program of intensive breeding among its followers - in which
manages to kill Backlash, whose deathscream manifests as it also participates - in order to swell their ranks as much as
an electro-optical pulse that destroys nearly the entire possible.
remaining OpNet, save for that of the deliberately isolated 2070s: The aberrant colony worlds slowly begin using
Nihonjin region. the Colonys techniques to produce increasing numbers of
On September 7th, an unknown spacegoing aberrant aberrants, as they are forced to use any means necessary to
attacks a Chinese orbital fusion platform, only to be killed make their world livable and produce as many offspring
with a fusion missile. In retaliation, the NCE makes a as possible. The fact that they become even more Tainted
strike with six fusion missiles that obliterates the aberrant- in the process is shrugged off as unavoidable and not
controlled island nation of Bahrain. Just after that the NCE worth worrying about. This includes reining in their natural
issues the Earth Strike Ultimatum, stating that any further egomania and cooperating with each other, leading to the
acts of aggression from either aberrant or human forces will establishment of contact between their worlds facilitated
be met with a global fusion missile strike. In coordination by courier aberrants from the Colonys faction. Other
with the NCE, Aeon and their nova and government allies aberrants of the Colonys faction begin searching for the
begin exiling most of the Taint-maddened aberrants from nova colony worlds.
Earth by any means necessary. Realizing that he has no other The NCE launches the Khantze Lu Ge expedition
viable options, Divis Mal reluctantly agrees to help enforce in its first interstellar colony spacecraft in 2075, which is
the Ultimatum. After 24 hours of concerted effort, the task piggybacked onto the Lito comet and is headed for Alpha
is completed and the majority of the novas leave the planet. Centauri. Nippon and the Solar Guardian novas covertly
Some rare few novas and aberrants remain, but stay in assist them by allowing them through the quantum barrier
hiding for various reasons. Divis Mal then has the Teragen and shortening spacetime between the Sol System and

20 CHAPTER ONE: THE AEON CONTINUUM


ABERRANT
the Alpha Centauri system, allowing their journey to be remains undiscovered.
made in a mere 12 years instead of decades or centuries. 2090s: Nippon initiates the Star Project in 2093, using
The spacetime distortion alerts the Colony and its faction, Nihonjin novas to locate and secretly colonize a viable
who covertly study the colonists, their technology and their Earthlike extrasolar planet with Nihonjin citizens. The colony
databanks but otherwise do not make contact or interfere world chosen is the second planet of the Iota Pegasi system
with them. Special attention is paid to their passage through and is named Restored Hope. A quantum gadget is used
the quantum barrier, and the Colony begins forming its to warp the colonists, some Nihonjin novas, their equipment
plans for the Solar System and baseline humanity. and supplies to the new world. Once an infrastucture is
In 2079, the NCE launches the colony spacecraft Kuan established with nova aid, the covert Nihonjin colony
Yin to join the colonists from the Khantze Lu Ge expedition. world thrives with its steady influx of Nihonjin citizens and
Following the same trajectory as its predecessor, it is attacked Superiors eager to escape the confines of the Nihonjin
mid-journey by the Colonys forces, is captured and taken macro-arcologies. Nova Rushing Mountain claims the
to the Colonys own world. The surviving human colonists third planet in the Beta Canum Ventaicorum system as her
are enslaved and transformed into sub-aberrant mutates own, and transforms a species of the native animal life into
by the Colony and other aberrants with that capability. The primitive sapients. When discovered by ISRA psions in 2110,
fertile sub-aberrants are drafted into the breeding program, the planet is named Erebus.
while the others are trained to serve as cannon fodder for 2100s: In 2100 the Purifiers locate the Chromatics.
the invasion of the Sol System. The ships technologies Quickly recognizing them as a feasible soldier-species
and databanks are also examined to gain an updated idea due to their conflicts with the bestial Howlers, they locate
of current circumstances on Earth and its intrasolar space a nomadic band of aberrants known on Earth as the
colonies. Seraphim. Influencing their mentally unstable leader Uriel
2080s: The Colonys explorers manage to locate some with telepathic visions, the Seraphim are lured by the Doyen
- but not all - of the nova colony worlds. In particular, Eden to Chrome-Prime. Their initial contacts with the Chromatics

CHAPTER ONE: THE AEON CONTINUUM 21


ABERRANT
are peaceful enough, but the Seraphims true nature is soon harass the nova colony worlds theyve found, in order to
revealed as they betray the Chromatics initial trust and keep the novas from coming to Earths aid. Fortunately for
attempt to conquer Chrome-Prime for themselves. In 2104 them, precognitive warnings of the upcoming aberrant raids
the Doyen then reveal themselves to selected Chromatics - and the more nebulous threat posed by the Doyen - had
as gods of light, granting them noetic biotechnological already galvanized the extrasolar novas into preparing for
knowledge stolen from humanity. With the new weapons, the onslaught beforehand. Nova strategists and tacticians
the Chromatics manage to defeat the Seraphim and begin planning on how best to deal with the aberrants once
exterminate much of the Howler species. The Doyens and for all.
Chromatic lieutenants establish their control over Chromatic On January 28th, 2104, the Colony sends a band of
society and thrust the formerly primitive civilization into a its followers to Research Outpost Vesta in its first overt
greatly accelerated program of technological development. attack against baseline humanity since 2061. The raid has
Within about 20 Earth years, the Chromatics go from a pure two goals; first to announce to humanity that the Second
T2 Bronze Age culture to a amalgam culture incorporating Aberrant War had begun, and second to determine how
technologies from many different Technology Ratings, advanced Earths weapons technologies had become
including T10 space travel roughly equivalent to Trinity Era since the 2070s. The research station is wrecked, most of
Earth. Information on Technology Ratings can be found in the scientists and staff inside are murdered and military
Chapter Four of this book, pp. 114-118. reinforcements are held off with ease. The aberrants
In 2103 the Benefactors implement their plan to leave after one of them is slain by an experimental pulse
transform suitable (and pliable) humans into psionically cannon, leaving irrefutable evidence of what humanity is up
empowered agents of the Doyen. Doyen telepathic against. Further attacks are made against isolated intrasolar
propaganda doesnt manage to convince all the canidates space stations and colonies over the rest of the decade.
to respond, but eight of them do. In a hidden installation on In 2106, an aberrant attack on the Sydney Spaceport is
Luna, the candidates are informed of the upcoming return of thwarted by Psi Order Legions. Having received prior
the aberrants and misinformed that the Doyen are engaged warning of the attack from ISRA, the Legions soldiers are
in combat elsewhere. The humans are convinced to take up posted early and ready to take on the Colonys forces, who
the struggle and are transformed into potent (and limited) are just as surpised by the psions interference as most of
users of psionics via implants of Doyen genetic material. S. human society is. Further aberrant attacks on Austronesian
K. Bhurano, the Quantakinesis Proxy, is also possessed by a territory are likewise repelled by Legions psions, granting the
Doyen operative in order to maintain a tighter control over Psychokinetic Order astounding good press as trustworthy
the nascent Quantakinetic Order. The newly-empowered defenders of humanity.
proxies are each given a nascent Prometheus Chamber, 2110s: In 2112 a mining expedition from Eden is
knowledge of how to create noetic biotechnology and psi discovered by Upeo wa Macho psions on an exploration
coordinates to habitable worlds surrounding known nova/ mission. Tentative contact between the Edenites and Upeo
aberrant space. They are also given Doyen-style plans for wa Macho psi order follows during the next year, leading to
the psi orders to be established in secret, eventually growing the Proxy Atwan and the Upeo coming to understand the
to the point where they can launch interstellar war fleets truth about the novas existence and the differences between
from the aforementioned habitable worlds to exterminate them and the aberrants. Unfortunately this information
the nova & aberrant colony worlds. leads to the Upeo having to abandon Earth in 2114 in order
Later that year, the Colonys forces attack, overwhelm to keep from being enslaved by the Ministry, Orgotek and
and slaughter the Solar Guardians, causing the collapse of the Legions. In 2116 nova Apollo Milliken and three other
the quantum barrier. Most of the Nihonjin novas - including Edenite novas covertly assist the Upeo in the defense of
all those capable of interstellar travel - are killed by the Karoo Station by vaporizing an attacking Chromatic war
Colonys forces soon after. The warp device is destroyed fleet via matter/electromagnetic energy conversion.
and Restored Hope is cut off from Nippon. Armed with In 2118 the NCE colony world of Khantze Lu Ge is
information stolen from the Chinese colony ships, aberrant invaded by a sub-faction of the Colonys forces, led by its
spies are sent ahead to Earth to secretly inflitrate human daughter Kali. Their initial conquest of the city of Kuan and
society at all levels. People in positions of authority are Khantze Lu Ges northern territories goes well for them, until
physically replaced, mind-controlled and subverted into internal bickering between Kali and her rival Yog-Death and
willing pawns of the Colony as is feasible and/or necessary. their followers slows down their battle plans considerably.
Even the Aeon Society and the United Nations have human 2120 and beyond: As per the timeline in the Trinity
aberrant sympathizers among their ranks. Meanwhile, the core book, pp. 82-83 and subsequent books.
bulk of the Colonys full aberrant forces are used to continually

22 CHAPTER ONE: THE AEON CONTINUUM


A B E R R A N T
Teragen File

Encrypted OpNet Transcript

[Excerpt from private conversation log dated 9/15/2011]


Open Secure Channel (Superuser: Synapse)

Login: Mathematician
Login: Scripture
Scripture: I take it all has gone well with the missions, then?
Synapse: Looks that way. Santiago here has all the details, but I can tell you that absolutely no one has tumbled to what
we were doing. Ive kept a close watch over Utopia, Aeon and the Directive for the past two years like you asked. Not only
do they have no clue what the missions were supposed to accomplish, they had no idea that they even took place.
Mathematician: By telling our agents they were performing nonviolent reconnaissance, we were able to complete all
five missions according to the script. Going by the numbers, Mission Alpha saw our agent in rural Vietnam timeslipped back
to 1969 for about six minutes. Given the war that was going on at that time, its fortunate no soldiers decided to shoot at
her. Mission Beta had two of our agents in southern Brazil timeslipped to 1954. The brothers encountered two local women,
who only saw them in their alternate forms from a distance. As per their orders, they took back to the skies right after that
for the duration of the timeslip. Mission Gamma required the only non-flying agent to visit an abandoned mine in Argen-
tina, where she was timeslipped to 1953 for a full thirty minutes. Mission Delta is the most interesting, as our agent was
timeslipped twice in the same event over New York City. The first timeslip while he was flying over Brooklyn at night sent
him back to 1877 for eight minutes during the daytime. After returning to the present, he entered another timeslip over
Coney Island that threw him back into 1880 for ten minutes, again during the daylight hours. He reported that many people
saw him during both timeslips, although he always kept his altitude slightly above a thousand feet.
Scripture: Thats all very good news, especially concerning Mission Delta. We were hoping that the public exposure
during those two timeslips would prove to have more effect than the others. Even so, was it truly necessary to send our
people in without any information beyond the pittance we gave them? Young Leticia is still moping about being turned
down by that fellow she encountered in that Argentinian mine in 1953.
Mathematician: The operation was successful, and thats all that matters. Sending in our agents blind with only a simple
script of orders may have seemed counterintuitive, but they are Terats. The stakes were far too high to allow for any random
impulses - hormonal or otherwise - to interfere with carrying out their orders.
Scripture: Points made and taken, Pedro. How did your new toys hold up in the acid test?
Mathematician: My sensors performed excellently, as I expected. They were all able to record the scientific data from
the events, with emphasis on the chronometrics. Preliminary analysis appears to confirm the hypothesis you forwarded to
my private laboratory. We finally have hard evidence of natural temporal shifting... Its a pity well have to keep such a tight
lid on all this.
Scripture: As you said before, the stakes were far too high. Ensuring the safety of the movement takes precedence over
scientific curiosity, my friend.
Synapse: Were good to go on the data security aspects of this operation. Ive established a covert enclave for our
agents and a few of their closest friends so they can decompress safely without breaching secrecy. All the data we received
has been entrusted to Santiagos safekeeping. I understand that they will all be joining the group we selected for the extra-
solar colonization effort weve been planning?

23
A B E R R A N T
Teragen File

Scripture: Theyre actually looking forward to becoming homesteaders in space, believe it or not. Thanks to your
intelligence networks we were able to recruit them before anyone else got to them, so they wont ever need Bountys help
outside of attending her parenting classes. If things go sour here on Earth, their new homeworld will become the seed of
the new nova nation weve been talking about for years.
Synapse: So were fine on that score. Im still having trouble wrapping my head around the hypothesis behind this
operation, though. Are we really up against someone thats capable of time travel? Ive seen Santiagos hypothesis on how
powerful a nova would have to be to do that, and Im damn sure that you both know the data on it a lot better than I do. Id
think that any nova that powerful would at least be somewhat sympathetic to the movement. What am I missing here?
Mathematician: I told you hed figure it out sooner or later, Jeremiah.
Scripture: Yes, you were right... So be it. Alex, our foe is indeed capable of travelling in time. Unfortunately for us, he
is not a nova and remains aligned with the interests of baseline humanity. Hence, our operation to use natural timeslips to
create the potential for paradoxes in the timeline. Best case scenario, we have literally made it too difficult for our foe to
erase the Teragen from existence. Worst case, weve only made it somewhat more difficult for him to do so.
Synapse: And since you and Mal have known about him for I dont know how long, youve developed more plans on
how to deal with him? Im really hoping here that youll say yes and mean it. Im afraid that everything I know about time
travel is what I learned from watching old Doctor Who shows as a kid.
Login: Divis Mal
Divis Mal: Fear not, young Alex. The one you speak of has yet to make any substantial moves against us. Instead, we
have faced only the inept stratagems of his errant underlings, who have failed in their roles as his understudies. The old man
will have to rein in his would-be followers and break them like wild horses before he can make his opening moves. Thats
when things shall truly begin to get interesting...
Scripture: Michael, are you seriously considering a man-to-man conflict against him?
Mathematician: The probability figures I came up with havent changed, if thats what youre thinking. Go up against
him directly, and the consequences could reach far beyond this mudball were all sitting on. Id rather not see Sidney Cole-
mans observation about Alan Guths inflationary universe theory put into action, thank you very much.
Synapse: Coleman and Guth? Werent they the ones who... oh, crap. Phase transition to a lower energy vacuum state.
Mathematician: Exactly. The destruction of not only the Earth, but the Solar System and the rest of our universe as well.
No matter where we fled to in the universe, it would only be a matter of time before we met the same end as Earth and the
baselines.
Divis Mal: Fortunately, my old friend knows this as well. He will not sacrifice the baselines civilization and the rest of the
universe to spite us. He loves this world and life too much for that to work, even as a bluff.
Synapse: Well, if I can help with whatever you three are planning, Im in.

24
A B E R R A N T
Daedelus League File

(Hardcopy Only - Eyes Only)

To: Sputnik (Cyrus Katrak)


From: Chief Satellite Vela (REDACTED)
Date: 2015-03-26

As you requested, heres a summary of all our ongoing activities in support of Operation Dandelion. Everyone involved
on my end has done an impressive job of keeping their mouths shut, as we have no wish for the spotlight to come anywhere
near us. Your idea of arranging the League in this way is paying off in spades. Even so, you guys need to do something
big and flashy to distract the factions soon. Both PU and some Terats have had undercover agents sniffing around our shell
companies of late. Theyve found nothing yet, but they all need to be derailed before they come too close and draw the
Directives eyes in our direction. Is there some way we could make them get in each others way and leave us alone?
Operation Blossom: From what AfriStar tells me, you & your lot of fellow extroverts have been doing the same old,
same old - working with the ESA & NASA while doing your own public expeditions around the Solar System for the PR
value. And oh yes, telling all those recruiters from PU, the Directive & the Teragen to GFT again. Honestly, theyre worse
than spammers! Doing something big & flashy would give you breathing room, though you might not want to lead that
expedition personally. Be especially wary of the Directive. Sources I wont identify told both Telstar and Meridian that the
spooks have had super-stealthy agents tracking your personal movements in Antarctica and elsewhere. Its time to get your
loved ones - and ours - safely out of the Solar System ASAP before those bastards try to use them as leverage against us,
yes? The Prime colonization group is set to go, the details are below.
Operation Leaf: Pretty good news on this front, Fortes plan to buy out that vacation cruise line company was an
especially smart move. Combined with our shipping vessels, we have a ready-made transport fleet that our major warpers
can send to any of our colonies where weve got a port city built. Hexagon and Zhongxing are pleased as punch with their
prefab facilities and port equipment theyve set up on World #1. Arirang, Ekran and Molniya had a lot of fun shaping the
piers and basic infrastructure from the native rock. They also had a blast constructing the port city, although the blend of
architectural styles is a bit jarring. Classic Russian building styles - onion domes and all! - mixes oddly with Hong Kong-
style feng shui architecture and buildings carved directly out of solid stone like the ancient city of Petra. Everything is very
functional of course; the building styles are well-suited to the climate and not using all that solid rock cliff by the chosen site
wouldve been a stupid waste. Everythings also been built with Geotails anti-groundquake (cant call them earth quakes,
right?) subdesigns just in case. I dont know about the benefits feng shui architecture is supposed to give, but since Arirang
swears by it Ill give it a shot. All the native rock was transformed into silicon nanofiber matrix like Marisat proposed before it
was used in construction, so itll be a lot stronger than any natural stone could be. Theyre leaving the colors up to whoever
winds up living in them, which they certainly will do - silicon nanofiber matrix is a great building material, but it looks like a
warm grey basalt with no visual appeal at all. Well have to talk with Marisat about veneers or pigments or something.
Operation Stem: The news from Argon & Nimiq hasnt changed much. Aside from the usual reports of outside recruit-
ers attempting - and thankfully failing - to subvert League members, weve had spies from the Teragen & PU sniffing around
some of our shell companies as I mentioned earlier. The Directive is also trying to sniff out what were doing out of what
appears to be institutional paranoia. Aside from setting the PU guys and Terats against each other, my only suggestion is to
move our vital operations out of any Directive member countries. Threat estimations of the other factions dont appear to
have changed according to Nimiq. Argon says likewise regarding the baseline governments & corporations.

25
A B E R R A N T
Daedelus League File

Our own recruitment plans are going well, if slowly. The Protectors idea of only recruiting college graduates and their
loved ones is fine as far as it goes, but Zircon has qualified that with her own standards for colonists. The college diploma
requirement has been waived in favor of authentic competence in their area of expertise, weeding out those who graduated
from the diploma mills or those religious fundamentalist universities. Instead, shes more stringent with the psychology
tests. People who are sociopaths, narcissists, borderline personalities and megalomaniacs are automatically dropped from
consideration, no matter how well theyve been socialized. The same goes for folks with impulse control disorder and other
disorders that could result in antisocial behavior. Invaders covert scans of potential recruits may seem unduly intrusive, but
they will give all of our colonies a much better shot at surviving in the long term.
Operation Root: Good news from the deep-cover guys; no ones picked up on their operations AFA Amazonas can
determine. Our long-term supply depots are all secure for the immediate future. Our restrictions against storing any kind of
weaponry is paying off, as everyone whod be investigating the depots is looking for things like old Soviet nukes or illegal
shipments from Kuro-Tek. Samos and his group have got us all covered on the financial end - whatever fundage well need,
he promises well have. Its best not to ask questions where the money will come from, though. Trumpets group is ready
and waiting for the rest of us to leave when the night comes. They will be in place for all Earthside operations - recruiting &
funding mainly, as well still be handling the warps - as the situation here degrades over the next two decades. She will have
orders to not be as picky on the educational requirements, as anyone willing to leave by then will be smart and sane enough
to get out while the gettings still good. Ofeq and Yantar are good to go with their Grand Archive - their label, not mine! -
which will be carefully updated as circumstances permit. Your comparison of these two to Christian monks right before the
Dark Ages isnt totally apt - they seem more like a comedy duo than anything else - but they do get the job done and done
well.
Operation Seed: Some more good news from this bunch - they have discovered two more extrasolar systems with
near-Terran quality exoplanets. This brings our complete tally to five worlds so far. Both of the new worlds have compatible
biochemistries and climates for Terran life and are somewhat primitive in their development. In local evolutionary terms
World #4 is comparable to Earths Devonian Period - theres some dangerous native life here, but its all strictly aquatic.
So beach resorts will be forbidden and fishing will be like something from those old Jaws movies. What animal-equivalent
life is found on land is comprised mostly of ground-crawling analogs of primitive insects and other small life-forms. World
#4 is also significant in that the local taxonomic kingdoms differ from Earths. There are no local animals or plants here as
Terran biologists know them. Instead, the pseudo-animals have a mixture of animal and plant traits. Likewise, the pseu-
do-plants have a mixture of plant and fungal traits. According to Lanyard and Gorizont, none of the local macro-lifeforms
pose any real threat to baseline human life as long as they stay out of the water. Their threat potential for other Terran
lifeforms is still being assessed. They will send updates our way as new data is discovered.
In contrast, World #5 appears to have had a mass extinction due to vulcanism in the last thousand Terran years or so.
Only some of the microlife - 5% of what it used to be - has survived and poses no threat to Terran life of any kind as far as
Yaogan and Teledesic can determine. All other kingdoms on this exoplanet have gone extinct. This is the mother lode, boss:
a world where we can import Terran lifeforms wholesale and have them flourish like wildfire. I suggest we make this our next
extrasolar colony ASAP. We could transplant entire regional biomes mostly wholesale (barring things like redback spiders,
king brown snakes and Ebola) with only minor difficulties. We will be needing this place very soon, I fear.
As far as your Standing Order #1, still no results, which is something I am personally thankful for. Corona will hate me
for saying this, but to hell with SETI right now! We need some new planets to call home first! That old sot can go looking for
E.T. after our colonies are firmly established, and not a second before! First Contact is a headache that neither me nor my
people need right now.

26
A B E R R A N T
Daedelus League File

Operation Runner: Aside from the Protectors, our de facto covert external relations group has had little success in
stoking much interest among the other reputable nova groups. Sad to say, most of them have little to nothing in the way
of accurate foresight in regards to the coming global conflict. Most of the Aberrants are too wrapped up in their crusade
against Utopia to think of the long-term consequences of the global situation. The same can be also said of the Queer Nova
Alliance and Greenwar. The Gestalt is too tightly interwoven into Terran society to even consider our offer. Project Utopia
and the national groups were never contacted due to their ties to the oppressive geopolitical power structure. Likewise for
the DeVries Agency and the Teragen - theyre already helping to make Earth nonviable in the long run, so why would we
tell them about the extrasolar human colony worlds were working to establish? Theyd only ruin those worlds like theyre
ruining Earth.
There is some hope, though. First off, while the Aberrants arent interested in colonization en masse, they have already
started sending many quality colonists - both baseline and nova - our way. These people are good folks who have suffered
ill fortune due to conflict with Terran social hierarchies, be it political, social or economic. The only difference from historical
reasons for emigration is the distance theyll be traveling to their new homes. The nova colonists are interesting in that many
are breeder novas, sometimes with children who were born novas in tow. I dont know how much you know about these
kids, but they may be our best long-term hope to defend ourselves against hostile Terrans, nova or otherwise. Ask Euro-
bird and Spaceway for the details, and youll see what I mean pretty quick. On that note, we should see about establishing
breeder nova couples among our own ranks where feasible.
The other spot of good news is this: we have established covert contact with several dissident groups across the globe
including Israel. The dissidents are non-objectionable, have met our requirements and wish to relocate off Earth to find the
freedom and prosperity they currently cant achieve in the Terran socioeconomic structure. They will provide much needed
genetic and cultural diversity for our colony worlds. Symphonie and Thaicom are in charge of handling them. We also have
Satellites screening them for sleeper agents working on behalf of the Terran factions. We are not going to allow any Terran
governments or corporations to subvert our colonies, thanks very much!
The Israelis are different in that they are offering covert support in return for our aid in establishing a Jewish enclave
on one of our extrasolar colony worlds. Theyre mostly what you Americans know as Reform Jews - with some Conservative
Jews thrown in - and wish to emigrate for several reasons. First off, theyre sick of the social conflict between them and the
right-wing extremists that have dominated the Knesset for the past couple of decades. Theyve decided to go the Amer-
ican route of keeping government completely secular and separate from religion and have cut all ties with the Jewish State.
Second, they feel that the Jewish State will not survive to see the 22nd Century. Israel is already surrounded by hostile Arab
states, many of whom have nova soldiers and elites on their payrolls, so no surprises there. Finally, theyre apparently seeing
too many historical parallels to the current global situation and want to get off-planet while they still can. Theyre already
recruiting as many viable colonists as possible from both Israel and the Jewish Diaspora worldwide. Thats a lot of people,
but they have their own novas working to screen out any Mossad agents & the like. They have also agreed to abide by our
recruiting strictures.
All in all, things are looking up for us. With enough discretion and smart work, well have fully operational colony worlds
to live on no matter what those idiots do here on Earth.

27
Chapter Two:
Sojourns in Spacetime
Baggage Handling
The old woman awoke as she was tossed onto
the floor, letting out a light gasp from the collision.
Aching, she tried to get up, but a hand shoved her
down like a steel restraint before she could rise
to any posture above kneeling. The elderly lady,
known only to a privileged few as Director Thetis,
tried to kickstart her memory into action as she
instinctively surveyed the scene.
The wooden panel floor was clean, and so was
the rest of the dimly-lit room, which was about the
best that could be said for it. Sterile metal walls,
lengthy but claustrophobic, far different than the
comforts of her headquarters-cum-home. It had
comforts enough given the needs of dealing with
her advanced age...
...it all came back to her now, as Thetis
remembered what had happened with a jet of fear.
The security breach of her home. The red-haired,
grim-faced man who came into her panic room
first. Chiraben had moved to intercept him, but
I allowed Proteus to exist to handle the matters that
the red-haired intruder had shot Chirabens eyes out... with
Utopia cannot touch, for the sake of legitimacy. This... waste
a military-grade shotgun... one handed... her recollections
of time and money... is a pointless comic-book villains plot!
trailed off.
Your excesses... are ending.
The lights went up, just enough to illuminate the elegant
Thetis opened her mouth once more, but it penetrated
wooden chair and its occupant. The stern and wise founder
that Mercer was really talking to her, not with her.
of the Aeon Society himself: Maxwell Mercer.
To make a better world means having dirty hands,
Mercer! Thetis burst out, finally finding enough focus
but now I wash them of you. The polymath leader of Aeon
to speak. What the hell have you done?
made a chopping motion - and Thetis had the brief intuition
I might say the same to you, Mercer replied coldly,
that the redhead was behind her.
one leg crossed above the other. Jennifer Landers?
A swift calloused fist struck her neck, which snapped.
She was a security threat! She knew...
The red-haired man nodded to Mercer and scooped up the
And you created that threat! Mercer snapped, Slider
already cooling corpse for disposal. Mercer rose up and
might have just been left to have no one to believe her. When
stretched.
there was a body - her own dead body - people believed her
Hed already removed Ozaki and had determined
quite well, thank you. But that just pales in comparison to
Chirabens fate. Some proper lunatic had to be placed in the
the... sterilization program.
view of the world as Sliders killer. Who better than Chiraben
Thetis worked up her mind to start her desperate
himself, especially since he was the actual killer in the first
debate. The rate of nova population growth has been
place?
accelerating...

28 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
Split Infinities interference by other characters to simple human stupidity
and apathy.
When examining what most people think about the For those Aberrant chronicles set in the Universe 1
future, there are two opposing viewpoints that tend to timelines, they are faced with a future that might as well be
emerge. The first viewpoint sees the future as being quite carved in the hardest of stone. With a nexus thats near 2122
static, something fixed to an inexorable outcome that cannot C.E. - well past the Nova Age - the coming of the Aberrant
be altered to any real degree by something as puny as the War and all of its tragic consequences is guaranteed,
efforts of mere individuals or even entire groups of people. regardless of whatever attempts are made to avert it. While
The second viewpoint depicts the future as a chaotic wide- this can be appealing for the true angst junkies among
open field of possibilities - positive and negative alike - which Aberrant players and Storytellers, most Universe 1 Nova
may be realized by anyone with sufficient means, knowledge Ages are best used as alternate universe destinations for
and opportunity. As is usually the case, the truth of the matter nova crosstime travelers from the Universe 2 timelines. There
is somewhere between those two extremes. This is especially are few better ways to get players motivated than to show
true in the Nova Age, as the question of which of the two them just how bad the future of the Nova Age can get, in
preceding viewpoints is more correct literally depends on excruciating detail.
their location in the overall Aeon Continuum. In the rare instance of Aberrant chronicles set in the
For purposes of this book, the term Aeon Continuum Universe 3 timelines, theirs is a precarious existence at best.
is defined as the only known region of the Omniverse With their nexus located in 1923 C.E., these versions of the
containing multiple timelines where Inspired beings of Nova Age are mirages, potential futures that can be altered
any and all types originate. (The Trinity Continuum will be and/or obliterated by actions taking place in their past. As
detailed in the upcoming books from Onyx Path.) The Aeon phantoms, novas from these Aberrant chronicles are faced
Continuum is further divided into three known timeline with nothing less than a monumental battle for their own
groupings. The first timeline grouping - broadly referred right to exist. If they succeed, they can attain a permanent
to as Universe 1 - is comprised of the realities where the existence for their world, or at least for themselves and a
canon version of Trinity and all of its variants take place. surviving population of novas and Nova Age baselines.
The second timeline grouping - labeled as Universe 2 - is Otherwise, they face the prospect of literally being wiped
likewise where the canon version of Aberrant and all of its from reality like a chalk drawing on a sidewalk in the rain.
variants take place. Universe 3 is the final grouping and is
where the canon version of Adventure! and all of its variants
take place. The three groupings also have different values About Universe 3
for their respesctive nexii, showing the general point in the The third timeline grouping of the Aeon Continuum
timelines where the future has not yet crystallized beyond is known to very few travelers and visited infrequently
the point where it can be changed. Universe 1s nexus is circa at best. Labeled as Universe 3, they are notable for the
2122 C.E., while that of Universe 2 is circa 2015 C.E., and markedly lesser power level of Earths resident Inspired and
Universe 3s nexus is circa 1923 C.E. Precise dates will vary the fact that their futures can typically be altered only with
with individual timelines. This is important for several reasons truly heroic effort. Given the much lower power levels of
related to the actions of one Maxwell Anderson Mercer and these adventurers (compared to their future counterparts,
the nature of time travel, all of which are discussed later on. anyway), any changes they make to history will have to be
For now, the most relevant consequence of this both behind the scenes from public notice and require
for the players and Storytellers is determining in which long periods of time to have much noticeable effect on
timeline grouping your Aberrant chronicle takes place in. their world. While the benevolent Inspired cannot possibly
For Aberrant chronicles set in the Universe 2 timelines, hope to prevent World War II and similar upcoming events
the future beyond the nexus is essentially up for grabs by of the 20th Century, the potentially world-altering plots of
anyone and everyone capable of changing it. Putting it as the Inspired villains of the period can certainly be thwarted.
plainly as possible, the future literally has not been written, In rare cases, some of those heroes might - just might, mind
and anything past the nexus - including the First Aberrant you - even be able to prevent the long-term plans of Michael
War - can either be averted or assured by characters with Daemon Donighal (a.k.a. Dr. Primoris, a.k.a. Divis Mal).
foreknowledge of what could come and a sufficiently good Whether doing so is feasible or even desirable has been left
strategy to alter the existing historical factors to achieve a to the wishes of the players and their Storytellers discretion.
desired outcome.
Of course, there will always be plenty of other factors
to interfere with such plans, ranging from deliberate

CHAPTER TWO: SOJOURNS IN SPACETIME 29


ABERRANT
Who Makes The World? : The second additional influence is contact with alien
races, which only begins to affect human history on a
Shapers of History wide basis during the Noetic Era. Between the covert
machinations of the Doyen and the overt contact with the
In most human worlds, actual history - as opposed to
Qin, Chromatics and Coalition, its hard to say which of
most of what is taught as such by the academic institutions
these has had the most effect on Terran-based humanity
- is shaped by two major factors. The first is the impersonal
as a whole. While the Doyen are responsible for setting up
and undirected forces of nature, which cannot (usually) be
the psi orders - causing massive changes in human society
resisted and can never be denied by sane, rational people.
- the social effects of overt contact with other alien species
The second is the collective efforts of humanity, with
cannot be discounted. Centuries of scientific speculation on
individuals altering historical outcomes to varying degrees
the possibility of encountering sapient alien species - which
- and often canceling out the changes made by others. In
the average man on the street could dismiss out of hand -
Aberrant and Trinity, two additional factors exist.
has been replaced with the hardest of proven facts.
The first additional influence is the effect of powerful
Aside from the aforementioned forces, certain
novas and aberrants, which basically lets them make
individuals also have the capability to change the course of
changes to history on a scale previously associated only
human history. While most of these are Inspired beings of
with the aforesaid forces of nature. This is much of what
great power, all thats truly required to shape history is for a
makes the Quantum-powered eximorphs so threatening
person to be faced with the right set of circumstances and
to the baseline human Establishments: natural disasters
have the opportunity and will to act. The only difference
such as volcanic eruptions and tsunamis have no guiding
between mundanes and the Inspired in this is that the
intelligence behind them. Human social matters are
Inspired merely have a wider range of opportunity and
irrelevant to nature. The same cannot be said of novas
circumstances to make real changes. What follows is our
and aberrants, who often have marked (and often justified)
best attempt at an outline of the foremost of these shapers
interest in changing human society to the detriment of the
of history.
Powers That Be.

30 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
Max Mercer, Refracted make it past Process 418. Instead, these Mercers impacted
Much of Max Mercers backstory is as presented in it and rebounded, much like a rubber ball thrown hard
the Adventure! core book, and need not be reprinted against a stout brick wall. After experiencing levels of pain
here. Instead we will focus on how he has influenced the undreamt of by mundane humans, they reappeared back in
Aeoniverse timelines and the different versions of him that the 1920s C.E. They were also convinced that the event they
are available for use by Aberrant Storytellers. had encountered was nothing less than the end of humanity.
Through ignorance of the nature of his own powers, The timelines of these Mercers were only crystallized to circa
Mercers first few time travel attempts turns the potential 2015 C.E., and are the settings of the Aberrant gameline
timelines he visits (different periods of the canon Aberrant and chronicles. Category Three are those few Mercers who
& Trinity settings) into their own concrete realities, which managed to make it past Process 418 without crystallizing
cannot be altered as their respective nexii have been their timelines at all. Armed with knowledge of the future
advanced too far. He also splits himself into many versions and remaining generally optimistic about humanity, these
of himself when attempting to travel past the date of Mercers inhabit the settings of the Adventure! gameline
Process 418. Compounding this error is Mercers mistaken and chronicles.
belief that those new realities are still part of one single, The second factor is how the morality of a given Max
fluid timeline. Put simply, Max thinks that he has trapped Mercer has been shaped by his timejump. Again, there
himself in a timeline (in some cases, a personal Hell) and are three divisions here. Sector One are the Optimistics/
he spends the rest of his existence thereafter attempting Ethicals, whose outlooks remain generally true to how
to fix the negative consequences of his own meddling. Max Mercer has been presented in the Aeon Continuum
Mercers further meddling with causality ironically only helps gamelines. These Mercers may commit illegal acts as
to create those very same negative consequences hes trying necessary - which can be often when dealing with unjust
to keep from happening. How he goes about doing this will laws - but they still qualify as Good Guys by most peoples
depend on how the Storyteller wishes to use Mercer in her standards. Their common flaw is the unfortunate tendency
Aberrant chronicle. to see many people as being better than they truly are, if
When Max Mercer attempted his time jump past only in potential. Sometimes those people will live up to
Process 418, he subjected himself to a phenomenon much Mercers expectations, but more often he winds up being
like what happens when a narrow beam of white light hits disappointed. These Mercers are often overly forgiving of
a prism. Where there had been but one Max Mercer in a their enemies, and will misjudge the character of people
single timeline/universe, there were now many parallel they really should not trust with anything.
worlds, each with its own Max Mercer. And as those parallel Sector Two are the Pragmatics/Situationals, who have
worlds differed from each other to varying degrees, so did become morally gray in their pursuit of doing the most good
Max Mercer. This fact allows the Storyteller a wide range of for the most people possible. These Mercers will commit
latitude to tailor Mercers personality and motivations as she illegal actions when they deem necessary, but generally only
sees fit. when such are more effective than the legal options. Their
common flaw is their situational morality, which will lead wise
people to distrust them on general principle. When ones
The Mercer Spectrum ethos can be summed up as whatever benefits me and my
There are three major factors in determining the aims is good, all else is either irrelevant or bad, it puts a
motivations of Max Mercer in your Aberrant chronicle. The real damper on any feelings of having any long-term shared
first factor depends on what that given version of Mercer common interests others may have.
experienced when he attempted to time-jump past Process Sector Three are the Pessimistics/Radicals, who can be
418. The Mercer Spectrum is divided into three groupings. seen as necessarily evil in that they have come to believe
Category One comprises those Max Mercers who managed that the end always justifies the means when that end is
to jump beyond Process 418, experiencing the wonders the survival and continued well-being of an independent
of the Noetic Age as baseline humanity - aided by the Humanity. These Mercers will commit illegal actions when it
psionic humans - struggles to become a stable interstellar is convenient for them to do so in the pursuit of protecting
civilization during the Second Aberrant War. Unfortunately, Humanity against Inspired threats, regardless of who is
these Mercers also inadvertently crystallized their timelines harmed and/or killed in the process of doing so. Their
circa 2122 C.E. The universe/timelines these Mercers inhabit common flaw is their blindness to their own evil, which
are designated Universe 1 and are the settings of the others will eventually recognize and become deeply hostile
Trinity gameline and chronicles. to the Pessimistic/Radical Mercer in question.
Category Two is made up of those Mercers who did not The third factor is the general effects a version of Max

CHAPTER TWO: SOJOURNS IN SPACETIME 31


ABERRANT
Mercer has on the world he inhabits. Note that this factor Max had both Thetis and Ozaki eliminated and began a
has no bearing on the morality of any particular Max Mercer. quiet purge of Project Proteus worst elements, rebooting
Well-intentioned if mistaken actions are long known to the organization completely. Chiraben was mind-wiped and
be capable of having negative consequences. Likewise, propped up as the culprit for Sliders death, then handed
atrocities and other acts of ill-intent can have indirect over to the Hague for a public trial. Chiraben was then
beneficial consequences, generally through the actions of found guilty on multiple criminal counts of murder, torture
those opposed to said malicious actions. Division One are and sabotage. He was executed soon afterwards.
the Beneficials, those Mercers whose actions have largely As a result, Corben was not framed, the Aberrants
positive consequences for Humanity as a whole. Division never formed and no scandals have blemished Project
Two are the Neutrals, the Mercers whose actions have Utopias image and efforts. Also, without the desire for extra
resulted in a mix of positive and negative consequences publicity by Utopian leaders, Antaeus was not pressed to
for Humanity. Division Three are the Detrimentals, Mercers the point of departure and is being treated with a lighter
whose actions for whatever reason have had mostly negative hand.
consequences for Humanity. The Teragen havent really changed much, but Max will
deal with his old friends foolishness in time.
Using the Spectrum
By picking and choosing a Category, Sector and Divis Mal
Division, the Storyteller can tailor-make a version of Max Michael Daemon Donighals transformation into Doctor
Mercer that fits her Aberrant chronicle like a glove. With Primoris and the beginnings of his eventual metamorphosis
the three coordinates providing a rudimentary structure to into Divis Mal are as presented in the Adventure! core
build on, all that is needed is for the Storyteller to flesh it book. Here, we will discuss how the different versions of the
out and make her version of Max Mercer live and breathe. Father of Teras may be used in your Aberrant chronicle.
Example: Gabe is preparing to run a campaign with To borrow from the Mercer Coordinates shown above,
Nexus content, and as part of building the setting is sitting the canon version of Divis Mal qualifies as Categories One
down to define this timelines Maxwell Mercer. Using the and Two (encountered in the Adventure! & Aberrant
Spectrum, he goes over each coordinate in order. timelines) and Sector Three (Pessimistic/Radical, in terms of
This game is Aberrant, so Max is a Category Two, who his views on nova/baseline relations). His Division coordinate
did not get past Process 418 and is marked by the apparent depends on the Storytellers interpretation of him. At best,
end of humanity and the threat thus presented. Gabe also Divis Mal is considered Division Two; as the prime instigator
wants to try a more gray Mercer, someone who still has of the Nova Age his efforts have had a very mixed effect on
elements of his ideals embedded in his plans, but much the world. At worst, Divis Mal is considered Division Three,
more willing to kill or commit illegal actions when he feels especially when his actions are viewed from the baseline
the situation requires it. Max is thus designated a Sector perspective.
Two. Gabe decides to assume for the sake of argument that Storytellers who wish to change this in their chronicles
his actions have borne good fruit for Earth and humanity, have two choices available to them. First, the Storyteller can
making Max a Division One. alter Divis Mals initial circumstances; such as his nationality,
parentage, sexual orientation and gender. For point of
Finally, Gabe fleshes out the details. Gabe thinks about reference, the canon version of Divis Mal was a homosexual
what necessary actions Max may have taken, and decides male (and child prodigy) born in 1900 in the United States
that Max - though granting Project Proteus some latitude of America to a heterosexual male Harvard professor and his
to provide the covert and dirty backing for Utopia - had wife living in Cambridge, Massachusetts. While seemingly
enough the moment he heard about the Slider assassination insignificant, changing any of these facts can make an
and confirmed the existence of the sterilization program. alternate Donighals development skew wildly from the

Humanity Disclaimer
No matter which version of Max Mercer appears in your Aberrant chronicle - or Divis Mal, for that matter - it remains
vitally important to point out that they are and still remain human men, Mals Taint and Chrysalis notwithstanding. Both Mercer
and Mal are subject to personal limitations, bias and foibles. Both still make mistakes, and they cannot be everywhere at
once. If there are similarly great men and women in an Aberrant chronicle; it follows that they can, have and likely will make
equally great mistakes. All of this also applies to most high-caliber novas, though certain ones may have developed in ways to
ameliorate some of those flaws...

32 CHAPTER TWO: SOJOURNS IN SPACETIME


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canon version. A hetero- or bisexual Donighal would have how actual people (nova, baseline and otherwise) will react
much less of a love/hate relationship with Max Mercer and to them and himself. This has made him extremely reluctant
Aeon in turn, becoming either a patriarch of the Teragen who to act, making him near-completely irrelevant to the events
is less tolerant of his followers faults or a more committed going on around him. Mal still believes that nova capabilities
foe of Aeon. Likewise, a female Donighal could actually should grant superior morality, despite all the evidence
find her love for Max Mercer requited, leading to massive hes seen to the contrary. His ideas on proper human
changes in Aeons development as her clarity of vision social interaction are seriously behind the times in that he
counteracts the rose-colored glasses of an Optimistic/ essentially sees novas - and himself - as natural aristocrats,
Ethical Max Mercer. On the other hand, a female Divis Mal with all the sense of entitlement which comes with that.
might fuse her transhuman ideals with the feminism of Le
Salon des Femmes Nouveaux, leading to a Nova Age where
the vast majority of novas are female due to feeling that
most men should never be trusted with such power.
Second, the Storyteller can allow for nova player
characters to stymie Divis Mals historical track through
diplomatic means, although this requires a better-than-
average insight into Mals personality. Despite the popular
view of Mal as a perpetual (and petulant) overly empowered
teenager, thats not the only way to portray him. Back in the
Adventure! Era, Donighal was the pulp science hero Dr.
Primoris. Acting as a foil to the views of the Aeon Society,
Primoris authoritarianism and fear that a free humanity
would inevitably destroy itself led him to seek dominion
over the entire human race. From his viewpoint, human
freedom was irrelevant if it allowed the species to drive itself
into extinction. The Aeon Society - and more importantly
to Primoris, Max Mercer - disagreed violently with this and
the matter came to blows. After his defeat by Aeon and
subsequent disappearance, Primoris retreated to focus on
two things. The first was furthering his own metamorphosis,
which hed started back in the early 1930s. The second was
finding a way to save humanity from itself. As Mals Chrysalis
progressed, the latter goal gradually changed into a desire
to evoke the nova transformation in all those humans
capable of doing so. And some of these new novas would
go on to learn the Chrysalis and become beings like himself,
equals for Mal to socialize with and keep him company as
they built a bold new civilization that would outlast human
civilization by millennia. Unfortunately, reality was not so
accomodating.
Divis Mal is a classic example of the Ubermensch
archetype - hes always known that his nova capabilities
make him different from and arguably superior to normal
humanity. This has resulted in his alienation from normal
humans and from his own humanity, leading to the tragedies
of the Chrysalis and the Teragen, both of which are rooted in
Mals nave misunderstanding of humanity in general. Mal is
an overly cerebral philosopher who tries to act benevolently
with his power whose efforts have horrific consequences
due to his basic misunderstanding of humanity and himself.
While intelligent enough to see the global consequences of
his large-scale actions, Mal always manages to miscalculate

CHAPTER TWO: SOJOURNS IN SPACETIME 33


ABERRANT
His Terat followers keep defining themselves by their worse for everyone involved, including himself.
relation to humanity, which is a supreme irony given how If the nova PCs are successful - and it should not be
Mals philosophy is rooted in his own humanity. For every an easy victory, given Mals difficulties in communicating
genuine transhumanist among the Terats - the ones closest with others - they can convince Mal to remove himself
to what Mal wanted the Terats to be - there are many more and the Teragen from human civilization. In the best case
sociopaths, narcissists, nova supremacists, opportunists and scenario, Mal will also exile the Taint-maddened novas from
posers. As a result the Teragen has become a huge train Earth while leaving the sane non-Terat novas free to stay
wreck of a movement, a quantum-powered horror show on Earth or leave to found extrasolar nova colonies as they
whose only thing going for them is having learnt Mals less- will. Without Divis Mal and the Taint-mad novas acting as
than-viable method of dealing with Taint accumulation. a gigantic Sword of Damocles hanging over the heads of
When events led Mal to initiate the nova Exodus in 2061, baseline humanity, the baseline Powers That Be will have
he created his own universe for himself and the Teragen to to find another scapegoat than novas to take the blame for
live in. And thus, Mal literally creates his own personal Hell; their next inevitable global conflict.
a realm where every nova residing there is effectively his, her
or its own species. Not only will the inhabitants have little
Other Time Travelers
in common with Mal, but their difficulties in communicating
When dealing with time travelers - quantum-powered
effectively with one another will decrease any desire to do
or otherwise - the possibilites as to who they are and why
so. Divis Mal will find himself more alone than he ever was
they are undertaking time travel are endless. Instead of
back on Earth, and may become self-destructive as a result.
listing all the possible reasons for novas to travel in time,
Putting things bluntly, Divis Mal is certifiably insane
we present Storytellers with a handy checklist of coordinates
by human standards. Widely held to suffer from both
using part of the Greek alphabet.
megalomania and schizophrenia, Mal is also obsessive
Alpha indicates which universe grouping the time
about his ideas on nova evolution. Finally, he is likely
traveler in question originates from. Alpha-1 indicates
delusional as to how baseline humanity will react to his
Universe One & the Trinity setting. Alpha-2 indicates
attempts at establishing nova dominance. That said, it is still
Universe Two & the Aberrant setting. Alpha-3 indicates
(barely) possible for Mal to be convinced of his errors.
Universe Three & the Adventure! setting. Alpha-4 is a
For nova PCs to get it through to Mal that he is deeply
special case, as it indicates the Trinity Continuum and the
mistaken about several very basic things about humanity
necessity of some kind of crosstime travel - likely accidental
and his goals is going to require convincing him of three
- in addition to the time travel event. Alpha-5 is the most
things. First, they must disprove his belief that morality has
exotic as it indicates some random universe within the
any link whatsoever to power. Granting a human power
Greater Omniverse, beyond both the Aeon & Trinity
clearly does not improve his or her morality. Likewise,
Continuums.
morality has no meaning if it grants any power. If Mal is truly
Beta indicates the relative stability of a time travelers
the Father of Teras, he must be held responsible for the
point of origin, and can be a huge factor in determining
crimes committed by his followers.
a travelers motivations. Beta-1 indicates travelers who hail
Second, the PCs must show Mal that according to
from a stable part of their universes timeline, which is the
Teras, the Teragen must be prohibited from taking any
most common case. Beta-2 indicates travelers that hail from
and all advantage of human society if they take the Null
the portion of their universes timeline that is crystallizing
Manifesto seriously. If Terats or other novas participate in
into established history and is near their timelines nexus.
human society, they should expect to be judged by human
While their origin points are not quite as stable as those of
standards. If Terats were truly superior to baseline humanity,
travelers from the fully crystallized portions of the timeline,
they would divorce themselves from it entirely. Instead,
these lifestreams of these travelers are just as resistant to
most Terats use their superiority as a blanket excuse for
temporal meddling. Beta-3 indicates travelers who hail from
lawlessness and the rampant abuse of baseline humans.
mirages, those portions of their universes timelines which
Third, they must prove to Mal that his repeated efforts
have yet to crystallize. Since these travelers are by definition
to cause nova eruptions are resulting in an increasing
phantoms (as per the Flaw on p. 119 of this book), they have
number of novas erupting with increased Taint. This in turn
what is possibly the best reason to engage in time travel of
only makes the already-strained relationship between novas
all: ensuring the continued existence of both their world and
and baseline humanity even worse, as such dysfunctional
themselves.
novas give the baseline Establishment ever more reason to
Gamma indicates the basic nature of the time traveler,
view all novas in a hostile light. In trying to help novas by
with increasing levels of weirdness from the general Terran
creating more of them, Mal is instead making the situation
perspective. Gamma-1 indicates a baseline human, an

34 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
Adventure!-style daredevil or equivalent being of human technology. Epsilon-3 indicates travelers whose intentions
derivation. These time travelers will either be using some are essentially neutral in regard to general humanity.
form of technology to facilitate their journeys or will be Often, they have purely selfish motives in mind and a
acting as agents for a more powerful being or group corresponding lack of respect for the dangers of time travel.
of beings that possess time travel capabilities of some These travelers are the ones seeking to prevent or ensure an
sort. Gamma-2 indicates either a psionic being of human otherwise insignificant persons death, or make themselves
derivation or a non-Inspired being of alien derivation. Their wealthy by using economic knowledge from the future.
journey will usually be a function of advanced technology Epsilon-4 indicates travelers with malignant intentions of
(noetic or hardtech), although beings with advanced a limited scope. These travelers typically seek to disrupt a
Psychoportation capabilities might be able to accomplish particular beneficial change of any sort - social, political,
the feat. Gamma-3 indicates either a relatively untainted technological or economic - in order to preserve a previous
nova or nova-equivalent of human derivation, with the latter status quo they find appealing. Epsilon-5 indicates travelers
presumably hailing from the Terran Continuum. Gamma-4 whose malignant intentions could affect most of humanity.
indicates a highly-tainted nova of human derivation (what Examples of such include attempting to establish a global
most denizens of the Trinity setting think of as an aberrant) repressive fascist regime to causing the world to become
or a relatively untainted nova or nova-equivalent of alien overtly dominated by international corporations to causing
derivation. Gamma-5 indicates a highly-tainted nova of human extinction.
alien derivation, and is functionally equivalent to the classic Zeta indicates what the actual effect of the time
eldritch abomination trope. Gamma-6 is the most exotic, as travelers meddling will be in general terms. Please note that
it indicates a human or humanoid being with actual mystical this coordinate never has to be congruent to the Epsilon
powers. By definition, most will hail from either the Terran coordinate. Well-intentioned meddling can easily have
Continuum or the Greater Omniverse and will be crosstime detrimental consequences, while malevolent meddling can
travelers (accidental or otherwise) as well as time travelers. create beneficial consequences for humanity through the
Delta indicates how prepared the time traveler is actions of those who resist a time travelers evil schemes.
for his, her or its arrival in the target time period. Delta-1 Zeta-1 indicates that the travelers efforts will be - either
indicates no preparation at all, with the traveler lacking directly or indirectly - of great benefit to all of humanity.
both knowledge of the target time period and anything that Zeta-2 indicates travelers whose effect is beneficial yet are
would help the traveler survive until such knowledge could of limited scope. Zeta-3 indicates those travelers whose
be learned. Delta-2 indicates minimal preparation, with the actions have neither any real beneficial nor detrimental
traveler having either rudimetary knowledge of the target effect. Whether this is due to unexpected resistance, poor
time period or sufficient means to survive with relative ease planning on the travelers part or simple chance has been
until the knowledge is learned. Delta-3 indicates moderate left up to the Storyteller. Zeta-4 indicates travelers whose
preparation, usually indicating adequate levels of both efforts will have limited malignant effects on humanity.
knowledge and resourcefulness. Alternately, it can indicate Zeta-5 indicates travelers whose actions whose meddling
an excessive amount of either quality. Delta-4 indicates an will have detrimental effects for all of humanity.
extreme amount of both qualities.
Epsilon indicates the intentions of the time traveler,
Human Nature
although from the general human perspective and only in
There is one important factor that can always stymie the
a general sense. Time travel can be extremely dangerous,
schemes of a time traveler: basic human nature. When most time
and the travelers reasons for taking such risks must always
travelers think of changing the course of human history, they often
be taken into account. Epsilon-1 indicates travelers whose
come to view most of the people inhabiting the time periods they
intentions are for the benefit of humanity in general. This
visit as being unimportant in the greater scheme of things. This
would include missions such as preventing the outbreak
can be a deadly mistake. Humans are not all chess pieces to be
of a global epidemic, defusing conflicts before nuclear or
moved around, they will all have their own agendas which can
biological weapons are widely used, or preventing certain
easily - if inadvertently - throw the proverbial monkey wrench into
natural disasters. Epsilon-2 indicates travelers whose
a time travelers schemes. Even if a travelers efforts are for their
intentions are still beneficial, but more limited in scope.
collective benefit, some humans will still resist due to contrariness,
This includes attempts to alter social trends for the benefit
a conservative mentality or a simple lack of understanding of what
of a minority (such as novas or Jews), thwarting the efforts
the travelers actions could result in. That said, while the gods of
of demagogues to attain power by demonizing social
antiquity may contend with human stupidity in vain, that question
minorities, and interfering in corporate affairs to either
is still up in the air when novas are concerned...
promote or retard the development of influential new

CHAPTER TWO: SOJOURNS IN SPACETIME 35


ABERRANT
Time Travel Explored of chronicles occuring within mirages, Laws #1, #2 and #3 are
drastically changed. Mirage futures are literally houses of cards
Whenever a player character gains the capability to
made into reality. Thus, their pasts are horribly easy to change,
engage in time travel, the question of changing the course
which may or may not be a good thing depending on the
of history always comes up. For most Storytellers, this is a can
circumstances. Likewise paradoxes can be created, with time
of worms that they would just rather not deal with. For those
travelers deleting themselves from existence in the course of
willing to give it a shot, however, we have provided a general
doing so shortly afterwards. Possible means of escaping this fate
overview of the process as delineated in the Aeon Continuum
can be found in the listing for the Phantom Flaw on p. 119 of
settings. For those who want to read over the means first,
this book.
please refer to the listing for the Time Travel quantum power,
The situation is reversed when dealing with chronicles set far
in the Aberrant Players Guide, pp. 136-138.
in the past - within the crystallized portion of the timeline
- from their timelines nexus. From such points in the
timeline, the past cannot be changed and any attempts
to do so merely create new timelines. Time travelers
cannot create paradoxes or alter their own causal chains.
Since changes to a timeline at this point cannot be made,
the questions of whether such changes can be undone
and how quickly they take place become moot. Finally,
time travelers cannot define the future by traveling into it.
Instead, they travel to one of the infinite possible futures
of their timeline. These sojourns will have no effect on
the people who are living in that timelines actual future,
which cannot be visited.
The Five Basics of Time Travel:
A Review
Here is a quick review of how time travel is typically Changing History:
assumed to work in most Aeon Continuum settings.
Law #1 - Time travelers can change the past, although
A DIY Guide
As outlined above, changing the course of history via
with difficulty. Historical inertia will replace historical figures time travel is nowhere near as as simple as demolishing a
lost due to the efforts of time travelers, and ensures that building. What must always be kept in mind is that history is
historical events prevented through such meddling will produced by the collective interactions of humankind with
happen a brief time later with different causes. Carefully both themselves and their environment. Adding in the fact
planned actions by time travelers can still alter history of historical inertia existing in the timeline only makes this
successfully. task more daunting. What follows is our best shot at a rough
Law #2 - Time travelers can partially alter the causal guide to changing a timeline, broken down into separate
change that brought them to the past, but they cant stages.
unwrite it entirely. Said time travelers may or may not
remember the unaltered version of their history. Stage #1: Establish a clear idea of the desired change.
Law #3 - Time travelers can undo any changes to When most novas (or other varieties of Inspired beings)
history made by themselves or others and restore the engage in something as risky as time travel, they typically
original version of it, as historical inertia works in favor of have a very good idea of exactly what theyre attempting
such corrections. to change. Vague goals such as preventing World War II
Law #4 - Time traveling into the future partially defines or prevent global warming are insufficiently clear for this
it. The events a time traveler deals with most directly become purpose. Stymie the establishment of the Nazi Party before
fixed - in other terms this is advancing the timelines nexus - it can come into power and prevent the oil industry from
while the rest of the unobserved future world remaind fluid becoming the dominant energy source of the 20th Century
and malleable. are more than sufficient.
Law #5 - Any historical changes made by time travelers
apply instantly. Stage #2: Do your research.
All of this assumes that the chronicle in question - like Put simply, the wise time traveler should learn
most Aeon Continuum chronicles - takes place within a portion everything possible that is relevant to the change that she
of its timeline that is close to said timelines nexus. In the case will attempt to make. If for example one wishes to stymie

36 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
the rise of a political party; the time traveler should identify
what social forces allowed the party to form in the first place. Actual History vs. Official History
Who supported that party financially, and for what reasons? Wise time travelers should never place too much trust in
Were there any forces opposing it, and if so why did they whatever passes for the local historical record. Official versions
fail to stop the rise of the said party in its tracks? Were there of human history have always been written to the benefit of the
any pre-existing social weaknesses that the said party was current Powers That Be in all time periods. Historians who present
able to take advantage of? Were there any points in the said hard evidence contrary to said official histories have often found
partys development when it was particularly vulnerable to themselves discredited or even imprisoned for doing so. Attempts
its opposing forces? Even the most seemingly insignificant by dissident historians often meet with determined - if informal -
detail can make the difference between success and failure. resistance at all levels of officialdom and academia. Even without
In game terms, this can be represented with a series of such deliberate distortions historical records are still made by
Academics (History) rolls made at whatever difficulty penalty humans; who can, have and will make mistakes in doing so.
that the Storyteller deems reasonable. Important historical details can even be overlooked for decades
Stage #3: Choose your method(s). or centuries. Caveat Lector.
There are four basic kinds of changes that time
travelers can make to a timeline. The first variety are the as inducing nova eruptions (or other forms of Inspired
technological changes. Mega-Mental time travelers can capabilities) in the local populace, reintroducing dinosaurs
find this the easiest route to take, provided that they are into the targeted time periods ecosystem, initiating (or
technologically inclined. Most often making this kind of faking) First Contact with an alien species, causing an entire
change means either introducing a new technology into the high-tech nation - four or more Technology Ratings higher
targeted time period or preventing a new technology from than the local standard - to appear in the place of its past
being successfully developed. Alternatively, ambitious time counterpart or outright attempts to conquer the entirety of
travelers can seek to either raise or lower the targeted time human civilization of the targeted time period.
periods Technology Rating (see pp. 114-118 of this book) by In all four cases, changes to a timeline are also classed
one or more levels. The former is best roleplayed, while the by their magnitude. Type 1 changes are the minor ones, basic
latter can be handled with a series of whatever Ability rolls alterations to a tiny part of the everyday status quo that are
the Storyteller deems appropriate. highly attractive to the local culture. Examples of such would
The second variety are the political changes, which be introducing a highly useful new cooking technology,
require entry into the targeted time periods political new political ideas that arouse little or no opposition, and
process. These can range from simply directing the targeted creating mildly popular new works of art. Type 2 changes
government into making one or more decisions (for ill or are intermediate alterations of the status quo which while
good) in line with the time travelers wishes to altering the noticeable are not outside the realm of what the locals
very form said government takes or even replacing it with consider normal. Examples of such include introducing
a new one. Mega-Social time travelers have an opportunity new and highly useful agricultural techniques, altering the
to shine here, especially if the locals of the targeted time reputation of an existing public figure or establishing a new
period have no clue about nova capabilities. one, and creating wildly popular new works of art. Type 3
The third variety are the cultural changes, which are changes are major and possibly lasting alterations to the
again a veritable playground for Mega-Social time travelers. status quo which radically deviate - for good or ill - from
As with the political changes, this option requires the time the expectations of the locals. In technological terms this
traveler to attain a basic level of influence within the popular means either introducing revolutionary new technologies -
culture of the targeted time period. New religions can be no more than one or two Technology Ratings higher than
created and existing ones discredited. The targeted cultures what is current - or causing the loss of an existing technology
attitudes towards a social minority can also be altered of a similar degree. Other examples of such would include
for better or worse. More trivially, fashion trends can be introducing new agricultural crops, altering the locals social
created or rendered utterly tacky. New genres of the arts, attritudes towards an entire social minority and introducing
music, literature and cuisine can be introduced or made either entirely new forms of art or major changes to current
unfashionable as desired. ones. Type 4 changes are acute alterations of the status quo
The fourth variety are the exotic changes, which are which deviate from the locals expectations to the point where
generally options for only nova time travelers or other Inspired strong social opposition to them is guaranteed. In terms
beings with Inspired devices of similar potency. Dubious of technology, this means introducing new technologies
sanity is also a requirement for time travelers willing to use that are three or four Technology Ratings higher than the
such gambits. These actions include such drastic measures local standard or reducing the local development of an

CHAPTER TWO: SOJOURNS IN SPACETIME 37


ABERRANT
existing technology by the same degree. Other examples Wits. The magnitude of the desired change is also a factor.
of such would include starting a revolution against the Type 1 & 2 changes are the equivalent of creating a simple
local government, making radical alterations of widespread device. Changes of Type 3 and greater are equivalent to
cultural practices, establishing a new major religion and increasingly complex devices.
utterly transformating an existing art form.
Type 5 changes are in a class of their own. By definition, Operating At The Margins
these are extreme alterations of the status quo which not Changing history isnt the only option available to
only will engender vigorous social opposition, they have the time travelers. Provided that they refrain from interfering
potential to cause serious social disruption merely from being with the course of human history and keep a low profile,
introduced into the targeted time period. All of the exotic said time travelers can accomplish wondrous things. This
changes (see above) to the local timeline are considered becomes especially true when making long-range plans,
Type 5 changes by default. Going by technological terms, such as going back in time to establish extrasolar nova
this would also cover either introducing new technologies colony worlds without having to deal with interference from
that are five or more Technology Ratings higher than the governments and other groups that are aware of the novas
local standard or reducing the local development of an existence and capabilities.
existing technology by the same degree. Other such
changes would include the utter transformation of an The Basics Of Skirting History
existing culture or making social changes that go against When planning to successfully take advantage of time
what is locally assumed to be normal and healthy human travel without appreciably changing history, there are four
behavior. tenets that wise time travelers always keep in mind.
Finally, it should be noted that most time travelers Anonymity: Keeping a low profile whenever possible
often have to make many small (and profitable) changes might as well be a religious edict for time travelers in
to a timeline in order to acquire the means to make the these circumstances. By blending in with the locals and
larger ones. Throughout most of human history, gaining becoming deliberately bland and uninteresting by said
large amounts of wealth has always led to gaining increased locals standards, time travelers can be ignored. The ideal
political and cultural influence in turn. Wise time travelers is to become insignificant and forgettable pieces of the
should always make use of that axiom - even if they might background scenery of historys stage.
not actually need large amounts of wealth acquired in the Incredibility: When anonymity is not possible, time
targeted time period, it makes for a very handy cover for travelers must adopt the near-opposite tactic. Bluntly, they
them to engage in any political and/or cultural machinations. must be so unbelievable and outlandish that any and all
witnesses dismiss the time travelers as figments of their
Stage #4: Make the change. own imaginations. Its a much harder thing to accomplish
The effort and time required for a time traveler to than it first seems. There is a very fine line between being
make a change in the timeline is directly proportional to its considered some sort of intoxicated hallucinations and
magnitude. Once a time traveler has set up an initial base being just believable enough for any local unorthodox
of operations and sufficient funding - creating & selling thinkers to take an interest in the bizarre incidents.
precious gems is a favorite means of getting quick funds in Isolation: When neither anonymity nor incredibility will
past eras - he may attempt to make any desired changes as serve, being generally removed from the local human society
circumstances permit. is a time travelers best bet. If a human has no real impact
The process of making a technological change is on the timeline - has no children within human society and
identical to that used to create new technology (Aberrant: takes no important actions that would affect it - he or she
Brainwaves, pp. 23-25) when introducing a new technology, becomes irrelevant to said timelines historical flow. Many
though with two differences. The first is that a time traveler things can happen to these people without changing history,
will often have dots in the Hypertech Background, which can as historical inertia simply reassigns any important future
help the time traveler due to the advanced technological, actions they might have made to other people. Such folk
political and/or social knowledge it represents. Further are ripe for removal from human society by time travelers
details can be found on pp. 112-113 of this book. Sabotage for whatever reason. This state of affairs can also become
of the existing local technology depends on hindering the a potent defense for the time travelers themselves, as this
efforts of the local researchers and depriving the local culture irrelevancy allows them to engage in activities that would
of the resources and materials to support said technology. otherwise alter human history irretrievably.
Making political or cultural changes is little different, except Ingenuity: When time travelers cannot interact with
that the process depends on the Social Attributes and human society for fear of leaving a paper trail and thus

38 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
entering the local historical record, resourcefulness is in the timenapping are self-evident and wont be gone into here.
highest demand. As people forced to interact only at the Historical Reconnaissance: With human historical
fringes of human society - with unofficial and anonymous records known to be less than reliable, its inevitable that time
dealings being preferred - time travelers must make the travelers will end up trying to find out what really happened
most of any and all opportunities that present themselves. themselves. This can be of great use when investigating the
Situational ethics can apply here to a point, as natural origins and goals of present-day - whatever that may be
disasters and tragic events where property and/or lives for the time travelers - human organizations, especially if
would otherwise be lost can make ripe pickings for time they are hostile to the time travelers for whatever reason. It
travelers who could make good use of them. can also help uncover secrets kept by powerful organizations
such as national governments and major religious hierarchies
that could have an impact on the humanity in general or
Living Off Of The (Historical) Record the time travelers plans. The time travelers can also make
Many people view enaging in time travel as being
excellent historical documentaries and records of their own
identical to changing history. They further reason that if
for posterity.
one isnt trying to change history, why bother
with time travel at all? Those people with more
imagination than most do not agree with that
idea. What follows is a general overview of what
can be accomplished without having to alter the
timestream.
Establish Coventry Colonies: Perhaps the
most common tactic, time travelers can establish
very isolated colonies where they, their friends
and followers can live without interference from
either hostile forces back home or from the
locals. Provided that a stable, self-supporting
colony can be established, three things must be
done to make sure it can grow safely. First, the colony must Crosstime Travel Explored
be able to evade the notice of any and all outside forces; From the Storytellers perspective, player characters
be they local humans, local aliens or other time travelers. that gain the capability to travel to alternate universes are
Second, the colony must have sufficient military might somewhat easier to deal with than those who can time
to ensure that anyone who discovers the colony does not travel. Instead of dealing with a changeable timestream, the
survive long enough for the news to get out. Third, the characters merely have their horizons expanded to a near-
colony must ensure that their younger residents dont get infinite degree. What follows is our best attempt to chart this
restless and try to leave the colony and interact with the widened setting in a general sense.
local human civilization. This is best done by providing the
colony with enough cultural diversity where those who grow
up in it wont feel imprisoned by overly restrictive customs
A Quick Guide To The Omniverse
The omniverse is an infinite sea mostly composed of
and any conservative tendencies that their elders might
inchoate gravitons and psion particles. The familiar human
have. This last problem can be ameliorated somewhat if the
senses of apparent three-dimensional space and linear
colony happens to be on a habitable extrasolar planet, as
time have little relevance here, making questions of time
they have extensive frontiers to absorb youthful energies
and distance pointless. This sea of transcendent chaos has
and frustration.
currents and weather, which leads to denser portions
Recovery Missions: If you need people, lifeforms
where gravitons clump together to form an infinite number
or items of property for any reason, timenapping is an
of newborn universes, drawing in varying amounts of psion
excellent way to acquire them. This can even be beneficient
particles in the process. Most universes formed this way
to the persons or lifeforms in question if they are saved from
draw in a substandard amount of psion particles at their
certain death and/or extinction in the process. If the time
moment of creation and are considered dead universes.
traveler has the right equipment & training - or the right
These stillborn universes are unable to support any form of
nova capability - genetic material can also be timenapped
life whatsoever, for varying reasons. They are also typically
instead of taking the entire person or lifeform. In this way
static unless acted upon by outside forces, and are the
even historically important people can contribute their genes
most fragile variety of universe. Dead universes act as
to a future civilization. The darker reasons for engaging in

CHAPTER TWO: SOJOURNS IN SPACETIME 39


ABERRANT
insulation for the zoetic universes they surround, blunting hazards of omniversal weather or the actions of sapients.
the effects of any hazardous omniversal weather may have Stripped static cosms cannot regenerate lost standard
on said zoetic universes. Dead universes can be entered or cosms on their own, but can have new ones made by the
altered by crosstime travelers with the right capabilities or efforts of novas with the Universe Creation quantum power
equipment, although its quite rare for them to have any (Aberrant Players Guide pp. 140-141).
good reason for doing so. Standard cosms are considered the default variety
Other newborn universes draw in enough psion particles of zoetic universes. They are more durable than the dead
to become zoetic universes, capable of supporting one or universes and less so than the static cosms, a happy medium
more varieties of lifeforms. There are two main types of zoetic that allows them to continually absorb fresh psion particles
universes - static cosms and standard cosms. Static cosms are from the surrounding omniverse. That in turn allows standard
for all purposes invulnerable to being damaged or altered in cosms to grow and develop in what human cosmologists
any way. They cannot be entered by crosstime travelers, but consider to be all the normal ways for universes to do so.
can be examined from outside. The inhabitants of a static Standard cosms are typically funhouse mirror reflections
cosm live in an infinite loop of the same time period, and act of their static cosms, being very similar save for having
out their predetermined roles without any variation or free changes of varying degrees. Standard cosms may be
will involved. The past of a static cosm is little more than entered or altered by crosstime travelers normally with the
stage dressing for the neverending play thats going on, and right capabilities or equipment. Changing a standard cosm
the future of a static cosm beyond the set time period is more difficult than changing a dead universe, thanks to
is a meaningless concept. Finally static cosms also act as their innate flexibility.
support structures for their associated standard cosms.
Most static cosms will have many standard cosms budding
off from them, but stripped static cosms do exist. These Hazards Of The Omniverse
relics have lost their associated standard cosms to either the The fluid medium of the omniverse can have
dramatic effects on the universes it contains, although
the actual pace of such events is painfully slow from the
Yeah, But What Does It Look Like? human perspective. The general types of events include
From the viewpoint of any non-nova observers hailing from the following.
any universe, transcendent chaos and sheer, utter madness Universal Collisions: Omniversal currents have made
are the best labels they can apply to what they see when they universes collide with each other. Most often all the
catch a raw, unfiltered glimpse of the omniverse. The fact that universes involved are dead universes, in which case a dead
the sight inflicts actual psychological trauma on most non-novas universe is either destroyed or becomes a newborn static
who witness it tends to discourage any subsequent attempts to cosm. Collisions of dead universes with zoetic universes
define it further. are somewhat different in that the zoetic universe always
For novas witnessing the omniverse, they gaze into a comes out of it unchanged and intact. When a dead
realm without any stable spatial or temporal dimensions. Every universe collides with a static cosm or a standard cosm, it
sense of spatial relation and the passage of time is in a state is either destroyed or becomes a newborn standard cosm
of constant flux. While the sight is disorienting, novas with the itself. Zoetic universes never collide with each other as a
Locus enhancement of Mega-Perception can block out the result of natural omniversal currents, but may be made
chaos to perceive the free-floating universes hidden within it. to do so with the Universe Destruction quantum power
Dead universes resemble simple irregular crystal formations, and (pp. 106-107 of this book).
look just as fragile as they really are. If they have no associated Natural Interfaces: Some omniversal currents can form
standard cosms, static cosms resemble perfectly cut and flawless temporary interfaces between two different universes, as
crystals with small patches of an amorphic mineral crust. Standard decribed in the listing for the Crosstime Interface quantum
cosms will be found growing in groups on a shared static cosm, power (pp. 96-101 of this book). Natural interfaces are
resulting in a structure much like a water-ice snowflake save that its limited to duplicating the Annexation, Pocket Reality, Portal
structure is not limited to the standard three spatial dimensions. A and Transposition techniques. Interfaces between a zoetic
single standard cosm resembles a fairly regular crystal formation universe and a dead universe always result in the dead
with an amorphic mineral crust coating most of it. The bare spots universe being changed and the zoetic universe being
on standard cosms are points where new standard cosms can be undamaged. Interfaces between two different standard
budded off through the formation of black holes - or use of the cosms are handled as per the technique being duplicated.
Universe Creation quantum power - within the parent standard Standard cosms cannot interface with static cosms, even
cosm. their own.

40 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
Current Impacts: Sometimes an omniversal current will of the Storyteller.
impact a dead universe or standard cosm without any other Current Twisting: Instead of impacting or applying
dead universes getting in the way. The impacted universe suction to a target universe, some omniversal currents will
then undergoes a basic change to its reality. In the case of a spin the target universe slightly, creating a natural time
dead universe, the impact either destroys it or transforms it loop within its timeline near its nexus. This is equivalent to
into a newborn static cosm. In the much more rare case of use of the Temporal Loop quantum power (pp. 105-106 of
a standard cosm being impacted, the effects are much less this book) at whatever power rating the Storyteller sees fit
severe due to its superior durability and flexibility. Instead to use.
of being destroyed or transformed wholesale, the standard Omniversal Maelstroms: The rarest and most
cosm is partially changed as per the Astromanipulation dangerous form that omniversal currents take is when they
quantum power (p. 90 of this book). In this case, the currents collect into omniversal maelstroms. Like the black holes
impact can duplicate any effect listed in the One to Five found in zoetic universes, these gigantic whirlpools
Success Range. destroy any dead universes or standard cosms that come
Omniversal Flotsam: Instead of impacting a universe, too close to them. Their wakes are littered with stripped
sometimes an omniversal current will apply suction to it. static cosms and omniversal flotsam of all sorts. Its not a
When this happens to a dead universe, it is automatically completely destructive phenomenon, as the passage of an
destroyed by the suction. When it happens to a zoetic omniversal maelstrom also causes the creation of newborn
universe, the currents suction summons a random universes of all kinds from the inchoate fluid medium of the
item or lifeform from the target universe as per either the omniverse. The only known method of protecting a standard
Crosstime Retrieval quantum power with the Summoning cosm from the effects of an omniversal maelstrom is use of
Extra (pp. 101-102 of this book) or the Limbo technique of the Shielded Reality quantum power (p. 103 of this book). In
the Crosstime Interface quantum power (pp. 98-99 of this this case, the Storyteller treats the effect of the omniversal
book). In the case of items or lifeforms summoned to a maelstrom as per the Universe Destruction quantum power
different standard cosm, exactly which standard cosm they (pp. 106-107 of this book) at whatever power rating she sees
will end up in is anyones guess and is subject to the whim fit.

Noetic Massminds
One unique potential hazard to crosstime travelers are the noetic massminds, conglomerate entities composed of
the collective noetic templates of the different species of deceased sapients. The noetic massmind of humanity can be
thought of as the species collective unconsciousness. Typically found resting just beyond the outer wall of their resident
standard cosms, noetic massminds spend their time passively absorbing the noetic templates from deceased members
of their associated species. Noetic templates that the massmind finds pleasing will be assmilated into its mindspace intact;
those which are displeasing are consumed, destroyed and recycled. Provided that a noetic massmind still has specimens
of its species living within its zoetic universe, it is for all purposes sessile as it will not abandon its food source. Only
when its associated species goes extinct will a noetic massmind gain mobility and begin its endless journey throughout the
omniverse.
This only becomes a problem when a noetic massmind encounters living specimens of its associated species - or
close analogues from other universes - traveling between universes, as its inclination will be to devour those beings noetic
templates. As a result of this attack, such beings appear to have either died for no apparent medical reason or are reduced
to mindless vegetables. Its probably for the best that noetic massminds cannot enter any kind of universe.
Fortunately for novas, their noetic templates are more or less permanently fused with their quantum matrices, making
novas immune to this form of attack. Unfortunately, noetic massminds are themselves also the functional noetic equivalents
of high-powered novas in the omniverse, and will automatically attack eximorphic members of their associated species in
an attempt to get at their noetic templates. There is a silver lining to this cloud though - noetic massminds are by definition
sapient. The trick for novas is to somehow draw the attacking noetic massminds attention to themselves, and get it to
establish control over its own automatic body functions long enough for them to establish communication. Whether the
communication with said noetic massmind proves fruitful or not depends on the player characters efforts.
The nature of any particular noetic massmind is left to the Storyteller to determine according to how she would
interpret the nature and personality of such an entity. The possibilities for the former include but are not limited to
eternal extraordinarily fun party, mass simulated reality and horrific enslavement to the massmind. The latter is
basically whatever the Storyteller considers appropriate.

CHAPTER TWO: SOJOURNS IN SPACETIME 41


ABERRANT
At The Edge Of The Universe(s) After all, its not like news of their atypical - and likely highly
immoral - behavior will ever reach the ears of the folks back
Each and every zoetic universe is surrounded by a
home, right? Its not like whatever happens in an alternate
growing accretion of psion particles. Much like a Terran
universe wont stay in that alternate universe, right? Its not
coral reef, this amorphous encrustation acts as a coat of
like there will be any consequences that cant be fixed by
heavy armor for the zoetic universe it grows on. Inside this
leaving the alternate universe for home when things get too
noetic crust the environment is acutally fluid, complete
hairy for the crosstime travelers, right?
with weather. This is where the noetic portions of sapient
Wrong. So very, very wrong on all three counts.
consciousness takes place, such as dreams and telepathic
If crosstime travelers are sane and/or have some
communication. Weather in this environment equates
common sense, they will quickly realize that there are certain
to periods of increased creativity or stagnation in the
protocols to follow if they want to both return home and
scientific and cultural development of sapient cultures. This
not bring any trouble back with them. Exactly how much a
environment allows Inspired powers to function in its zoetic
particular crosstime traveler may need to adhere to them
universe.
depends on her individual capabilities, but they should still
The noetic crust also contains the noetic template for
be kept in mind.
everything that has ever existed within its zoetic universe.
The noetic templates of existing objects and living
Protocol #1: Decontamination Is Your Friend
lifeforms are tightly tied to the noetic crust. When objects
Nothing can put a damper on the thrill of crosstime
are destroyed and non-sapient lifeforms die, their noetic
travel like knowing that one has caused mass human death
templates dissolve to be incorporated into the noetic
by introducing a novel disease to an alternate Earth, or
templates of other newly created objects and lifeforms.
worse, ones own. Wise crosstime travelers will want to
When a sapient lifeform dies, things are a little different as
decontaminate both themselves and any cargo they are
their noetic templates are stronger than those of objects
bringing along both before and after they go on a crosstime
or non-sapient lifeforms. Depending on how strong they
voyage. In the case of nova crosstime travelers, this can
are (read: what their Willpower rating was when they were
be accomplished by simply developing the Adaptability
alive); sapient noetic templates may either be assimilated by
enhancement and exposing themselves to the vacuum
their respective noetic massminds, dissolve as lesser noetic
and radiation of space for an hour or two. Others can take
templates do or linger on as independent ghosts. These
advantage of decontamination sprays and use clean rooms
entities can interact with the noetic templates of living
as departure and return points when feasible. Of course,
sapients, although with some difficulty. As dead people -
none of this applies to accidental crosstime travel...
with all that implies - theres no telling what their personalities
and intentions toward the living will be. Fortunately, their
Protocol #2: Never Reveal Yourself To Be A Crosstime
ability to manifest within the zoetic universe has certain
Traveler Unless Necessary
limits, which will be described elsewhere.
Experienced crosstime travelers have a saying: The
Unfortunately, the ghosts of deceased sapients are not
ignorance of the locals is your bliss. In general, letting a
the only inhabitants of the noetic crust. Sometimes currents
local know that one is a crosstime traveler is far more trouble
within the noetic crust will spontaneously form noetic
than its worth. Provided that the local can even get his/her/
templates that lack any connection to the zoetic universe.
its mind around the concept, it then becomes a question
Most of these entities are harmless enough, as they feed
of whether the local is actually friendly or is just waiting for
by absorbing the ambient psion particles around them.
a chance to attack the crosstime traveler. After that, what
Others lack that ability and are either predators or parasites
the said traveler will have done amounts to painting a
on other sapient noetic templates, living and dead alike.
huge target on himself in the eyes of many of the locals.
Sapient and non-sapient varieties of these entities exist,
Discovering hard evidence of crosstime travel where it had
and theres no telling what one will be like or do when first
been considered only a theoretical possibility before is a
encountered. Further details on such discarnate noetic
worldshaking event. There will be enormous shockwaves in
entities can be found in Appendix #3 of this book.
the local scientific, cultural and political spheres, and the
hapless crosstime traveler will be at the epicenter of all of
Rules of the Omniversal Road them. If a crosstime traveler finds a trustworthy local willing
Like any other form of travel, crosstime travel can often to keep the secret, that is to be considered a rare stroke
have a disinhibitory effect on humans. As they are leaving of the sheerest good fortune. Any local who knows about
their own universe behind - often for the first time - there crosstime travel will want something from the traveler; what
is a great temptation to let it all hang out and go wild. lengths the local will go to get that is up to the Storyteller.

42 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
Protocol #3: When Possible, Keep Your Inspired Status Protocol #6: Minimize Any Close Interaction With The
To Yourself Locals
Much like Protocol #2 above, revealing oneself as A necessary adjunct to the preceding protocols, as
one of the Inspired in a world where they dont exist is not following this one helps a crosstime traveler with following
something done lightly. Being outed as an Inspired can result all the others. The fewer locals that know of a crosstime
in being witch-hunted, branded as a freak of nature, drafted travelers existence means fewer locals that will need to be
into the local military or exploited by local businessmen. dealt with in order for the crosstime visit to be a successful
Even in the rare best-case scenarios, one can expect to be one.
treated as an instant celebrity and lose all hope of privacy.
If crosstime travelers happen to be novas too powerful for
the locals to coerce, they can expect to be feared and have What To Do In The Omniverse
serious attempts to kill them made by competent local Weve outlined what the omniverse is, the universes
groups. If they are too powerful for the locals to kill them, that can be found there, some of the hazards that lurk there
they can expect to be viewed with utter terror by said locals. and some basic rules of thumb for crosstime travelers. The
This changes slightly when visiting worlds with local question remains: Why do sapients bother with traveling to
Inspired beings. In the cases where an Inspired crosstime alternate universes in the first place? What follows is a list of
traveler can blend in with the local Inspired - which is not the more common reasons.
always - it might be advantageous to do so. Thats an
extremely risky proposition if one wished to keep the fact Refuge
of being a crosstime traveler a secret from them, however. Possibly the best reason to engage in crosstime travel
In the worst-case scenario, some of the local Inspired could is to ensure the survival of ones own species, subspecies or
achieve crosstime travel themselves, and discover ones culture when their survival is threatened by hostile sapients
home universe... or natural disasters. In these instances, the best case scenario
is to establish a thriving new colony on some alternate
Protocol #4: Leave Behind No Evidence Of Your Visit Earth uninhabited by sapients. In the worst case scenarios,
This is always a good idea, especially when ones the immigrants will either fail to establish a colony or lack
technology is far more advanced than anything the locals any scruples about displacing (and possibly subjugating or
might have. Leaving equipment behind, even if its severely exterminating) any locals they encounter.
damaged, is a truly stupid move. Not only could the locals
recognize it as being essentially alien technology, they Expansion
could also possibly reverse engineer it and spark a new Considering the population pressures on Earth during
technological revolution. the 21st Century, gaining access to vast tracts of pristine
Terran-quality land is guaranteed to be highly attractive for
Protocol #5: Never Underestimate (Or Overestimate) any government rich enough to make good use of them.
The Locals Between the natural resources and unspoiled spaces to
No matter where crosstime travelers go after having left establish cities in, sponsoring nations could gain prosperous
their home universes, one thing always remains the same. new frontiers and enrich themselves in the process. Provided
They are invasive aliens in the alternate universes they visit. that they have permanent access back to their home
Only the most foolish of crosstime travelers would treat any universe/nation, a new colony would have much less of the
local like an ignorant bumpkin, as they are just as smart and isolation that imperils (and protects) extrasolar colonies.
capable as any other sapient. The matter becomes even worse Unfortunately, some governments will also see certain
when there are local Inspired to deal with, some of whom inhabited alternate Earths as ripe for conquest...
could be just as powerful if not more so than the crosstime
traveler. Likewise, one must resist the temptation to take the Exile
locals at face value. If a crosstime traveler views the locals as As they have in past centuries, certain governments
being better or worse than they actually are, that traveler is will see a one-way ticket to a crosstime colony as an
in for a world of troubles, pun intended. Finally, by definition excellent way to get rid of criminals, political dissidents,
the locals always have the home field advantage - theyve otherwise inconvenient people and certain bothersome
had their entire lives and/or history to learn about their social minorities. Whether or not any attempts to set up a
surroundings and how they can be used to their advantage. viable colony are made will depend on how responsive a
government is to outside humanitarian pressure. Its also a
handy way to dispose of certain threats that merit extreme

CHAPTER TWO: SOJOURNS IN SPACETIME 43


ABERRANT
measures. Provided that a nova has the Crosstime Interface explore alternate Earths. Anthropologists studying alternate
quantum power with the Interdiction technique, she can human cultures, biologists studying species that went extinct
seal the designated threat(s) into a standard cosm thats in their own universes, astrophysiscists and geologists
about to be destroyed. Since no beings can survive taking examining alternate Earths devastated by nearby supernova
levels of cosmological damage (see p. 103), the permanent explosions or gamma-ray bursters... The list is endless.
obliteration of said threat(s) is assured.

Profit Strange Aeons: A Few Travel


Where there is wealth to be had humans have always
gone after it, and the fact that the wealth in question resides
Spots To Visit... Or Avoid
Presented below are three alternate universes that nova
on an alternate Earth is a mere detail to be resolved. The
crosstime travelers could encounter in their explorations.
business world will have uses for just about any alternate
All three of these are also alternate Nova Ages, but nova
Earth that can be found - even the uninhabitable ones. No
crosstime travelers should not expect to find the usual
environmentalist group will care if a lifeless alternate Earth
conflicts and problems found in their home universes.
is used as a dumping ground for toxic waste or biohazards
No matter where they exist in the Omniverse, human
that cant be dealt with back home. Even the shattered
civilizations - and those of other sapients - will always have
Earths can be mined for the metals found in their now-
problems and conflicts to contend with. The Greek idea of
exposed cores.
Utopia, the Persian myth of Paradise, the Abrahamic notion
of Eden... if any places like these are to be found within
Exploration
the Omniverse, be assured that they are temporary and/or
The simple human urge to see whats out there will
artificially sustained by some outside and not necessarily
always be a major reason for engaging in crosstime travel.
benevolent force. That said, while all alternate worlds will
Aside from typical historians wishing to see how history has
have their own different dilemmas, some will have more
gone askew from the perspective of their own historical
than others. These latter universes are best avoided by wise
records, there are many academics who would wish to
crosstime travelers. The fools, of course, will rush in...

44 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
Alternate Universe #1: Heliopause
Storyteller Note
Rubicon The invading alien threat in question here has deliberately
Point of Deviation: Mid-2002 C.E. been described in generic terms, so that the Storyteller can
Location: Universe/Timeline Grouping #2 (Variant create her own custom-designed alien civilization for this purpose
Aberrant setting). for her own Aberrant: Nexus chronicle. If a Storyteller wishes to
Current Date: Circa 2015. use one of the alien species from the Trinity setting instead, the
Synopsis: An otherwise normal Nova Age has been Coalition would serve that function admirably.
thrown off-course by the beginnings of an alien invasion of
the Solar System. With the initial alien scouting force defeated
Globally, all of the major powers have united under and
by Team Tomorrow, the United Nations prepares a globalized
given their full support to the United Nations, which now
Humanity for interstellar war with the oncoming alien threat.
has actual and permanent geopolitical power due to the
This alternate universe is identical to the standard
impending alien threat. For the sake of human unity and
Aberrant setting up until June 8th, 2002. The divergence
survival, rogue nations such as Niger and several Islamic
event is the arrival of a spacefaring alien scouting force
states have been overthrown and brought into line. Only a
at the Solar System, which sends off the alarms of deep
few nations are not members of the UN, namely the African
space astronomers and nova precognitives worldwide. A
nations of Liberia and Sierra Leone and the nations which
strikeforce comprising a majority of Utopias most powerful
comprised the former Warsaw Pact nation of Yugoslavia.
novas - including several Team Tomorrow novas - was in
The neighbors of the two African nations have been given a
place in high Neptune orbit to intercept the alien warship
green light from the UN to invade them at first opportunity
and its small contingent of fighter craft. The fighting was
so that stable democratic goverments can be installed. UN
fierce, but the Utopian novas won a hard-fought and costly
political and military analysts are still unsure what to do
battle over the aliens. Notable among the Utopian casualties
about the former Yugoslavia, but suspect that a mass off-
were Caestus Pax, Alison Psyche Pfaltzgraff and Ewan the
planet deportation of the Serbian population may be the
Apollo Kid Banks. Unfortunately, the victory was achieved a
only viable option.
few moments too late for it to be total. Later decryption and
All national militaries are being interlinked, retrained
analysis of a captured alien computer core revealed that the
and revamped in order to provide as much of a deterrence
warships captain had managed to send an FTL signal back
to alien invasion as possible. With much help from Aeon and
to its superiors detailing the Solar System and the resistance
Project Utopia, the UN has formed a new standing military
that had been offered them. Even worse, a responding
organization - the UN Space Force - in order to combat the
signal had been sent back indicating that the aliens main
alien threat. The UNSF has established bases throughout
battle fleet would arrive to invade the Solar System as soon
the Inner Solar System and the Asteroid Belt, and UNSF
as logistics allowed.
spacecraft now patrol as far out as Jupiter. Sadly, the UNSF
Faced with such an obvious and overwhelming threat,
space fleet is not yet large enough to support a sustained
the Aeon Council rapidly changed their policies in regard
military presence in the Outer Solar System, although
to the nova population, with Max Mercers guidance. Both
new UNSF spacecraft are coming out of the many orbital
Directors Thetis and Ozaki were quietly assassinated,
shipyards on an almost daily basis.
followed by a general purge of Project Proteus, since
The technology of this variant Nova Age has advanced
Thetis goal of reducing nova population growth was now
very rapidly, which is only partially due to nova and baseline
an obviously suicidal course for humanity as a whole. The
scientists reverse-engineering the aliens technology. All of
use of adrenocilin and moxinoquantamine in training novas
Utopias previous efforts to regulate ethical technological
was phased out as better, non-addictive technological
development have been abandoned in order to support
methods to attain the same benefits were developed.
the war effort. Utopias Technology Regulation department
Antaeus was given carte blanche to develop a cure for
now limits itself to policing truly unethical technological and
Proteus sterilization agent with the full support of the Aeon
scientific research, and now does so with full UN support.
Society and all of its subsidiaries. Said cure was found and
As a result, the Technology Rating (see pp. 114-118) of this
administered en masse within weeks, restoring the fertility of
Earth has reached T11 in all the fields directly relevant to
the majority of novas who wanted it. A cure for the effects
space warfare; including materials science, weapons and
of Taint accumulation is also still being sought, but without
defense technologies, communications and propulsion. In
much success. Until a cure is found, Utopia seeks to train
other areas such as medicine and agriculture, this Earth is
novas to avoid any and all behaviors which could lead to
solidly at the T10 ranking. Both Luna and Mars now have
gaining Taint as a stopgap measure.
large international settlements, while the Belt is dotted

CHAPTER TWO: SOJOURNS IN SPACETIME 45


ABERRANT
throughout with Chinese mining operations and literal exists, although a similar organization has been formed
swarms of (mostly Chinese) asteroid prospectors. by and remains under the direct command and control of
As could only be expected, this Earths global business Whitley Styles and Max Mercer. As there was never a Slider
community has also been radically changed due to Scandal in this Earth, there was never an Aberrant faction for
globalization and militarization. The excesses and abuses Sophia Rousseau to help form and direct. DeVries and most
that corporations - including the banks - used to commit other elite agencies either shifted to non-combat/espionage
as part of doing business are no longer tolerated. The operations or went out of business as the demand for nova
executives of most such institutions were savvy enough to mercenaries died out due to the UNs global unification. The
go with the flow on this, adopting honestly ethical business Directive died stillborn as responsibility for nova oversight
and environmental practices out of sheer pragmatism. was transferred to the UN World Health Organization by its
Those who refused to change with the times saw their member nations. The WHO also ensures that the rights of
corporate and personal assets frozen before being arrested novas working for corporations and/or governments are not
and convicted for economic treason against Humanity. The abused.
non-monetary assets were sold to the former corporations The Teragen is still stuck in their coffeehouse
competitors, with the proceeds and seized monies all roundtable larval stage, as Utopias radical shift of attitude
redirected to help fund the newborn UNSF. This also put an towards novakind has deprived them of many sources of
end to much of the Bank of Switzerlands illicit banking thanks nova discontent their analogs took advantage of in other
to intense political and economic pressure by the other UN Nova Ages. Much of this is due to the fact that pre-Invasion
member nations. Likewise, the irresponsible rich have also abuses of nova rights are no longer tolerated in the First
been brought to heel. Widespread global governmental, World nations. In the Third World, all novas and their loved
legal and economic reform has eliminated the developing ones have free access to the UNs Nova Relocation and
oligarchic/fascist trends seen in other Earths at their current Resettlement Program to welcoming First World nations.
date. The less savvy among the hyper-wealthy - a minority, Divis Mal has yet to reveal himself to the few members of the
despite stereotypes to the contrary - found themselves Teragen as Jeremiah Scripture continues to speak for him at
caught up in a globalized legal system where their money the roundtable discussions. The erstwhile Father of Teras is
and influence could no longer be used to shield them from still trying to figure out how to salvage his dream of nova
the consequences of their many crimes. The resulting riches domination in the face of the impending alien invasion, and
to rags stories made for excellent tabloid fodder. has not been making much progress.
Organized crime has become extinct due to the Thats not to say that all is well for novas in this alternate
efforts of combined Utopian/UN intelligence forces, who Earth. Novas with the right quantum capabilities face heavy
exterminated all such operations without mercy. The head of social pressure to join the global military, regardless of
the American Central Intelligence Agency protested this at whether theyd make good soldiers or not. The fact that no
the time, as illegal drug sales funded much of the CIAs black one has yet found a cure for Taint accumulation will make
budget. Said CIA official vanished two days later, and no this a time bomb waiting to blow once the aliens try to
trace of his body was ever found. All members of the major invade again. Novas are also constantly urged to start large
criminal organizations seen in the core book were executed families as soon as possible, thanks to the hypothetical
as traitors to Humanity. The Yakuza of Japan were especially increased power of second generation novas. Aeon has
difficult to root out, as were the Chinese Triads and Tongs. even set up a nova sperm bank for the use of fertile female
There were many unexplained disappearances at the time, novas who want to - or are obligated to - bear nova children.
sometimes involving entire families. As a byproduct of this Only novas who are truly unfit for parenthood - due to
global effort, the economies of several Third World nations Taint and/or psychological problems - are exempt from
were weakened, which in turn aided the UN in asserting this propaganda blitz. The Japanese custom of arranged
control over them. The resulting economic shift to supporting marriage candidate interviews - omiai - has been adopted
the development of the UNSF has all but eliminated poverty by Utopia and the UN as another means to increase the nova
in those nations, reducing one of the main reasons to engage birthrate without being blatantly coercive about it. All of this
in criminal activities in the first place. has led to quite a bit of resentment on the part of female
Of the nova factions known in the standard Aberrant novas. Unsurprisingly, they do not like being pressured into
setting, few of them remain and many are changed in this becoming mothers or broodmares, especially to see any
alternate Earth. Project Utopia is much more humanitarian children they bear possibly conscripted for the war effort.
- and humane - than authoritarian, as Aeons attempts to The politeness of the Aeon/Utopian/UN officials involved
find a solution to the Nova Problem have been jettisoned. doesnt ameliorate matters much, nor does the massive
Project Proteus as the late Director Thetis made it no longer monetary compensation offered. And the Teragen lurks in

46 CHAPTER TWO: SOJOURNS IN SPACETIME


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the background, like a cancerous seed waiting for the right Mercer was revived in 1995 by Whitley Styles, Jake Danger
conditions for it to sprout... & his own granddaughter Margaret Mercer in order to help
There are also some problems with the baseline global Aeon prepare for a great calamity that their precognitive
society as well. Global militarization is all well and good in associates claimed would strike the Earth in the year 2000.
the face of an alien invasion, and with the aid of powerful Mercer and his allies suspected that it would be a typical
novas they have a good shot at winning against the invasion N-Day of the sort Mercer witnessed in his early temporal
force. What no one has yet asked is this: what happens after travels. Mercer and his friends never suspected that they
the war is won? Will the UN be content with defending the would be so, so wrong...
Solar System against all comers, or will they seek to track N-Day finally arrived on May 12th, 2000 as the result of
down the invading aliens home star system or main base of an exotic and unprecedented celestial event impacting the
operations and conquer it in the name of Humanity? Will the Earth. Fortunately for the world, the ensuing wave of nova
confict end there, or will Humanity seek to explore the Milky eruptions resulted in a population of non-Tainted (and Taint
Way Galaxy as would-be conquerors? resistant) novas. The eruptions were gender-imbalanced,
The economic situation is also a problem - while the with only about 17% of the nova population being male -
grossest abuses of the international corporate community for every single male nova, there were five female novas.
have been curtailed, some elements of the UN have a Unfortunately, the celestial event also triggered the mass
vendetta against Big Business. They are convinced that death of approximately 94% of the global male baseline
businessses can never be trusted to not commit atrocities in human population at the time. As of May 13th of 2000
the name of profit, and seek to establish tighter controls over C.E., there were 3,250,000,000 baseline females and only
what corporations and wealthy individuals can accomplish. 191,176,471 baseline males worldwide. In laymans terms,
While plausible in the short term, over the long term such on the average for every 17 baseline human females on the
measures will stifle healthy economic growth and create the planet there was only one surviving baseline human male.
conditions for a global economic collapse. Males who were Inspired before N-Day were unaffected by
Of course, all of the preceding assumes that Humanity the gendercide. All novas in this Earth operate under the
survives the impending alien invasion of the Solar System. Very Low Taint rules (Aberrant Players Guide, p.68) and
And that is by no means guaranteed... have the Taint Resistant Merit (Aberrant Players Guide,
p.76) free of charge.
This incomplete gendercide event was uneven in
Alternate Universe #2: Scythian Dawn both its effect on the victims and its global distribution.
Point of Deviation: 1925 C.E.
The former factor was indicated by the gendercide effect
Location: Universe/Timeline Grouping #2 (Variant
having a disproportionate effect due to age differences.
Aberrant setting).
The gendercide effect was especially deadly for males past
Current Date: Circa 2008.
middle age, of whom only a minority survived. In turn, the
Synopsis: A celestial event triggers a Taint-free N-Day
population of prepubescent and adolescent males were
along with an incomplete male gendercide. This results in a
only lightly affected relative to their elders. The latter factor
post-apocalypse drama with emphasis on gender politics,
was indicated by what would later be termed the Zones;
social change and survival.
collections of geographical regions where the gendercide
This alternate universe deviated from the standard
had a varying effect on the male population, as described
Aeon Continuum back in 1925 with the death of Michael
below.
Daemon Donighal. In the process of saving the Aeon
Zone Alpha: Russia, China, Mongolia, Kazakhstan,
Society and his Earth from a crosstime invasion by creatures
the entire Middle East. The gendercide effect killed
that could only be called Lovecraftian horrors at the time,
approximately 98% of the baseline male population, leaving
Dr. Primoris was forced to sacrifice himself to destroy the
one surviving male for every fifty females.
invaders portal mechanism. (Later analysis proved the
Zone Beta: Japan, Korea, Southeast Asia, North Africa,
creatures to be highly-Tainted alien aberrants.) Without
Eastern Europe, the Indian subcontinent. The gendercide
Donighal there to oppose his goals, Mercer was able to
effect killed approximately 90% of the baseline male
keep the Aeon Society true to the course he had originally
population, leaving one surviving male for every ten females.
plotted for them, mainly by listening to his closest allies
Zone Gamma: Western Europe, North America,
warnings about choosing the wrong sort of people to run
Australia, New Zealand, Indonesia, East Africa, Sub-Saharan
Aeon in his absence. This proved fortunate when Mercer
Africa. The gendercide effect killed approximately 80% of
went into suspended animation in the mid-1950s after the
the baseline male population, leaving one surviving male for
death of his wife Annabelle Lee Crackshot Mercer, leaving
every five females.
their son Michael Maxwell Mercer to hold Aeons reins.

CHAPTER TWO: SOJOURNS IN SPACETIME 47


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Zone Delta: South American continent, Antarctica. The harems. This is expected to lead to arranged marriages
gendercide effect killed approximately 66% of the baseline and a continuation of the new harem system, but its
male population, leaving one surviving male for every three far too soon to tell if those expectations are realistic or
females. not. The Zone Alpha nations have also become global
The last seven or so years after N-Day have seen troublemakers due their elites desperation to assuage the
massive social changes as the nations of the world struggled desires of their commoner sisters and thus maintain their
to restore themselves in a new era where Earths female own status and power. Combined with having sperm banks
population was now in de facto charge of the planet. The with substandard equipment and quality control, this has
nations in Zones Beta, Gamma and Delta have had to resulted in attempts by Zone Alpha militaries and espionage
become more-or-less gender egalitarian by necessity as organizations to acquire foreign human males and/or frozen
women had to step in to take over traditionally male political sperm samples by any means necessary. Only skirmishes
and economic roles. Polygynous marriages have become have resulted so far, but its only a matter of time before one
socially acceptable, although the more developed nations of these attempts triggers an international war... Baseline
also retain fully-stocked sperm banks for women wanting to males from Zone Alpha are either enslaved as described
bear children. Wives have also made a practice of loaning above or have the Fugitive Flaw (Trinity Players Guide, p.
their husbands services to select single female friends for 138) if they are living free or have escaped from captivity.
purposes of procreation when they cant afford to visit a The economies of this Earth have become less
sperm bank. Racism as it was known prior to N-Day has died international than they once were, as nations have had
out as applied to men, as the scarcity of living males has to concentrate on sustaining their agricultural bases and
forced women and their daughters to be far less picky than providing for the needs of their citizenries. Socialism with
they once were. Interracial breeding is even encouraged by limited capitalism has become the default social operating
the medical community as a means to ward off even the method around the globe out of sheer economic necessity.
slightest chance of inbreeding. Sadly, the racist attitudes The mass death of most of the older male population
that women may have towards other women are as strong shattered the infamous glass ceiling of the corporate
as ever. world, leaving female executives and CEOs in charge of
Human males are now considered to be valuable preventing the total collapse of international business. As
property in general given their new importance in ensuring a result, businesses have been far more cooperative with
the survival of Humanity, and are legally prohibited from government directives to comply with environmental and
engaging in any dangerous occupations, sports or hobbies. legal regulations both out of pragmatism and in order
That was a massive blow to the egos of the surviving male to keep themselves afloat. National economies have
members of the Zone Beta, Gamma and Delta nations contracted, but are slowly beginning to rebound.
militaries, fire-fighting and law enforcement organizations, Most of the old organized crime organizations died out
as they have been both promoted and relegated to desk in the gendercide, as they were predominantly comprised
jobs and/or training fresh waves of female recruits. Making of male criminals. The exceptions to this are the Yakuza
regular donations to their local sperm banks is also now in Japan, the Triads of China and the drug cartels of
mandatory for all capable males by law. Male children and South America. The Yakuza always had a sizeable female
teens are kept somewhat isolated from society at large membership, leading them to abandon prostitution and
due to the ever-present risk of kidnapping, and undergo making pornography in order to take over their deceased
mandatory martial arts and self-defense training to hopefully male colleagues smuggling and drug-dealing operations.
prevent such attempts from succeeding. Baseline males They have also become unofficial allies of the Japanese
from most Zones have the Minority Flaw (Aberrant Players government due to their nationalistic pride, and have helped
Guide, p.75). Nova males dont qualify for it, due to their thwart several Chinese attempts to kidnap Japanese males.
power. The Triads have been outright co-opted by the Chinese
The Zone Alpha nations are the exception to all that, government, who now view the Triads opium production,
having established female-dominant cultures due to their smuggling and international kidnapping operations as
extreme scarcity of surviving human males. A typical Zone essential to their nations survival and eventual return to
Alpha man now lives in near-total seclusion as an enslaved superpower status. The drug cartels of South America are
house-husband, breeding stud and sexual toy for a small continuing their business despite the loss in manpower
harem group of women from their nations wealthy and (pun intended), as they now have the covert support of
powerful female elite. Likewise, all male children in the their governments. Faced with the loss of much of their
Zone Alpha nations are considered commodities from legal international trade after N-Day, these nations turned
birth, to be used as bargaining chips in dealings with other to their new drug baronesses. In return for going legit

48 CHAPTER TWO: SOJOURNS IN SPACETIME


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and restricting all sales to non-South American markets, the any possible inbreeding effects their harem system will
drug cartels now operate with almost no local bloodshed or cause over the next several generations. Depending on
harassment from law enforcement. just how desperate they get, those nations may either turn
Things are somewhat better for novas than baselines in on each other or on nations in other Zones, possibly to the
this world, as could only be expected. Without the problems point of starting a nuclear war. Any males unlucky enough
caused by Taint, the local novas are generally seen by the to be kidnapped by agents of a Zone Alpha nation can
local baseline populace as heroes and living symbols of expect to be enslaved. If they are cooperative and/or very
hope in face of the gendercide of 2000. The members of young, they will live in what amounts to a gilded cage of
the Aeon Society were lucky enough to have several close some wealthy Zone Alpha harem. If on the other hand they
relatives erupt as novas on N-Day. Already justifiably loyal are uncooperative, they can expect to wind up hooked into
to Aeon, these novas quickly contacted and established various life-support machines in a chemically-induced coma
working relationships with the majority of novas worldwide. so that their female captors can continually harvest sperm
In the chaos caused by the gendercide, this gathering of from them.
novas managed to pull off a massive relocation effort of The Zone Delta nations are seeking to buy time to breed
their members in Zone Alpha, Third World nations and those their male population back to pre-N-Day levels and beyond,
in bad circumstances (and their loved ones) to the city of so that they can hopefully dominate both Central and North
Chicago. This was the birth of the Nova Alliance - an Aeon America through old-fashioned military force. This is a major
Society subsidiary - which in 2002 presented themselves reason why they have become so accomodating to their
and the Aeon Society openly to the United Nations with an drug cartels - if foreign nations are busy combating the
offer of nova & Aeon support for the UNs peacekeeping problems caused by South American drugs, the more time
and humanitarian operations. In return for international South America will have to pump out more little boys and
carte blanche to act as needed to ensure the survival and girls to become future soldiers. Argentina and Chile have
well-being of Humanity, Alliance novas can operate in also allied to subvert the Antarctic Treaty System so they can
Zones Beta and Gamma with impunity in regards to national begin prospecting for valuable mineral resources in order to
boundaries and jurisdictions. Alliance novas have prevented try and match the asteroid mining operations of the Nova
the harm caused by decaying infrastructures, natural and Alliance. They are also seeking to forge all the other South
human-made disasters of all sorts, the operations of criminal American nations into a united continental confederation
organizations and hostilities from the Zone Alpha and that can stand up against the rest of the planet.
Zone Delta nations. They also aid in ecology restoration, To make matters worse, not all of the novas who
agricultural redevelopment and all sorts of emergency erupted on N-Day or afterwards joined the Nova Alliance.
construction efforts. Alliance novas have also helped the Aside from the usual gamut of amoral opportunists and
Zone Beta & Gamma nations to maintain and even advance sociopaths, these non-Alliance novas also include those
their technological development. The Nova Alliance helps who remain deeply loyal to their homelands and/or cultures.
support itself by harvesting asteroids from the Aten, Apollo Many of these novas have been co-opted by their local
and Amor near-Earth asteroid groups. Support also comes governments in attempts to develop nova forces of their
from the Aeon Society and the Zone Beta & Gamma nations own in an attempt to match the Nova Alliance. Zone Alpha
in return for their efforts. Male novas face little social stigma is infamous in the global intelligence community for their
relative to their baseline cousins, although they are also nova breeding camps, where Zone Alpha male novas
highly valued as potential breeders of the next generation spend their days having sex with hordes of fertile baseline
of novas. Aeon maintains a top-flight nova sperm bank with female volunteers in an attempt to jumpstart a local nova
mandatory donations, and male Alliance novas are given all population. Independent novas follow their own desires,
sorts of encouragements to marry their female colleagues sometimes to the detriment of all those unfortunate enough
and start fathering nova children as soon as possible. to be around them.
Novas continue to erupt to this day - still without Taint - And against these threats stand the Zone Beta and
worldwide, with many seeking to join the Nova Alliance at Gamma nations, with the UN, the Aeon Society and the
first opportunity. Nova Alliance. Whether or not they are up to the task at
Of course all cannot be well, on this alternate Earth hand while ensuring that Humanity survives the 21st Century
or any other. To begin with, the geopolitical situation on is anyones guess...
this Earth is unstable. The Zone Alpha nations will become
increasingly desperate to acquire fresh new male human
breeding stock. Not only are their female populations aging,
their medical experts are fully aware of the need to avoid

CHAPTER TWO: SOJOURNS IN SPACETIME 49


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Alternate Universe #3: comparable to the modern post-Enlightenment social
science and philosphies. They also tapped into alternative
Paradise Meridian power sources, some of which modern science has yet to
Point of Deviation: Circa 15,000 B.C.E. discover. At the height of their civilization, the Lemurian
Location: Universe/Timeline Grouping #3 (Variant nova civilization had achieved the equivalent of T7 with T8
Adventure! setting). transportation, nuclear power and weapons, agriculture and
Current Date: Circa 10,931 B.C.E. military technologies. With having so many hyper-intelligent
Synopsis: A prehistoric N-Day set off an ancient novas, the Lemurians never developed any sort of computer
Nova Age on the mythical Lemurian continent, which technology beyond the abacus. Also, while their medical
developed an advanced and semi-enlightened civilization knowledge was decent they lacked anything but the crudest
led by a ruling class of philosopher-novas. Unfortunately, understanding of genetics. Their most powerful technology
the effects of Taint accumulation, baseline dependency itself used principles of quantum gadgetry, making them
on nova leadership, growing social decadence, the misuse unusable by baselines.
of advanced technology and the Lemurian continents The novas own biological development was also
geological instability all combine to send this doomed atypical. First, none of them had any capability of achieving
Paradise on Earth into terminal decline. This ancient a Quantum Trait higher than 5. Second, they never
civilization is finally destroyed when the Lemurian continent produced second generation novas. Instead they produced
will implode and sink into the depths of the Pacific Ocean children who would erupt as first generation novas at the
without any trace, leaving the survivors to spread their tragic age of puberty. The tribal elders also established a tradition
tales and found new civilizations elsewhere. of having their precognitive and clairsentient seers
This alternate universe deviated from the standard keep a watch out for any new nova eruptions among the
Aeon Continuum timelines before human recorded history baseline tribes, so that they could be rescued from living
- as defined by 21st Century historians - began. About among savages and recruited. They also adopted some of
15,000 years before the Common Era, an exotic celestial the friendlier - and more pliable - baseline tribes found in
event impacted the Earth and affected a small percentage other lands, who thrived in Lemuria as the peasant caste
of the primitive baseline human population. This resulted in of farmhands, servants and workers. The nova tribe was
a scattered nova population that would have no problems the undisputed ruling caste, and they did not abuse their
with Taint... at first. Quickly banding together for mutual privileges. Every nova was both a philosopher - or at least a
survival, this large tribe of novas sought a new, fertile land student of one - along with whatever role they held in their
where they could settle and develop their new civilization society.
without interference from hostile baseline tribes. Alas, no The Lemurian nova civilization was stable, absurdly
such lands were to be found - all the lands with welcoming prosperous and (relatively) enlightened for 4,000 years. The
climates already had baseline inhabitants, while the one capital city was gradually transformed into an intricate maze
land free of baselines was frozen in an eternal winter. A of canals, lush gardens, public buildings of all sorts and
radical plan was formed by the nova tribal leaders. Having private homes. Their farmlands were rich but did not cover
noticed the enormity of the ancient Pacific Ocean and the the land, much of which was left to grow naturally. What
excellent climate, the tribes most powerful earth controllers clothing was needed - which typically wasnt much, given
reawakened a group of extinct undersea volcanoes. The the tropical climate - were finely woven silks and cottons.
massive eruptions formed a new landmass over the next Even the smallest buildings had air conditioning devices,
year under the novas guidance, creating an island continent which helped stave off any potentially lethal effects of the
roughly the size of Australia. Other novas turned most of tropical heat. Roads were made of a highly sturdy off-white
the volcanic rock surface into fertile topsoil, created lakes amorphic volcanic rock that acted as a capacitor for light.
and rivers, then imported the necessary lifeforms to create a Summoned into place by nova earth manipulation powers
functional ecology. And so it was that the nova tribe settled and called shining paths, this road network stretched
on what modern dissident historians would later describe as across the entirety of the Lemurian continent. They dazzled
the Lemurian Continent. in the tropical sunlight - which they absorbed - and gleamed
The novas intellectual and technological development brightly enough at night for travelers to see perfectly well
grew in leaps and bounds over the next decades, resulting without the need of any other light. A special kind of plant
in a megalithic society far in advance of their contemporary mutated by nova powers served to provide a level of
Stone Age baseline cultures. Schools of philosophical public sanitation as yet unmatched by modern standards.
thought grew like weeds and were refined by nova Combined with advanced water filtration and methods of
intellects to surprising heights, although they had nothing food storage, the health of the Lemurian peasantry was

50 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
excellent. devotions private so as not to risk offending any of their
The original nova tribe developed into a system of masters.
extended family-based clans, which were divided into two Lemuria took a turn for the worse circa 11,000 B.C.E.,
groupings. The first group - known as the Traditionalists - as multiple elements of Lemurian society began to fall
originally sought to maintain, refine and improve all aspects of into decadence. After 4,000 years of unparalleled success
Lemurian society. As a result, they ran what little bureaucracy without any real challenges to be faced, the effects of
was needed, enforced their legal system, educated the entropy slowly took hold over the artificial paradise the nova
young, guided the primitive economy, archived all of their tribe had built. Where once they regarded one another with
accumulated historical and cultural knowledge and were trust, the nova clans of Lemuria now viewed each other with
responsible for organizing any public defense. The latter was suspicion - which sometimes was well-founded - as tribalistic
rarely needed, as few baseline tribes were skilled enough as instincts quietly came back to the fore. Instead of working
sea travelers to even locate Lemuria, much less try and raid it. together for their common good of their culture, certain
Instead they organized Lemurian novas with the appropriate novas and their families now sought to gain political and
quantum gifts when natural disasters threatened, which social advantage over their fellow novas. This led to notions
were snuffed out like sparks hitting cold water. The other of superior blood among most Traditionalist clans, who
clans - known as the Explorers - each claimed a region of eventually ceased the practice of inter-clan marriage in
the planet for their own, and worked to seed new cultures order to maintain their purity. The resulting inbreeding
among the local baseline tribes. Their sea and air vessels led to a vulnerability to Taint accumulation and aberrations
visited all of the inhabited continents, bringing back riches identical to that found in first-generation novas in the
of all kinds and willing immigrants to their homeland. They standard Aberrant setting. The incidence of having the
also handled the rescue and recruitment of new novas and genes for Taint accumulation was minor at first, but there
established hidden redoubts of supplies and technology in were sufficient inter-clan marriages before the practice was
the case of some unknown disaster striking the homeland. ended for those genes to spread into all of the Lemurian
The bonds between clans were maintained through inter- nova clans. Those novas who manifested distressing physical
clan marriages. aberrations were relegated to occupations with little or no
The social life of Lemurian novas was active. Hunting was contact outside of their clan. Those who manifested other
well-thought of, and was one of several favored pasttimes aberrations - especially the mental ones - faced no such
among the novas. Dancing, philosophical discussion, music, stigma, and often wound up holding high-ranking positions
fine dining and creating monumental works of art were also in both their clans and the greater Lemurian society.
favored. A crude form of theater existed - comparable to Instead of seeking technological progress, some
that of the early Greeks - which was used to perform both Lemurian scientists made a new religion out of maintaining
retellings of Lemurias history and illustrate tales of the their technologies with themselves as self-appointed priests.
savagery of most of the baseline tribes encountered by the Using their clans social connections, this techno-cult has
Explorer clans. Religion was a very strong cultural force, and made innovation into heresy and forced the other Lemurian
took the form of ancestor worship of the nova tribe which scientists to go underground in order to continue their
created Lemuria. The peasants had their own folk religion researches. Education has likewise degraded, as the more
centered on worship of the nova ruling class, but kept their lauded teachers now give the lineage and social status of

Seeds of Adventure!
As indicated by its location, Paradise Meridian can be inserted within the prehistory of any Adventure! chronicle
with little trouble. Doing so can provide the Storyteller with a literal treasure trove of plot hooks, ancient mysteries
and dangerous artifacts to introduce to her players in the best pulp magazine tradition. Discovering and exploring any
surviving Lemurian ruins can even become the main focus of a thrilling Adventure! chronicle that could have come
straight out of the Indiana Jones film franchise.
For those Storytellers wishing to run an Adventure! chronicle in less modern times, the diaspora of the surviving
Lemurian novas provides that opportunity. Now that they are no longer effectively self-quarantined on the former
Lemurian continent, the quantum energies produced by those novas can cause some of the baselines they settle near
to become Inspired. Most of those ancient Inspired will be daredevils, effectively becoming the equivalent of the
heroes seen in mythology. Others will become mesmerists, and would be seen as oracles, witches and sorcerers. A very
rare few will become stalwarts, and be seen as minor demigods. With the upcoming conflict between the Lemurian
exile tribes acting as a backdrop, a skilled Storyteller can fashion a highly entertaining if offbeat chronicle.

CHAPTER TWO: SOJOURNS IN SPACETIME 51


ABERRANT
their students more account than any intellectual capability. with a bloody - if impotent - passion. About the only virtue
Teachers who refuse to go along with this corruption of the decadent Lemurian novas shared with their ancestors
standards are typically relegated to seeing to the education was their fair and kind treatment of the Lemurian baseline
of peasant children, who ironically now receive a better peasantry.
education than some of their nova masters. The legal system Now, the Lemurian civilization has finally reached a
has likewise been rendered ineffective by the support for tipping point. While there are a number of Lemurian novas
blood privilege among many Lemurian magistrates. Archives who have avoided falling into decadence, they are a minority
are ignored when the records they contain contradict the whose social influence has been fading for quite some
current wishes of those novas who currently hold power. The time. Open warfare between the nova clans is no longer a
former public defense militias have become marauders out possibility, but an inevitability. Some of Lemurias arsenals
of boredom, going to other lands in order to terrorize the of atomic intercontinental missiles are under the control of
local baseline population for the sheer thrill of it. insane military commanders. Vital functions of the Lemurian
Lemurian infrastructure, which had needed only government are being mishandled by officials who attained
minimal levels of maintenance, began to decay as personal their positions through corruption and social connections
wishes took precedence over public duty in too many novas instead of competence and personal integrity. The Lemurian
minds. Philosophy was twisted to rationalize and justify infrastructure is only a few years away from collapsing into
the base desires or more than a few novas. Many novas ruin due to widespread neglect. Several scientists are
began to pass off utter nonsense as great philosophical developing dangerously powerful new quantum gadgets in
statements to the baseline peasantry out of sheer mischief. order to protect Lemuria, their clan or themselves from
Certain Explorer clans began to demand tribute from threats both real and imagined. The fact that some of those
the baseline tribes of other lands. This was mostly done gadgets are powerful enough to lay waste to all of Lemuria
to teach the savages their place through humiliation. is considered to be of no consequence by their creators.
That said, they also sought attractive, healthy or just plain The Lemurian peasantry remains largely blind to their
interesting baselines to bring back to Lemuria as human rulers failings, due to a blend of habitual dependence on
trade goods. Those unfortunate souls would then be gifted the Lemurian novas, a deeply-held belief in those novas
to the aforementioned Traditionalist clan degenerates in divinity and their strong sense of tribalism. Why should they
returns for all sorts of social favors and beneficial back-room worry about whatever their living deities-in-the-flesh do to
deals. And so it was that slavery came to Lemuria; as those barbaric outlanders? Those savages are not part of the great
baselines became pleasure slaves, experimental subjects, tribe of Lemuria, and so simply do not matter. They are
pets, wild livestock for nova hunters to pursue and slay, Lemurias peasant caste, and are beloved and treated very
and even the main courses of the cannibalistic banquets well by their gods. Their gods have always protected them,
that a few of the more depraved of Lemurias gourmets had have always made Lemuria safe from all sorts of disasters,
come to crave. This among other things has led nearly all and they expect that state of affairs to continue indefinitely.
the baseline tribes that knew of them to hate the Lemurians Willful ignorance and near-pathological denial has kept the
peasantry faithful, productive and very pliable.
This ancient nova civilization now has all the inherent
Future Fates stability of a house of playing cards - and some Lemurians
Lemurias nova civilization doesnt completely die out with have begun to notice that fact. Several of the non-decadent
the sinking of the Lemurian continent. Many Explorer clans did Explorer clans are quietly preparing to evacuate Lemuria
manage to escape their homelands destruction to resettle in their with their property, technology and peasantry to resettle
overseas territories as they had planned. There, they founded in their overseas territories. All that this doomed paradise
new cultures around the globe and became inspirations for the needs is just one little push to start its final downfall in
local baseline mythologies. This plan didnt work out as the far- earnest.
flung clans fell back into inter-tribalistic hostility, which resulted in The Lemurian continent itself has become as unstable
open atomic warfare and the resulting destruction of all but a few geologically as its residing nova civilization is socially. As an
of the Lemurian colonies. The surviving novas lived reclusive lives, artificially-created landmass that was not a product of the
preferring to intervene in the local baseline cultures only from natural processes of continental drift and tectonic plate
afar. They eventually died out due to inbreeding and widespread uplifting, there was no way it was going to last anywhere
infertility caused by Taint accumulation. That said, those colonies near as long as the natural continents have. Even worse, the
did manage to spread a basic knowledge of agriculture among the novas who created said artificial landmass were not overly
baseline tribes they encountered, although it was accomplished skilled in performing such feats. Five thousand years is an
though untaught imitation. extraordinarily long period of time by human and even nova

52 CHAPTER TWO: SOJOURNS IN SPACETIME


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standards, but its less than an eyeblink on the geological


timescale. Very soon by human standards, the Lemurian
Extrasolar Space In The
continent will literally collapse in on itself, burying all traces Nova Age
of its former existence under the floor of the Pacific Ocean. While most novas restrict their travels in space to the
Provided that nothing sets off the collapse early, that is. known territory of the Solar System, its inevitable that others
And to top off this inevitable prehistoric apocalypse will press on beyond that limit. Previous Aberrant books
is the fact that the nexus of this particular alternate Earths have touched lightly on space travel (see the Aberrant
timeline resides thirteen thousand years up into the future. Players Guide p. 36 and Aberrant: The New Flesh pp. 173-
In the plainest of terms: Lemuria and its nova civilization are 175), but chronicles heading out beyond the heliopause will
doomed, and that fact cannot be changed. Interference need more details than have been provided. Outer space is
from outside the timeline can alter the minor details of not for the faint of heart, regardless of their species.
this tragedy, but the plot cannot be derailed. Unless they
are truly powerful novas and are willing to break the entire
Lemurian civilization like an untamed horse, the most that Whats Out There?
crosstime travelers can hope to accomplish is to salvage If your Aberrant chronicle is headed for extrasolar
some Lemurian knowledge, technology and perhaps a few space, we suggest that Storytellers take a good look at those
Lemurian novas before this land of myth-made-flesh finally astronomy websites which have up-to-date information on the
sinks beneath the waves... exoplanet surveys. What they have found will make excellent

Answering The Fermi Paradox


In 1950, physicist Enrico Fermi put forth the following question during an informal discussion about the possibility
of alien civilizations: Where are they? That triggered much speculation about how common organic life might be,
how many sapient species might evolve from that life and how many civilizations might manage to become spacefarers
without destroying themselves. Given the state of scientific progress at the time, there was little acknowledged hard
evidence one way or the other, and the matter remained hypothetical.
In the universes of the Aeon Continuum, organic life, sapient xenospecies and spacefaring civilizations are all
somewhat on the scarce side in the Milky Way for one single reason: the destructive activities of the Coalition. As
nomads traveling in huge generation ships through this and possibly other galaxies, these aliens demolish any and
all other carbon-based alien biospheres and sapient species who cant defend themselves against the Coalitions
technological might. They arent scheduled by the canon timeline to notice Earth and Humanity until 2119, but
theres no reason why nova space travelers couldnt stumble across them somewhere out there before then...

CHAPTER TWO: SOJOURNS IN SPACETIME 53


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background settings for the players to get familiar with the idea Additional Hazards Of Space
of their characters exploring extrasolar space. Its also a good Aside from the natural hazards of space already covered
idea to treat the furthest surveyed systems as a final borderline in previous Aberrant books, here are some new ones that
for determining where the Storyteller could plausibly place the player characters should expect to encounter while
any extraterrestrial civilizations. Inside that region of surveyed traveling in space.
space, we suggest that only primitive and on rare occasion Radiation Storms: While space always has a small
advanced non-sapient life should be found. There are three degree of radiation to deal with, regions close to stars and
reasons for doing so. First, it will serve to emphasize just how other radiating objects often produce extremely high-speed
large extrasolar space can be. Second, it also spotlights both eruptions of protons. Known as stellar radiation storms,
the rarity of advanced life and the extreme rarity of sapient these events can last for several days and can damage both
life. Third, such life-bearing planets are not likely to clash as technological devices and living beings. In game terms, this
badly with the results of the ongoing exoplanet surveys. For is treated as anywhere from 2 to 30 levels of both radiation
added plausibility, we further suggest that Storytellers give and EMP damage. Fortunately, stellar radiation storms can
themselves a wide margin between where the exoplanet be predicted well in advance so that space travelers can
surveys leave off and where their imaginations can run wild. either move out of their way or retreat to special radiation
When creating alien sapients and their civilizations, shelters in their spacecraft.
there are a few things that Storytellers should keep in mind. Meteoroids & Micrometeoroids: In all but the newest-
First is the fact that in the Aeon Continuum, alien sapients born star systems, stellar dust will have compacted though
should be very, very strange by the current standards of electrostatic attaction and gravity into solid rock and ices.
popular science fiction. Consider the aliens seen in Trinity: While most ends up being absorbed into planets, moons,
the Chromatics, the Qin, the Coalition, the Zeps and the comets and asteroids, there are always more in various
infamous Doyen. Only one of these xenosophont species orbits. They not usually a danger to inhabited planets due
has anything but a cosmetic resemblance to Terran life, much to their protective atmospheres, yet they do pose a threat
less humankind. The Coalition is that sole exception, due to to spacecraft of all sorts. In game terms, micrometeoroid
their unique and horrifying genetic manipulation technology. impacts are treated as doing 5d10 to 12d10 lethal damage
In the Aeon Continuum the niche for the rubber forehead, and are armor piercing as well. Likewise, meteoroid impacts
near-human variety of alien sapients seen in video series will do 5d10 [10] to 8d10 [10] lethal damage and are armor
such as Star Trek, Farscape and Tenchi Muyo! will eventually piercing.
be filled by nova-descended cultures. The second thing is the Asteroids & Comets: Bodies this big are threats to
fact that alien civilizations will have wildly varying Technology rockball planets, much less spacecraft. Depending on their
Ratings at any point in their shared timeline. During Earths size, most of these can impact and do damage equivalent to
21st Century; the Chromatics are at T2, the Qin are at T9 missile strikes (10d10 [15] lethal) or fusion warheads (18d10
or T10, the Coalition has stagnated at T13, the Zeps are at [30] lethal). The true potential planet-killers can do damage
T12 and the Doyen are at T12. Those are rough estimates, equivalent to either the Tau Discharge quantum power (on
as these species will be advanced and retarded in different pp. 104-105 of this book) or the Quantum Inferno quantum
areas of their technology. For instance, the Coalition has no power (Aberrant Players Guide p. 139), making dealing
life-extension technology to speak of, while the Doyen have with such threats very important to spacefarers wishing to
concentrated their technological progress on their own noetic colonize or terraform a likely planet.
biotech to the exclusion of everything else. The Qin also focus Rogue Planets and Moons: Despite their apparent
entirely on noetic biotech, while the Zeps see no need for FTL stability, the orbits of planetary bodies in star systems are
transportation, given their extremely long lifespans and highly actually quite unstable, especially in the early periods of
stable society. planetary formation. Its very easy for the immense gravity
of large gas giants to fling rockball planets, moons and the
smaller gas giants hurtling out of their star systems and into

How Often Does This Happen, Anyway?


The events described here happen only on very rare occasion when one lives in the same star system for most of
their life, which is part of what makes it so shocking and dramatic when they do happen. Space travelers by definition
will be operating on an infinitely larger scale, and so will encounter them far more often than their planet- or single star
system-bound contemporaries. Its a numbers game, really - the more games you observe, the better your chances of
witnessing a jackpot being hit.

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interstellar space. Some of these castaways eventually enter of these events, but the end result is typically an explosion
the gravity wells of other star systems, where they can disrupt that can disrupt nearby star systems within several parsecs.
their planetary orbits in turn. We suggest that Storytellers Hypernovas are also a known source of both black holes
should use the game mechanics of Astromanipulation (described later) and gamma ray bursts, the brightest
quantum power (on p. 90 of this book) at a power rating of electromagnetic events known to modern astronomy.
one dot only to simulate this event. A gamma ray burst from within the Milky Way galaxy is
Rogue Star Systems: Much like planetary bodies, the suspected to have caused the Ordovician-Silurian mass
galactic orbits of star systems arent stable either. In this extinction event on Earth 450 million years ago. These events
case, either the immense gravity of a supermassive black pose an extreme threat to any planet-based civilization. In
hole or the chaos caused by a galactic collision has jolted a either case, treat a hypernova explosion or gamma ray burst
start system out of its original galactic orbit and flung it into as a use of the Quantum Inferno quantum power (Aberrant
intergalactic space. The only time when they can possibly Players Guide p. 139) at a power rating of eight to ten dots.
be considered a threat is when one of them enters another Safety precautions are as for other stellar explosions.
galaxy and comes too close to an inhabited star system to Black Holes: As almost everyone knows, these are
be safe. A close passage might only cause an increase in the regions of spacetime that are so warped that their gravity
number of comets due to disturbing the Oort Cloud of the will prevent anything from escaping, even light. Unless
star system in question. A direct impact only happens due space travelers can detect gravitational energy, black holes
to either the rarest of circumstances or hostile use of the can only be detected indirectly through their effects on the
Astromanipulation quantum power. In either case, the only spacetime, energy and matter around them. There are three
option is to flee the endangered star system if there isnt a kinds of black holes. Microscopic black holes are known to
friendly nova around with the Astromanipulation quantum exist and have theoretical applications in computing and
power to defend it. energy production, making them a valuable natural resource.
Stellar Novas: Instead of eximorphic beings, here we The second kind are the stellar-mass black holes can be
are talking about the explosions that occur in binary stars encountered anywhere throughout space and are deadly
where one star is a white dwarf. What happens is that the threats to spacecrafts and inhabited star systems. While it
gravity of the white dwarf strips some of the hydrogen is barely possible for objects and non-eximporhic beings
and/or helium, which undergoes a runaway nuclear fusion to come close to a stellar-mass black hole and escape
process on the white dwarfs surface. That produces much in undamaged, anything that crosses the event horizon is
the way of elctromagnetic radiation, and is a deadly threat destroyed. When a stellar-mass black hole enters a star
to anything in nearby star systems. In game terms, treat a system, it will immediately disrupt the orbits of everything
nova explosion as a use of the Quantum Inferno quantum around its star. This results in massive increases in the
power (Aberrant Players Guide p. 139) at a power rating of frequency of asteroids and comets impacting the inner
one to three dots. Standard operating procedure requires planets. The gas giants will be consumed as they come
the evacuation of a star system where this event is taking into contact with it. The massive gravitational shockwaves
place. The only good thing about a nova explosion is that will also cause planet-wide major earthquakes and greatly
it is limited by the speed of light, so spacecraft and nova increased volcanic activity on the rockball planets. The black
space travelers might be able to avoid the blast if they pay hole will them head straight for the systems star and begin
attention to their surroundings. to consume it. Any life-bearing rockball planets will them be
Supernovas: These are stellar explosions caused by drawn too close to their star for organic life to survive as they
either the gravitational collapse of a massive stars core or the get hotter. Eventually, those rockball planets will melt down
sudden reignition of nuclear fusion in white dwarf stars with completely before being consumed by the black hole. After
stellar companions. In both cases the resulting explosion is millions of years of being fed on, the victim star will be no
much greater in intensity and range than stellar novas, as more, leaving the black hole to journey onwards towards its
they can outshine entire galaxies. In game terms, treat a next victim.
nova explosion as a use of the Quantum Inferno quantum In game terms, the preceding consequences of
power (Aberrant Players Guide p. 139) at a power rating of encountering a stellar-mass black hole can be simulated as
four to seven dots. Safety precautions against supernovas follows. Asteroid & comet impacts are as described earlier.
explosions are identical to those for stellar novas. The planet-wide major earthquakes and increased volcanism
Hypernovas & Gamma-Ray Bursts: The strongest equate to uses of the Geological Supremacy quantum
stellar explosions are the hypernovas, supernovas that emit power (Aberrant Players Guide pp. 133-134) increasing
energies on levels that are greater than typical supernovas continental drift at whatever power rating the Storyteller
by orders of magnitude. There are several different causes deems plausible. Destruction of planets and stars equates to

CHAPTER TWO: SOJOURNS IN SPACETIME 55


ABERRANT
use of the Astromanipulation quantum power (p. 90 of this Alien Interactions
book) at power ratings of one and two dots, respectively. When describing how alien civilizations interact with
Coming into direct contact with a stellar-mass black hole one another, biology offers the most convenient metaphor.
equates to use of the Quantum Inferno quantum power As there is no established social structure beyond single
(Aberrant Players Guide p. 139) at whatever power rating civilizations in the Milky Way, its easier to see them as
and damage type the Storyteller sees fit. different organisms coexisting in the same biosphere. What
The third kind are the supermassive black holes, which follows is a brief overview of the relations alien civilizations
are found at the hearts of galaxies. These objects are are likely to have, with a few examples from the Trinity
responsible for the creation of rogue star systems, which sourcebooks.
equates to use of the Astromanipulation quantum power (p. Competition is when two roughly equal civilizations
90 of this book) at a power rating of three dots. Coming into affect each other adversely. Most often this occurs when
contact with these objects is certain death for all but the both civilizations require one or more resources which
most powerful of novas, as it equates to use of the Quantum happen to be scarce. Competition can be political, social
Inferno quantum power (Aberrant Players Guide p. 139) or economic in nature. War is the most extreme form of
at whatever power rating and damage type the Storyteller competition. The Human-Chromatic conflict is an example
sees fit. of social competition escalating into war for religious
reasons.
First Contact Predation occurs when one civilization adversely affects
another and benefits itself. Such a civilization could prey
If nova space travelers journey in extrasolar space long
upon any other civilization which has desirable resources.
enough, sooner or later they will make First Contact with
Such prey civilizations will typically be of a lesser Technology
sapient alien life. As they will be novakinds - and Humanitys
Level than the predatory civilization, as more advanced
- exemplars for the encountered species, this places a huge
civilizations have the means to defend themselves against
burden of responsibility on the travelers in question. How
such attacks. This interaction typically results in the death of
those travelers deal with that responsibility - or fail to do so
most or all of the sapient members of the prey civilization
- can reshape the focus of an Aberrant chronicle in drastic
before the predator civilization claims their resources for
ways.
themselves. The Coalition is a good example of a predatory
Unfortunately for the Storyteller, setting up this
civilization.
momentous event in ones Aberrant chronicle requires
Parasitism differs from predation only in that the sapient
quite a bit of preparatory work beforehand. While one could
population of the prey civilization is not exterminated.
use the alien species showcased in the Trinity books, that
Instead, said population is exploited in some manner over
also makes them have less of a dramatic impact. While the
a period of time. Such exploitation typically takes the form
player characters wont know about them, the players almost
of slavery. The aberrant forces of Kali and Yog-Death on
certainly will. While this state of affairs could still work with
Khantze Lu Ge are a good rough equivalent of a parasitic
cooperative players, Storytellers are encouraged to create
alien civilization.
some alien species/civilizations beforehand to keep the
Amensalism happens when one civilization is adversely
plots of your chronicles from getting too predictable.
affected by another civilization, which is unaffected by the
interaction. In this interaction the unaffected civilization will
Space Is The New Frontier... And Its Wild have a higher Technology Level than the other - possibly to
Unlike other settings which contain superbeings, the Aeon the point where that other civilization may be treated as a
Continuum in the Nova Age has yet to develop any true multi- mere nuisance, much as humans treat unwelcome insects
species civilizations or organizations in the Milky Way Galaxy. in their homes. Even seemingly benevolent civilizations
There are no known incidences of treaties having been made can have amensal interactions. For instance, a civilization
between any alien civilizations. Combined with the rapacity of that grants some of its technological knowledge to a
the Coalition Space Arks, this makes for a situation where the less-advanced civilization can stymie or stunt the latter
only laws and justice to be found are what space travelers carry civilizations own technological growth as they become
with them. Even more so than the historical North American dependent on the gifted technology. At the most extreme,
Wild West, what little authority space travelers may encounter the latter civilization destroys itself when it attempts to use
is likely to be indifferent to them at best. These circumstances technologies that they dont truly understand.
make for perilous living conditions and excellent opportunities Neutralism takes place when two civilizations avoid
for roleplaying. any contact with one another. They have no real interaction
and do not affect each other in any significant way. This

56 CHAPTER TWO: SOJOURNS IN SPACETIME


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Different Tokes For Different Folks
When figuring out how alien civilizations will interact with each other - and/or Humanity - the Storyteller must
always have a clear idea of the said alien civilizations needs. Most xenosapient species will have needs that match the
environments they evolved in. These needs will predetermine much of the kinds of resources a civilization will seek
out to claim. For instance, having evolved on a gas giant the Zeps likely gained their mineral resources by mining their
own atmosphere long before they learned how to mine their homeworlds ring system and captured asteroids. Having
long since expanded out into interstellar space, they saw only certain gas giants as viable colony words, ignoring the
rockball planets. Any life found on rockball worlds - such as that of Far Nyumba, orbiting the Zep colony world humans
call Mgitu - would be of scientific interest only.
In other words, the more needs that two civilizations have in common, the more reasons they could have to either
cooperate or compete with one another. Both can make for excellent storytelling.

often happens when two civilizations have wildly different


resource needs and psychologies. This in turn means that
Rolling Your Own
Sooner or later, Storytellers are going to want to
any attempted interactions would be extremely difficult to
challenge their players with aliens that cant be found in any
make and would result in little - if any - real gains. From what
of the Trinity books. As the process of creating a somewhat
little evidence can be found in the Trinity sourcebooks, the
realistic alien species is typically a very long and detailed
Zeps appear to be a Neutralist civilization.
process, we have decided to forego providing such in this
Commensalism occurs when one civilization benefits
fanbook. Instead, here is our best attempt at a quick and
from the interaction with the other civilization not being
dirty checklist to help those Storytellers create original alien
affected for good or ill. Commensal civilizations typically
species.
receive both advanced technological knowledge and the
knowledge of how to avoid misusing it from the other, more
1: Define the concept of the new alien civilization.
advanced civilization. Instead of stunting or preventing their
This breaks down to three steps. First, what purpose
own technological growth, the new knowledge benefits
will the alien civilization fulfill in your Aberrant chronicle?
the commensal civilization enormously. The interaction
We suggest picking one to three options from the Alien
between the Chromatics and the Doyen Purifiers appears to
Interactions list (seen above) to give a basic idea of how
be commensal at first glance, but is in fact parasitic as the
the alien civilization will seek to interact with the player
Purifiers are exploiting the Chromatics as cannon fodder in
characters. Second, what is the basic nature of the alien
their war against all Humanity.
species? Are they organic flesh and blood creatures, or are
Cooperation happens when two civilizations interact
they sapient machines or energy-based lifeforms instead?
in ways that are beneficial to both. Such ways include
If they are organic, are they analogous to Terran animals,
but are not limited to cultural exchange, trade, and joint
plants or fungi? Or do they combine features found in those
military ventures. At the extreme, both civilizations integrate
Terran phyla in ways never seen on Earth? Third, what will
themselves to form one dual-species civilization. The
the tone of the alien species interactions with the player
interactions between Humanity and the Qin are a good
characters be? Militaristic? Horrific? Political? Criminal?
example of the early stages of a cooperative relationship.
Comedic? Provided your players will accept the results, the
Mutualism is similar to cooperation except for the
Storyteller will have a wide range of options open to her.
beneficial interaction being obligatory instead of just a
matter of choice. In this case both civilizations must continue
2: Determine the nature of their biochemistry.
their symbiotic relation with each other or die out. This often
Is the alien species carbon-based, or does it use silicon
occurs when alien civilizations overspecialize and must
or a metal instead? If the alien species is carbon-based, what
enter into a symbiotic relationship with complementary
is its chirality? Does it use levo-proteins like Terran lifeforms
overspecialized civilizations in order to survive.
or does it use dextro-proteins? Levo-protein lifeforms
cannot digest dextro-proteins and risk being poisoned
if they try to do so, and vice versa in the case of dextro-
protein lifeforms. Does the alien species utilize or produce
any chemicals or energies that are potentially dangerous to
Terran life - such as chlorine gas, for example - as a part of its

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metabolic processes? Are there any chemicals or energies species. Even something as simple as whether or not the
considered harmless by humans that could prove toxic to alien species experiences sleep will be important. Niches
the alien species? What chemicals and energies does the include herbivores, carnivores, omnivores and ergivores,
alien species require in order to maintain health and sustain with subtypes defined below. Note that these categories
normal body functions? How the Storyteller answers these only describe the general way the ancestor species acquired
questions will give the alien species much more plausibility nourishment. A silicon-based herbivore could consume
and can have serious consequences for their use in the crystalline rock formations - as some Terran microbes are
chronicle. also known to do - to sustain itself. Likewise, on a world
with mobile plant analogues, lifeforms that predate on them
Carbon Chauvinism would be considered carnivores despite their vegetarian-
In 1973, Carl Sagan coined this term to reflect the commonly analogue diet.
held idea that most alien lifeforms would have carbon-based Herbivores consume food that does not physically fight
biochemistries using water as a solvent, similar to Terran lifeforms. back; if alive their prey typically uses biochemical warfare
While that idea is invalid from a purely scientific viewpoint, the to resist predation. Saphrophyte herbivores consume
Storyteller should keep carbon chauvinism in mind when creating rotting organic matter, which is very low-energy food but
new organic alien species for her Aberrant chronicle. If the player is relatively easy to find and does not need to be of high
characters having close interactions - hostile or peaceful - with quality. Grazer herbivores devour large amounts of low-
the alien species is desired, having similar biochemistries is a energy food such as Terran grasses and spend much of their
good reason for them to do so. Species with radically different time eating. Browser herbivores eat mid-energy foods such
biochemistries from that of Terran life will always have their alien as roots, shoots and leaves. Gatherer herbivores eat high-
physical requirements as a barrier to interaction. Theres little energy foods such as seeds, insects, nuts and fruits.
reason for an alien species to want to visit Earth when contact Carnivores actively hunt down and consume prey
with the planets environment - much less the native life - is creatures that will resist if given the chance. Scavenger
outrageously lethal to them. carnivores may hunt smaller prey creatures but prefer
to eat any carrion they come across, even to the point of
stealing prey from other carnivores. Chaser carnivores
3: Determine what their biosphere of origin is/was like. patrol for prey and use bursts of speed to bring it down,
What type of star(s) does the homeworld orbit? sometimes cooperating with each other to bring down
Does said star(s) have any unusual stellar activity that the difficult prey. Herder carnivores are different from chasers in
homeworlds lifeforms would have to adapt to in order to that they use cooperative hunting by default to prey upon
survive? What does the homeworld have in the way of an the weakest members of large groups of prey creatures.
atmosphere and hydrosphere - the latter of which does Pouncer carnivores hunt alone and use ambush techniques
not need to be water, by the way. Where is the homeworld to bring down single prey creatures. Stalker carnivores also
placed in its star systems life zone? Whats the gravity of hunt alone and are adaptable enough to switch between
the homeworld? Is the homeworlds food chain supported the tactics of pouncer and chaser carnivores as needed.
by photosynthesis, chemosynthesis or some more exotic Parasite carnivores are a variation in that instead of killing
method of creating biomass from inert matter? What kinds the prey item outright, they feed on it - usually by draining
of climates exist on the homeworld, and how would they circulatory fluid, but not always - while it continues to live.
have affected the developing alien civilization? That last Parasite carnivores will use the hunting tactics of one of the
question is very important, as the native climate of the alien other carnivore sub-types.
species non-sapient ancestors will determine their main Omnivores will hunt prey creatures and gather
method of locomotion. unresisting food, giving them greater flexibility when food
is scarce. Browser/Hunter omnivores prefer to hunt prey
4: Determine what their pre-sapient ancestor species but will usually settle for high-energy plant foods such
was and its niche in its native ecology. as insects, fruits, nuts and roots. Opportunist browser
Most sapient alien species ultimately descend from omnivores typically eat mid- to high-energy plant foods but
naturally-evolved nonsapient creatures; save for those will eat carrion and small prey creatures if given the chance.
sapients whose first ancestors were created by other Hunter/Gatherer omnivores live on high-energy plant foods
aliens via robotics or applied high-energy physics. As a but will also hunt small prey creatures and fresh carrion if
consequence of this, much of an alien species way of given the chance.
life, physical capabilities and psychology will have their Ergivores sustain themselves with primary energy;
basis in the biology and habits of its pre-sapient ancestor typically stellar light, heat differentials such as found in

58 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
geothermal vents, electricity and even hard radiation. sexual dimorphism - or polymorphism, in some cases - that
Plants are the most common ergivores; as they use primary the alien species exhibits is linked to this, as having mutiple
energy to process the local liquid solvent, minerals, organic genders will increase it. This can even lead to mating being
chemicals and certain gases into food. Mixed ergivores fatal to one of the parents, which is especially likely if said
exhibit a blend of plant and animal characteristics and gender is also nonsapient and effectively disposable.
depend on primary energy for only part of their food, such The mechanics of how the alien species reproduces
creatures will have a second niche to reflect this duality. is the third factor. Live birth is one commonly seen
Tapper ergivores must search for high-quality (meaning method, with offspring being born with varying degrees
intense) energy sources to fuel their metabolisms, and of development. Laying eggs is just as common, with the
also consumes medium amounts of food to gain minerals offpsrings development upon hatching being just as
and fluids. Pure ergivores can sustain themselves almost variable as it is with live birth. Seen less often is budding,
completely on primary energy - preferably high-end EM where offspring grow from a parents body much like a tumor
radiation as it is the most energetic - although they must until they detach and become separate lifeforms. Fission is
also consume small amounts of minerals and the local liquid an extreme version of budding, where one or more parentss
solvent to heal, grow and reproduce. bodies literally split to form several offspring. An alien
One caveat: according to current scientific thought, species might reproduce parasitically, with the embryo(s)
many organic alien sapient species will be descended implanted into a host creature and devouring the host as
from predators such as carnivores and omnivores. Predator it grows. The host creature is not necessarily of a different
species will tend to have more complex nervous systems than species than the alien species in question, it might be a
those of their prey species simply to become better hunters. captured individual of the same species or even a parent of
This does not equate to being at the top of the homeworlds the unborn offspring.
food chain however - mid-level predators will have their
own predators, reinforcing their need for developing neural 6: Determine their basic social unit and how it develops
complexity. Exceptions will be found - Terran sharks have into higher forms of social organization.
little neural complexity - but it is a general trend that the All alien species will have some form of basic social
Storyteller should keep in mind. structure, otherwise they could never have attained
civilization in the first place! The most familiar social unit
5: Determine how the alien species reproduces, and to humans is the family group. Other social units include
their attitude towards their offspring. bonded pairs, packs, herds and hives. Some alien species
Every naturally-occuring species must either reproduce may even be solitary by nature, and only form societies when
successfully or go extinct. That said, the three main factors individual survival is not feasible or possible. Extrapolating
of how alien species accomplish this are varied. The first societies from these basic social units is left to the Storytellers
factor is choosing the alien species basic reproductive discretion. Any form of government ever found on Earth -
strategy. R-type breeders produce many offspring at a time and several never before seen there - could plausibly form
in the hopes that enough of the fittest will survive to reach the basis of an alien civilization. The only restriction she will
maturity and breed themselves. Little if any care is given to face is the challenge of making her choice plausible in the
the offspring, most of which perish from natural predation. opinions of her players.
K-type breeders have only a small group or fewer offspring
at a time and invest moderate to severe effort and resources 7: Determine the alien civilizations Technology Rating
into caring for them. The strategy chosen will have a telling (pp. 114-118 of this book).
effect on the behavior and social values of the sapient alien How advanced - or primitive - the alien civilization being
species. Some R-type breeders may even cull defective created may be has been left to the Storytellers discretion.
members from their offsping in order to prevent the spread Alien civilizations in the T1-T4 range are best used as
of harmful mutations. harmless background scenery, with the possibility of nova
The second factor is the question of gender in the space travelers acting as Space Gods and messing with
alien species. The male-female binary seen in most humans the primitives. Alien civilizations in the T5-T9 range will have
is only one option. An alien species might shift between advanced enough intellectually to conceive of nova space
genders, spending most of their lives as neuter beings. travelers as powerful aliens instead of incarnate deities. In
Hermaphrodism - with or without the option to self-fertilize - this case, mid-20th Century science fictions fantasies about
is far from unknown. Alien species with three or more genders encountering aliens can be re-examined with the player
than the basic male and female are plausible, although one characters playing the part of the intruding aliens. Tailoring
of the extra genders will likely be neuter. The degree of the response to the player characters to the psychology

CHAPTER TWO: SOJOURNS IN SPACETIME 59


ABERRANT
of the alien species involved can and will make hoary old 9: Determine the exotic capabilities of the alien species,
science-fiction ideas from the 1950s and 1960s fresh and if any.
new again, given some work on the part of the Storyteller. If Sometimes, an alien civilization will need to have
an alien civilization has a sufficiently high Technology Rating something more than just highly advanced technology to
- T10 at the minimum - then they can pose a credible threat make them a worthy challenge for nova space explorers. It
to nova space explorers. In these circumstances the player should be noted that this does not necessarily mean that
characters would be well-advised to tread lightly and avoid the alien species must have Inspired capabilities. First off
overt contact with such civilizations - or help to clean up the are the possible threats posed by an alien species biology.
mess when other nova space travelers run afoul of them. For instance, alien species native to planets with oxygen-
Given that such messes could include the alien civilization chlorine atmospheres would pose an existential threat
learning about Humanity and the Sol System and possibly to any and all planets with Terran-analogue biospheres.
declaring interstellar war, this can add much drama and As they produce free chlorine gas as a waste product of
tension to the chronicle. their normal metabolism, they would be planet-killers on
Earthlike worlds, possibly without even meaning to. Such
8: Determine the location of their home star system and beings would carry microbes from their homeworlds, which
their extrastellar colonies, if any. would quickly evolve to thrive in their new environment.
When answering this question, the Storyteller nearly There would be many chlorides left unused and no lifeforms
has a free hand when placing the new alien civilizations that could prey on them and restrict their growth. Given
home star system within the cosmos. We say nearly for enough time and left uncontained, those microbes would
two reasons. First, we recommend that Storytellers avoid quickly introduce large amounts of free chlorine gas to the
placing such civilizations near any of the known extrasolar new environments atmosphere with catastrophic effects.
worlds showcased in the Trinity books. The ideal is to place Nearly all of the infected planets native lifeforms would die
them in regions where ISRAs exploratory efforts have not from chlorine gas poisoning. Any oceans of water would be
examined circa the 2120s. This gives Storytellers plenty of converted into a solution of bleach and hydrochloric acid.
wiggle room to operate in, especially in long-term Aberrant The new atmosphere would quickly corrode most metals,
chronicles that could endure into the Noetic Era of Earth. destroy all soils save for silicates and clays, and dissolve
Second, Storytellers should refrain from choosing known minerals such as limestone. Only quartzes, gold, platinum
stars visible from Earth. Unless one is willing to sort through and ceramics would survive. Such aliens could even destroy
lots of star surveys for likely stars, its best to place alien Earthlike worlds by merely placing large amounts of their
civilizations in regions that have yet to be surveyed by own microbes into meteorites and letting them impact the
Terran astronomers. Of course, none of that applies to alien targeted planet. Alien civilizations which use but have yet
civilizations located outside the Milky Way Galaxy, save for to truly master nanotechnology can pose a similar threat by
those in the 47 Tucanae globular cluster. As the Qin will have causing the well-known gray goo doomsday scenario.
no access to interstellar travel until 2107, the Storyteller is Then Storytellers have the option of alien civilizations
free to place alien civilizations within that galaxy provided employing what current science fiction considers
that they could plausibly have no contact with the Qin. transhuman augmentation technologies. If a civilization
Unless, of couse, she plans to have the player characters has a Technology Rating of T12 or higher, it can easily
intervene against such an aggressor... produce entities that could have come straight out of the

Taint, Teras and First Contact


Its a basic fact of living with excessive levels of Taint: such novas have a much more difficult time interacting with
baseline humans - and other Inspired - than they would have otherwise. Terats dont have it much better thanks to
the dehumanizing effects of the Chrysalis. Due to their acceptance of Taint and rejecting their own humanity, novas
who follow Teras have distorted their own noetic templates, also known as the noetic components of their quantum
matrices.
Unfortunately for them, the full magnitude of that misfortune will not be revealed until they encounter alien
civilizations. In both cases, highly-Tainted novas and Terats suffer the same penalties for social interactions with
aliens that they do with baseline humans. If the encountered alien species uses psionics as their major method of
communication - the Doyen being a prime example of this - those difficulties are automatically doubled.

60 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
fiction of Alastair Reynolds, Ian Banks
and Vernor Vinge. Such entities should
be able to pose credible threats to nova
space travelers. Likewise, they could
also prove to be potentially worthwhile
candidates for nova space travelers to
engage in mutually beneficial contact.
Both scenarios can make for excellent
drama in an Aberrant chronicle.
Storytellers seeking further inspiration
for creating these entities - no pun
intended - are advised to check out
the Orions Arm website.
Lastly, Storytellers can have alien
civilizations with Inspired capabilities.
In all but a tiny fraction of these
instances, the alien species in question
will have either psionic powers
comparable to those of the psions of
Trinity, with the few exceptions to that
instead developing Heroic Inspiration
in the manner of Adventure! Era
daredevils. According to the Trinity
books, the emergence of human
novas - and aberrants - onto the
aberrant extrasolar colonies, as they still share basic human
galactic scene after their Exodus from Earth in the mid-21st
psychology and social rules, if twisted and barbaric in the
Century took the Doyen completely by surprise. This implies
latter case. In the Aeon Continuum, such colonies will fill the
that eximorphic capability is extremely rare in the Milky
niche for the funny-looking human variety of aliens seen
Way, with humanity being the only known example of such
in popular science fiction and are not relevant to this topic.
among the sapient species in this galaxy. Provided that the
Instead of the usual Social game mechanics, the
Doyen have no capability to sense quantum manipulation
Storyteller should have the players use the Xenology
on an intergalactic scale, this leaves all the other galaxies as
(Intelligence) and Xenorelations (Manipulation) Abilities
potential places for eximorphic alien species to evolve. All
from the Trinity Players Guide (pp. 111 - 112) for all
the Storyteller needs to keep in mind is the extreme rarity
social interactions with actual aliens. Xenology is used for
of alien novas and/or aberrants - at the most, only having
understanding the psychology, biology, language and
one or two such xenospecies per galaxy is recommended -
sociology of the alien species in question, while Xenorelations
before using them in her Aberrant chronicle.
substitutes for all Social Abilities when dealing with an alien.
As both Abilities are only theoretical during the early Nova
Making Contact Age, player characters possessing them will be self-taught
Once a Storyteller has chosen an existing alien and must gain practical knowledge of them in the field.
civilization from the Trinity books or has created an original For this reason, the Storyteller is within her rights to declare
one, she then has to introduce them to the player characters that characters lacking real experience with aliens can
in a First Contact scenario. Unfortunately for all involved, only have a maximum ratings of two dots in Xenology and
such a momentous event cannot be simulated with the Xenorelations. In this case, it is recommended that player
game mechanics seen in the Aberrant core book and the character novas purchase the Mental Prodigy: Xenology
Aberrant Players Guide. The Social game mechanics in both enhancement for Mega-Intelligence and/or the Universal
books rely on all the parties involved having one thing in Charm enhancement for Mega-Charisma (on p. 87 and 89
common: a lifelong familiarity with basic human psychology of this book, respectively). Having these enhancements will
and society. As neither of these qualities can be applied give a de facto Terran ambassador a decent shot at gaining
to extrasolar alien civilizations, other game mechanics are the said practical knowledge of Xenology & Xenorelations
required. This does not apply to descendants of nova or without starting an interstellar war.

CHAPTER TWO: SOJOURNS IN SPACETIME 61


ABERRANT
The Process Of First Contact party that detects the other first will have the upper hand.
Like any other highly risky procedure, there is a certain This advantage becomes even more evident if the other
order of tasks involved in making First Contact that must partys home star system is discovered at this stage. If the
be followed if it is to be at all successful. Space travelers detected alien civilization has a lower Technology Rating
of all stripes - even the novas - would be well advised to than their other party, they are essentially at the mercy of
use this guideline as a step-by-step process. It should be their discoverers.
noted that if the aliens in question prove to be hostile in
any way, the right thing to do is to immediately break off all 2: Investigate the Aliens
contact with them and return home without being followed Here is where the real work begins. The space travelers
by those aliens. Once returned, the space travelers should must begin using Xenology and other Science-related
release all their gathered information on the hostile aliens Abilities in order to learn everything they can about the
to Earths scientific community. Terran governments most aliens, their civilization, their star system and their technology.
often cannot be trusted in this matter, as they will typically While this can be accomplished through signal interception
classify all the space travelers information and sit on it, and scientific observation, nova space travelers also have
accomplishing nothing of any real value in the face of the the option of using the techniques of the Astrosensor
potential alien threat. Another thing to notice is that there is quantum power (found on pp. 91-95 of this book) to
no set timescale for the process of First Contact. Depending augment those methods. It is strongly recommended that
on the biology, psychology & sociology of the aliens the space travelers learn everything they can about the alien
involved, the process could take months, years or decades. civilization being investigated before initiating First Contact.
Here is a brief overview of the tasks involved in making The more they know about the aliens and their civilization
First Contact. beforehand, the less chance theyll be caught off-guard by
any unpleasant features of the aliens and/or their culture.
1: Locate the Aliens, Or They Locate You Just as important, the space travelers can learn whether or
The necessary and obvious first step, best accomplished not the alien civilization theyre investigating is worth the
through interception of the interstellar communications trouble of making First Contact with them in the first place.
attempts of the aliens. In any First Contact situation, the

62 CHAPTER TWO: SOJOURNS IN SPACETIME


ABERRANT
3: Initiate Remote Communications and the alien civilization being contacted. Dishonesty can
This is the first big step, where the space travelers appear to function well until the true circumstances of the
initiate First Contact with the alien civilization. There are two situation are inevitably discovered, which will lead to conflict
methods for doing so, overt and covert. The overt method between the two parties. Such conflict can and often will
will use a communications technology as appropriate to lead to outright interstellar war between the space travelers
the Technology Rating of the alien civilization. For ease and the alien civilization. The canon example of the Doyens
of reference, consider cultures that have developed radio dealings with both Humanity and the Chromatics is an
communications as being the absolute lowest bar for excellent example, as its easy to see how the vaunted Elder
initiating overt First Contact. Any cultures which havent Races dishonesty will see both civilizations turning against
progressed to that point are unlikely to respond with anything them in the long term.
other than rampant paranoia and xenophobic panic. The
initial communication to the alien civilization must always 5: Relay First Contact Information Back Home
be some form of signal that shows clear and unmistakable Provided that the space travelers have a home society
evidence of being produced by sapients. Factors involved in that they feel beholden to - the reverse is typically but not
designing such signals will involve mathematical concepts necessarily true - they will feel a duty to share their collected
- the prime numbers, Fibonacci numbers, atomic weights, First Contact information with their civilization. Whether or not
etc. - that natural signal sources cannot reproduce. If all that information ends up being classified as Top Secret by
goes well, the alien civilization will receive the signal, take it the government or is released to the general public depends
seriously instead of dismissing it as a locally-produced hoax on the goals of the space travelers. Only in the cases where
and respond in kind. the space travelers home civilization is insufficiently advanced
The covert method is used when an alien civilization - read: has a Technology Rating of 8 or less - and wouldnt
either isnt advanced enough for the overt method to be deal well with learning it is restricting such information a
successful or the alien civilization would be hostile to the good idea. Otherwise, attempts to restrict the First Contact
space travelers in some way. This can be very dangerous, data will generally be initiated by those in the spacefarers
as it will involve traveling to the homeworld of the alien civilization who wish to preserve their current social, political
civilization and performing what 20th and early 21st and/or economic status quo. These efforts will harm the
Century Terran ufologists refer to as close encounters. spacefarers civilization by inhibiting natural progress and
Communication can be established with individual alien must be defeated, especially if the contacted alien civilization
sapients, who can be used to learn intimate details about is actively hostile. In that case, efforts to preserve a status quo
their culture and civilization that scientific observation alone can be considered treason against their own civilization and
could not uncover. Any information passed on to the alien crimes against their own species.
sapients and their civilization in this manner may or may not
be truthful as the space travelers see fit. Novas will have an 6: Share Minimal Technological Knowledge
even greater capacity for this sort of disinformation, as the When or if the process reaches this point, the space
right quantum powers can let them impersonate the aliens travelers will hopefully have the support of their home
themselves (among other beings), mess with the aliens civilization in furthering First Contact. Now they can explore
minds and subsume their most restricted information depots the option of sharing limited technological data with the
without any of them being the wiser. alien civilization, especially if a civilization is either advanced
or retarded in certain aspects of its Technology Rating. This
4: Share Basic Information situation is much like the haggling done by Terran merchants,
If the process of First Contact has reached this point, the as each civilization involved will try to get the best deal on
space travelers will have decided that the alien civilization any attractive technologies the other may possess. The
is trustworthy to some degree - and vice versa - and the Science, Medicine, Engineering and Computer Abilities will
exchange of basic information can begin. This typically eclipse Xenology in this situation, as technology is more
consists of an overview of the biology of the sapients in easily understood than the psychology of an alien sapient.
question, along with information on the local interstellar
neighborhood and any spacefaring threats that have been 7: Exchange Limited Sociocultural Knowledge
encountered. The degree of honesty that is shown at this The final stage of First Contact is a mutual exchange
stage by either party can have drastic and far-reaching of information about the culture, society and politics of
consequences. Honest information exchange can serve as each others civilizations. The Xenology Ability comes back
an excellent foudation block for establishing a long-term into play as making any logical sense of the exchanged
relationship between the civilization of the space travelers information - and deducing what information is being held

CHAPTER TWO: SOJOURNS IN SPACETIME 63


ABERRANT
back - is vitally important in order to prevent any unfortunate the successor civilizations as primitive vermin to be toyed
misunderstandings. Aside from the appeal to academics, with, exploited or exterminated? Were they benevolent,
this is also the time when thet can establish a formal seeing the successor civilizations as worthy of protection
relationship between the two civilizations governments, from any possible threats to their existence created by either
typically by posting trained ambassadors and diplomats themselves or other Forerunners? Were they neglectful, not
to an embassy on the aliens homeworld. Economic really caring about any successor civilizations one way or
interactions can also begin at this point, but will still require the other? Were they oblivious, having been either in denial
use of the Xenorelations Ability instead of Biz. of or unable to comprehend the concept of successor
civilizations? Answering this question will be the major
factor in determining what role a Forerunner civilization will
Those Who Came Before play in your Aberrant chronicle.
Forerunners. Ancients. Firstborn. Precursors. Whatever The third question is deceptively simple: what
labels that the successor sapient civilizations might apply happened to this particular Forerunner civilization the
to them, members of this category of alien civilizations are Storyteller has created? The most pedestrian answer - and
simply Those Who Came Before... and who are all now often the least expected one - would be that they physically
absent from the galaxy and/or universe for one reason left their old territories for regions elsewhere of their own
or another. A well-established and favored trope in both volition. Whether they did so out of altruism or a desire to
science fiction and superhero comics, there is little reason relocate to more interesting environs is an open question.
for Storytellers not to use it in Aberrant chronicles involving A variant of this is that the Forerunners evacuated their old
the exploration of extrasolar space. Surviving traces of territories in order to escape some extinction-level threat.
these apparently extinct civilizations can include ruins The nature of the threat has been left to the Storyteller;
with bizarre architecture and technological artifacts far in her options include galactic-scale natural disasters, out-of-
advance of anything the successor civilizations are capable control superweapons and hostile Forerunners. Another
of producing. Superweapons, far better means of travel... answer is that they went into hiding in order to survive
anything could be found. The reconstruction of planets, star an extinction-level threat as described above, with their
systems and entire galaxies are all suitable feats for these past hiding places chosen by the Storyteller. Some Forerunners
civilizations to show off their engineering skills. The ability managed to transcend their prior existence, transforming
to create dyson spheres, ringworlds and Monolith-type themselves through their radically advanced technology.
artifacts (as per Arthur C. Clarke) is a given for civilizations This generally covers things as organic sapients becoming
that have advanced to such high Technology Ratings. Even machine intelligences and matter-based sapients converting
successor civilizations currently existing can be creations of themselves into some form of sapient energy being. Finally,
the Forerunners, as the uplifting of presapient creatures into the darkest answer is that the Forerunners went extinct for
full-fledged sapient species is another common endeavor of some reason; typically by way of war, genocide, suicide or
theirs. Living Forerunners can even be encountered through accident. Death by war means the Storyteller must figure
intergalactic or time travel, although that occasion should out who was the Forerunners enemy and decide on
be rare in the extreme. The reason for this is simple: beyond their current disposition. If genocide was the end of the
all the endless complications, new plots and plot hooks Forerunners, the method of how it was accomplished must
that introducing Forerunner civilizations can provide, they be determined. If the Forerunners committed mass suicide,
should all impart a clear sense of wonder to the players of their reasons for doing so and the method employed must
your Aberrant chronicle. be established. If the extinction of the Forerunners was an
Developing a Forerunner civilization is much the accident, the Storyteller must figure out what happened. Her
same as creating any other alien civilization, as the same options include failed transcension attempts, overwhelming
suggestions and strictures apply. Once the Storyteller has collective guilt for committing an unspeakable crime and
established who and what the Forerunner civilization shes the exponential propagation of self-destructive memes
creating was - and possibly might still be - she must answer within the Forerunners culture.
the following four questions. First, what exactly did they The fourth and final question is this: did any or all
leave behind where curious successor civilizations might members of the Forerunner civilization possess Inspired
find evidence of the Forerunners existence? As seen in the capabilities? If so, as with other alien sapients most
paragraph above, the Storyteller will have many options Forerunners will have generally had either Heroic and/or
from which to pick and choose as she pleases. Psionic Inspiration, with the infamous Doyen being a prime
Second, what was the overall nature of the variety of example of the latter. And yes, Forerunners with eximorphic
Forerunner in question? Were they malevolent, regarding capabilities will be rare in the extreme.

64 CHAPTER TWO: SOJOURNS IN SPACETIME


A B E R R A N T
Project Utopia File

Memo - Top Secret

To: Dr. Pesach Silbermann


From: Director Justin J. Laragione
Re: Situation Update

Dr. Silbermann-
As of yesterday, my bosses - and yours - have requested a full update on the activites your section has been pursuing
of late. Please whip up a secure folder on that ASAP. Enclosed is a message for you alone, Doctor. Theyre getting antsy
over something, so please give me some good news to relay to them if you can. If nothing else, itll help the bad news go
down better with them.

Memo - Top Secret

To: Director Justin J. Laragione


From: Dr. Pesach Silbermann
Re: Pressure from the top

Director Laragione-
Ive read over your last memo regarding Utopias space operations, and I cant say that Im at all surprised at the heat
youre getting from our bosses. Theyre sounding more desperate by the day, which isnt good for any of us. Ive been
getting daily reminders about Utopias need for some positive PR, as which space exploration apparently still qualifies. Im
afraid the news I have for you is mixed at best. The relevant files have all been sent to you via our secure courier, but I can
give you a brief overview here and now. The truth, straight, no chaser.
First off, the unalloyed good news. Our continuing operations in placing satellites of all sorts in Earth orbit are going as
strong as ever, cementing our support from the global business community and certain governments. Our ongoing support
of the EOHS also brings us some goodwill in return.
Second, the mixed news. Our relationships with the major space agencies remain cool and distant. Some of this is the
influence of their associated governments - namely the U.S., Japan and China - and is to be expected. In the case of the
ESA, this is due to their close working relationship with the Daedelus League. Apparently the ESA and NASA both appreci-
ate the League novas for their human-caliber egos as opposed to the personalities that some of Utopias space-capable
novas exhibit. Their words, not mine Director - no need to go shooting the messenger. Ive already reassigned our egoists to
duties where they wont grate on others sensibilities so much.

65
A B E R R A N T
Project Utopia File

Third, the bad news. Despite the repeated best efforts of our Recruiting section, all novas associated with the Daede-
lus League continue to reject our attempts to bring them in line with Utopia and my section. As far as they are concerned,
Utopians might as well be pariahs. Their responses to our efforts are getting increasingly more exasperated and angry. They
no longer talk to our agents, they command them to leave them and their loved ones alone in no uncertain terms, some-
times with legal action backing them up. Ive already had to pull out one agent from a Florida State prison for violating a
restraining order against him. Our Legal section was only just able to get him released on the provision that he leave the
United States immediately and never return. I dont know who had put the word out on that agent, but they succeeded in
making a nasty example out of him. Our Medical section says that hell recover full use of his arms, left leg and jaw in time
with therapy. The mental injuries he suffered in that prison may never heal. Someone high up in Washington DC would be
my prime suspect, but I leave such speculation to our political heavyweights. Our chances of sucessfully recruiting any of the
League are now officially nil, and you can tell our bosses that yourself. Fortunately, that bad news does have a silver lining.
The Daedelus League has been shunning both the Teragen and the Directive just as much as they have Utopia. So thats two
less things for us to worry about.

Memo - Top Secret

To: Dr. Pesach Silbermann


From: Director Justin J. Laragione
Re: Good News/Bad News

Thanks for that, Silbermann. Id hoped for better news about the League, but that bridge seems beyond our ability
to construct. If all goes well, Ill take you and your wife out to lunch at that kosher deli your cousin owns. Will get back to
you soonest if the bosses have any more orders for you.

66
Chapter Three:
Storytelling
If youve managed to make it this far, the odds are to become slaves - or worse - deserves condemnation.
good that youre a Storyteller thats serious about using Things get even more troublesome when dealing with alien
the contents of this book in your Aberrant chronicle. Along sapients, as the novas society will likely imprison them as
with the usual focus on relevant themes and conflicts for involuntary research subjects. Even something as seemingly
chronicles using Aberrant: Nexus, we have also provided benign as reintroducing recently-extinct species into the
some basic guidelines so that you can open up the potential novas home ecosystem must be weighed carefully. Then
scope of your chronicle to cover the entire Aeon Continuum. there is the lovely quandary of introducing new strains of
microlife into environments that have no evolved defenses
against them.
Theme The third facet of responsibility for nova spacetime
When dealing with historical tales of travel, certain travelers is that of preserving both the places they visit - if
themes are always found at their heart. Matters are no warranted - and the places that they inhabit. This can be as
different where Aberrant chronicles involving space travel, simple as defending ones homeworld from alien invasion
time travel or crosstime travel are concerned. While power and preventing others from taking undue advantage of their
and how humans use it remains a central theme of Aberrant, travel-related quantum powers. It can also be as complex
the following themes should always be present. as preventing others from making detrimental changes to
their worlds timelines or preventing the destruction - or
Responsibility attempting to, at the very least - of the universe that they
Gifted with immense quantum power, all novas must inhabit.
inevitably deal with the issue of responsibility. When Finally, the fourth way responsibility shows itself for nova
novas gain the capabilities of unaided space travel, time spacetime travelers is that of representation. By traveling
travel or crosstime travel, this theme only becomes even to times and/or places where novas or even humans do
more emphasized. The first way this becomes apparent is not exist, such novas become de facto representatives of
when - never if - they make discoveries of world-changing novakind and/or Humanity to any locals that become aware
magnitudes. Those novas then are faced with two simple of their existence. Whatever said locals come to know the
questions. First, do they share news of their discovery travelers by depends on the novas themselves. Will they be
with those they left behind back home, or do they keep it remembered as heroic explorers, essentially benign - until
to themselves? Second, what will be the consequences of provoked - in their dealings with the realms they visit? Or
doing so in either case? Would sharing their new knowledge will they be reviled as vicious marauders such as the Spanish
with their society actually improve conditions back home, conquistadores of the 16th Century are today?
or would it make things worse? Would keeping the new
information to themselves prevent it from being abused by Isolation
unethical people back home, or would doing so perpetuate Humans are for the most part highly social creatures, so
a problem that could otherwise be easily solved? it should not be any surprise that most novas - save those
The second way that responsibility becomes apparent with the Autonomous enhancement - are the same way.
is when they address the question of bringing back This makes for uncomfortable circumstances when they are
anything other than simple information back home with isolated from human society for long periods of time. This
them from their travels. Taking a human away from his or theme has different faces depending on which form of travel
her home can be a good or bad thing, depending on said the novas are using.
humans circumstances. Saving people from life-threatening For space travelers, the isolation they face is quite
situations or enslavement is laudable, but kidnapping people obvious. When making space voyages lasting months

CHAPTER THREE: STORYTELLING 67


ABERRANT
or years, the only people around for many thousands of an arduous affair that could take weeks, months or even
kilometers - if not many A.U.s or even parsecs - will be each years to achieve. A successful arrival at ones destination was
other. Extended social isolation has been known to make by no means assured, as the veritable fleets of ships lost at
baseline humans more likely to develop mental disorders, sea can attest. Then there is the ever-present risk of piracy,
and since novas are starting with an increased risk for such where unlucky travelers could be killed or taken as slaves as
anyway its a serious concern. Matters grow even worse their captors saw fit. These circumstances grew even more
if they are cooped up within a small spacecraft and are precarious in times of war, when enemy ships and privateers
depending on its power and life support systems to keep would also harass the shipping of hostile nations. Add in the
them alive. The Adapatability enhancement is worth its ever-present threats of dangerous weather, and it is easy to
weight in platinum in this situation, as simply being able to see why travelers were romanticized back then.
go outside sans spacesuit and without immediately dying For novas seeking to travel in space, time or alternate
makes a surprisingly good release valve for psychological universes, they are faced with much the same situation as
pressure. The Hyperenhanced Hearing enhancement is also those historical human travelers. When going on their travels
worthwhile as it allows novas to hear all forms of radio in space and/or time, those novas are typically heading
waves. Baseline astronauts placed in conditions of extreme out into the unknown with little or nothing in the way of
quiet (such as the best isolation rooms) have been known support from anyone back home. Unless they are extremely
to start experiencing auditory hallucinations within forty-five fortunate, there will be no one but themselves to come to
minutes. If the nova space traveler is on a solo voyage, he is their aid when they encounter unexpected difficulties. Travel
also at risk of forgetting the basic rules of whatever passes of this sort comes with the price of sacrificing many luxuries
for polite human social behavior back home. that the novas would take for granted back home. Aside
Time travelers and crosstime travelers face a burden from the obvious luxuries of governmental protection, social
of social isolation similar to that experienced by espionage support and a technical base, there is one that deserves
agents. As spies must, these novas have to constantly special mention. Novas engaging in these types of travel
deceive those around them in order for their efforts to be cannot afford the luxury of turning back when the time
effective, and unfortunately some of the deceptions dont inevitably comes to make a tough decision. Do the right
end when the mission does. By definition engaging in time thing is easy enough to say, until matters develop to the
or crosstime travel typically requires an extreme degree point where doing so could cost them their lives or make
of secrecy to be kept indefinitely. This will affect a novas them permanent exiles from wherever they call home.
personality - unless certain enhancements are developed - What these novas must have to survive their travels
potentially leaving said nova incapable of honest emotions is realistic courage. Not unthinking bravado, not foolish
or stable relationships. The luckiest of these travelers will optimism or pomposity but actual courage coupled with a
have close friends and lovers who are already in the know realistic assessment of the risks they are taking. While novas
in regards to time or crosstime travel and their missions. may have titanic amounts of power at hand, if they travel
Otherwise, the travelers will eventually face the temptation in space and/or time they will eventually wind up facing
to go native during a mission. This is particularly equally titanic threats. Without courage, those novas might
dangerous when time traveling as doing so could alter as well have stayed home to enjoy their status as relatively
history in undesirable ways. large fish in the small pond that is the Nova Age.
In all three cases, the isolation involved in space, time
and crosstime travel should have a considerable impact on an
Freedom
Aberrant chronicle. D. L. Moody once said that Character
Throughout human history, traveling away from
is what you are in the dark. Extreme degrees of isolation
ones home and familiar environs has always implied an
will provide that test of character for the nova travelers and
increase - if only a minor one - in personal freedom for the
will also provide much drama. Will the travelers hold true
travelers. When they left the security of the households and
to the ideals and goals that caused them to travel in the
societies they grew up in, they also distanced themselves
first place? Or will the isolation make them crack under the
somewhat from the social and cultural expectations of those
pressure?
households and societies. When traveling around people
who dont know them and havent grown up with them, all
Courage travelers save for the truly inhibited tend to feel a certain
For most First World residents of 21st Century Earth, liberation in regards to their social behavior. Provided that
travel has become much more convenient than it was it wont either offend the locals or disrupt the journey,
in times past. Before modern transportation networks travelers can freely engage in behaviors that would have
seemingly shrank the world into a global village, travel was earned them social reprimands back home. Unfortunately,

68 CHAPTER THREE: STORYTELLING


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some travelers took this as license to act in ways that decent Explorers vs. The Unknown
human beings would find abhorrent, which often led to This is the challenge that faced all of human historys
horrible consequences for all involved. greatest explorers: heading off into what were literally
None of this has changed much for novas enaging in uncharted territories in order to discover whatever may be
space, time and/or crosstime travel. After leaving behind found there. When dealing with the frontiers of extrasolar
the global pressure cookers that Nova Age Earths typically space and alternate universes, the challenges posed are
are, the sheer relief of finally being free from the constraints merely amplified beyond anything 21st Century baseline
of public scrutiny - and covert observation - can reach the humans are prepared to deal with. Which of course makes
point of euphoria. Just how far these novas will take their them just the sort of thing for nova explorers - especially the
newfound sense of freedom depends greatly on their high-powered ones - to have thrown at them.
circumstances. Some novas will manage to keep some self- The range of possibilities these unknown regions offer is
restraint over their behavior, subordinating their own desires effectively infinite. For challenges based in extrasolar space,
to the needs of their missions and the social mores of their the Storyteller need not feel limited to the alien civilizations
fellow travelers. Others will cast all restraint aside in the that were presented in the Trinity gamebooks. The universes
manner of baseline ugly tourists and act with nothing to which comprise the Aeon Continuum are vast, with humanity
keep their desires - both light and dark - in check. Most will having only explored the tiniest of portions of them by the
attempt to hold on to the social conditioning of their home 22nd Century. That leaves quite a lot of room for enterprising
societies, only to find that increasing amounts of time spent Storytellers to create and place any kind of alien civilizations
away from their home societies will weaken their learned desired - developing, advanced or extinct - wherever and
social mores considerably. whenever they see fit. On the other hand, alternate universes
The only new factor in this age-old human equation is allow the Storyteller to go utterly wild when coming up with
the power that novas possess. When a baseline traveler got new places for nova crosstime travelers to visit, willingly or
out of line back in historical times, they typically endangered otherwise. Literally anything can be found somewhere in the
only themselves and/or their fellow travelers. On rare Greater Omniverse, which should evoke both delight and
occasion, their misdeeds could ignite a war or give rise to an terror in wise crosstime travelers. As for the foolish among
epidemic, both of which cost many human lives. When nova the crosstime travelers, they can always be expected to rush
space, time or crosstime travelers are making that kind of in where angels fear to tread...
mistakes, the negative consequences are much more severe.
Interstellar wars and alien invasions are the two major threats
that misbehaving nova space and crosstime travelers could Explorers vs. The Competition
trigger. Nova time travelers could face all that in addition to One thing has always held true in accounts of journeys
hostile time travelers and the possible rewriting or erasure of throughout human history: whenever a group of explorers
their own histories. set out in search of new lands and riches, other groups
In all cases, there is one question that will be faced were seeking the just the same things. On June 7th 1494,
by all nova travelers. Are the expectations of their home Spain and Portugal signed the Treaty of Tordesillas. This
societies the only thing keeping them from acting as vicious arrogant and overreaching document officially divided up
barbarians? Or have they learned to make the rules of the Americas between themselves, reserving the New World
civilized behavior part of their identities, to be carried with and all its riches to be exploited by them alone. Spain and
them wherever their journeys in space and time lead them? Portugal compounded this act of epic hubris by signing the
Treaty of Zaragoza on April 22nd 1529, which divided up
the rest of the planet in much the same way. To say that
Conflict the other ruling powers of Europe (and many of the more
As with all chronicles set within the Aeon Continuum, powerful non-European nations) disagreed is a massive
there will be conflicts that the player characters must understatement, leading to bloody conflicts wherever
face. The matter of exactly how they will resolve those Europeans established their colonies in what was claimed to
conflicts is one of the greatest factors that will influence be Portuguese or Spanish territories. Beyond the Tordesillas
the development of the chronicle. What follows are a few and Zaragozan meridians, it was said, there was no peace
of the particular conflicts that players in a chronicle using to be had. There was only the savage battle to survive and
Aberrant: Nexus. maintain their always-tenuous links to Europe.
Matters are not quite this tense in the Nova Age for two
reasons. First, the only new frontier that the Terran nations
currently plan on colonizing is solar space, as they have no

CHAPTER THREE: STORYTELLING 69


ABERRANT
real access to extrasolar space or belief in the options of time Conflicts of Loyalty
and crosstime travel. Second, technology has advanced to There has always been one notable byproduct of
the point that any hostile actions taken on behalf of a Terran engaging in long and arduous journeys that muct be
nation in solar space would be swiftly noticed and retaliated taken into account: a changed and often expanded sense
against back on Earth. Instead, it will be the competition of perspective about oneself and ones role in society. If
between nova explorers - some of whom will be backed by travelling is said to broaden the mind, then travelling in
powerful nova factions on Earth - for the wealth of extrasolar extrasolar space, time and in alternate universes should
space, alternate universes and alternate time periods that do so in spades. When removed from the pressure cooker
could potentially reach such heights of savagery. The reason that is the typical Nova Age Earth, all but the most obtuse
that these conflicts are only potential is the sheer scope of explorers will begin reassessing their lives and activities
the new frontiers involved. Extrasolar space has far more to date. Faced with the enormities of attempting travel
territory to explore than Ye Olde Ancestral Mudball ever in space, time or alternate universes, nova travelers are
had to offer by many orders of magnitude, to say nothing inevitably faced with the following question:
of the alternate universes and alternate time periods. Given
the immense amounts of territories involved, the only real Why am I doing this? Why am I risking so much to
reasons for nova travelers to interfere with each other will make such an insanely dangerous journey?
be ones relevant to the offending explorers. Such matters
will include hostility due to national or factional allegiances, Exactly what effects answering this question will
personal vendettas and simply having been hired to have on a travelers allegiances will depend on his or her
eliminate the nova explorers in question for various Terran circumstances. For those who have lived their lives in
organizations. All of this makes encountering fellow nova accordance with the wishes of others, they may finally get
travelers an event frought with suspicion and tension. a reason to start figuring out what they themselves really
want out of their lives. Whether that will coincide with what
Opportunism vs. Duty those others wanted for the nova traveler will be an open
Whenever something beneficial is discovered, those question. For those who were faithful followers of a Terran
responsible are always faced with a choice. Will they keep faction - nova or otherwise - what they discover in the course
the new knowledge to themselves, or will they share it with of their journey can either strengthen or shatter that faith.
others in their community for their collective benefit? It For those seeking wealth, they may either find their desires
should be noted that this is yet another conflict between rewarded or dashed by the circumstances they encounter.
ethically neutral values. Neither duty nor opportunism For whatever reasons they are attempting the journey, nova
can be labeled good or evil in and of themselves. travelers will find their allegiances and beliefs thrust straight
Context is everything in this. For example, say that a group into the crucible, to be either refined and made stronger
of nova extrasolar explorers find a planet close enough in or melted into worthless slag. All of this provides excellent
environment to Earth-standard to where it would make a drama for an Aberrant chronicle.
viable colony world with minimal terraforming and has no
alien neighbors nearby to worry about. If they are beholden
to a Terran nation that is genuinely supportive of their nova
Basic Crossover Mechanics
Whenever a Storyteller decides to allow Nexus content
population, then claiming the new planet for said nation
in her Aberrant chronicle, she must make plans for the
would be both their duty and most likely a good thing. If
inevitable. Namely, how to handle any contrasting game
said nation is instead exploitative and seeks to control
mechanics between Aberrant, Adventure! and Trinity.
their nova population, then the nova explorers would have
What follows is our best attempt at some rules of thumb
no legitimate reason to feel any duty at all towards that
for introducing characters from Adventure! and Trinity into
nation. Instead, they can take the opportunity to establish
your Aberrant chronicle.
an independent colony world, recruiting desirable colonists
from both that nations nova population and their like-
minded baseline allies. When opportunism and duty clash, Nature
wise nova explorers do not automatically choose one over Unlike its sister games, Adventure! allows players to
the other. Instead, they figure out the consequences of each mix and match the positive and negative aspects of their
- both good and bad - and make a choice as to which set characters Natures (Adventure! core book, pp. 129-131).
of consequences they can live with. Making that choice and For those who feel unduly restricted by the old Nature
dealing with its consequences always provides much drama system presented in Aberrant and Trinity, it can be ported
for an Aberrant: Nexus chronicle. over to those games without any real difficulty.

70 CHAPTER THREE: STORYTELLING


ABERRANT
Attributes, Abilities and Backgrounds
As all three games in question use the same basic system, A Question of Game Balance
porting over these basic stats from Adventure! or Trinity Players familiar with the three Aeon Continuum gamelines
poses no real problems. Special attention is required only in have often debated how the issue of game balance should be
that non-nova characters cannot have any of the nova-only addressed. Such debates usually ended up with the Adventure!
Abilities and Backgrounds. These include the Attunement, and Trinity players wishing to tone down nova capabilities, which
Dormancy, Eufiber and Node Backgrounds (from the the Aberrant players typically flatly refused to even consider.
Aberrant core book); the Weave Ability (from the Aberrant Those debates were also utterly pointless, as unlike the World
Players Guide), the Channeling, Modulate and Unify Abilities of Darkness, the denizens of Aberrant, Adventure! and Trinity
and the Boosted Attunement and N-Stage Node Background are generally restricted to separate time periods of Earth. With
Enhancements (from Aberrant: The New Flesh). the vast majority of these character types separated by gulfs of
spacetime, game balance was a moot issue.
Considering that crossing those same gulfs of spacetime is
Mega-Attributes and Quantum what Aberrant: Nexus is all about, some players and Storytellers
Powers may feel the need to bring up the issue of game balance once
All Mega-Attributes and quantum powers will function again. That is not necessary for one simple reason. You are
without any changes in both the Adventure! and Trinity playing Aberrant, not Adventure! or Trinity. The Inspired and
settings. That said, it should be noted that most of the the psions are not the main characters of your chronicle - that
low-level Dynamic knacks and certain psionic powers spot is reserved for your players characters, who will be nova
can duplicate the effects of certain Mega-Attribute time- or crosstime travelers. The other two games are merely
enhancements. expanded stage dressings for your Aberrant: Nexus chronicle.

The Movement Question concert. The enhancements in question can also be used
Astute readers of the various core books will notice to detect Innovations created by stalwarts or mesmerists
that unlike Aberrant and Trinity, which state that characters respectively, as those devices utilize Inspiration to operate
share a base walking speed of five meters, Adventure! has much like quantum gadgets use quantum energies.
them moving at (Dexterity + 2) meters per turn. As there As far as affecting Inspiration, there are only a few
are no other differences in the base movement rates, we facts that novas must be aware of. First off, the temporary
suggest that you use the formula from Adventure! to Inspiration points possessed by the Inspired can be affected
recalculate the base walking speeds of characters from the by certain quantum powers at a 1:1 ratio. As they are
Aberrant and Trinity settings. There simply is no reason for essentially proto-novas, the temporary Inspiration points of
characters from the later eras to be slower on the hoof than stalwarts are equivalent to novas quantum points and can
their forebears. be affected by the relevant quantum powers. The temporary
Inspiration points of daredevils are harder to affect as they
Novas In Adventure! are comprised of a blend of low-power quantum and noetic
Aside from noting the lesser amounts of power the energies. All attempts to affect a daredevils temporary
typical Inspired has to work with, the main problem facing Inspiration points are rolled at a +3 difficulty penalty. The
the Storyteller when using the Inspired is how to deal with temporary Inspiration points of mesmerists depend on
Inspiration itself. According to the Adventure! core book, the noetic energy and cannot be affected unless a nova has
energy labeled Inspiration, Telluric energy or Z-Rays the Additional Energy Type Extra affecting noetic energy
in the 1920s is actually an admixture of very low levels of both (found on p. 112 of this book) for the relevant quantum
quantum and noetic energies. At this low level of strength, powers. For this purpose, certain quantum powers
these energies do not disrupt one another and can work include Disrupt, Quantum Conversion, Quantum Leech and
together with relative ease. Mega-Perceptive novas with the Quantum Vampire.
Quantum Attunement enhancement will be able to detect From the point of view of the Inspired, nova travelers
Stalwarts and the use of Dynamic knacks. Those same novas will be glaringly obvious as extraordinary Inspired beings
with the Psi Sensitivity enhancement (from the Aberrant of unthinkable power. Unless they have some sort of means
Compendium, and reprinted in Chapter Four of this book for of masking their quantum capabilities, nova travelers with
your convenience) will be able to sense Mesmerists and the Quantum Traits of 6 or higher can be automatically detected
use of Psychic knacks. In order to sense Daredevils and the use by use of the Telluric Awareness knack and equivalent
of Heroic knacks, novas will need to have Mega-Perception devices. Novas with lower Quantum Trait ratings may be
and use both of the aforementioned enhancements in detected with a standard roll. The reason for this is that

CHAPTER THREE: STORYTELLING 71


ABERRANT
the Telluric Awareness knack is geared to detecting the far beneficiaries of knacks or Innovative gadgets that used such
weaker signals emitted by their fellow Inspired. This in methods as suspended animation and/or age alteration to
turn makes the more powerful novas that much easier to extend their lifespans. Of said fraction, only those who had
detect if countermeasures arent taken. a healthy sense of caution and the cunning to evade any
and all official notice over the decades will have survived to
become viable elements of the Aberrant setting.
On Dramatic Editing When creating these survivors, it is important to
This uncanny luck is as much a product of the Inspiration-
remember that most of them will be too powerful and
saturated environment of the Adventure! setting as it was
experienced to be modeled going strictly by the basic
a reflection of the personal capabilities of the Inspired.
character creation process in the Adventure! core book.
Once the levels of Telluric energy began to drop back down
Elder Inspired can be generated using the following
towards pre-Hammersmith levels, physical reality started
changes to that process.
to become less fluid. In most Aeon Continuum timelines,
Characters start off with an extra 10 Transformation
the initial Hammersmith vortex finally dies down circa the
points to spend for each 20-year period theyve lived
1950s, making Dramatic Editing no longer possible for the
through. All characters are assumed to have survived
Inspired to achieve. As such, few novas (aside from Divis
through the 1920s and 1930s at the minimum.
Mal, of course) will have any experience with Inspiration
Characters are nominally limited to a maximum
and cannot use Dramatic Editing. That said it is possible
Inspiration Trait rating of 10. It is possible to purchase an
for certain novas to develop Dramatic Editing as a quantum
11th dot of Inspiration, which will have differing effects
power. The listing for that new quantum power can be found
depending on the nature of the characters Inspiration. The
in Chapter Four of this book.
details for each character type can be found below.
All characters should buy appropriate Backgrounds
Adventure! Characters In to reflect how theyve managed to evade official notice
over the decades, especially given the rise of computers
Aberrant in the late 20th Century. While Cipher and Resources are
While the effects of the Hammersmith vortex did die obvious choices; others of potential use include Device
out in the 1950s, the same cannot be said for the Inspired. (for technological methods of suspended animation or
Though many of the Inspired did come to bad ends of one preventing aging) Influence, Sanctum, Citizenship (from the
sort or another, others managed to reach the twilight of Trinity core book), and Identity (from the Trinity Players
their lives and die peacefully of old age. That said, a fraction Guide).
with the right knacks or gadgets could have managed to All characters must buy levels of the Hypertech
survive to see the coming of the Nova Age while still being Background (using T6 as their base Technology Level)
every bit as vital as they were in the 1920s. Those Inspired to simulate their efforts to keep up with the scientific &
with some version of the Optimized Metabolism dynamic technological advances that have been made over the
knack had the surest means of survival, as it allowed them decades. Details on the Technology Levels of the Aeon
to age only a year while decades passed. Others were the Continuum settings can be found in the listing for the

Bulls In The China Shop


For Storytellers, the major problem with dropping nova player characters into the Adventure! setting is the
relative lack of anything that could present them with a suitable challenge unaided. That last word is key, as there are
two ways for a Storyteller to provide that aid by having the player characters restrain themselves. The first way is to
have the characters be time travelers into the past of their native timeline. If the player characters have any sense and
are not idiots, they will realize the need for self-restraint. The crystallized portion of a timeline may be hard to alter,
but nova time travelers have the potential to do just that, likely in disastrous ways. The second way is for crosstime
travelers to do their best to remain undercover in the culture of the early 20th Century, which can be surprisingly difficult
for denizens of the early 21st Century, novas or otherwise. Once the players realize and accept the constraints that their
characters will have to operate under, a devious Storyteller should be able to find plenty of challenges for them in the
Inspired era.

72 CHAPTER THREE: STORYTELLING


ABERRANT
Hypertech Background on pp. 112-113 of this book. their development forward. Those who purchase the 11th
Characters will not have access to Dramatic Editing, dot of Inspiration are converted into psychomorphs, as per
as that was as much an environmental byproduct of the Psychomorphs in Trinity on p. 61 of the Aberrant Players
Hammersmith Vortex - which died out in the 1950s - as it Guide. Their psychic knacks will determine their primary and
was an Inspired capability. Aside from the mini-Quantum secondary Aptitudes. The characters will retain all Abilities,
Boom of the 1970s and 1980s when Dramatic Editing once Ability Masteries, Backgrounds, Background Enhancements,
again becomes possible, this option will not be available to Merits and Flaws.
the Inspired until August 3rd, 2122 when Process 418 takes One note: Mesmerists will not be affected much by the
place. first N-Day, aside from facing an additional difficulty penalty
Characters retain access to all other options from the of +1 on all psychic knack use for that first 24 hours of the
Adventure! core book, provided that the explanations for Nova Age. Fully manifested psychomorphs will also sense its
such are plausible in the Storytellers opinion. effects through psionic Attunement (Trinity core book, pp.
191-192) aside from suffering the difficulty penalty of +1 on
all psionic power use for that time.
Elder Stalwarts
The only important thing to remember when playing an
elder stalwart is that she is not a nova... yet. Until such time
as a stalwart manages to transform herself into a nova, she
will have all the limitations as described in the Adventure!
core book. That said, she also cannot gain Taint as she lacks
an M-R Node.
From Stalwart To Nova
Once stalwarts achieve Inspiration 10, there are two
options for their further development. The first is to simply
let their raw power plateau and focus instead on gaining
new Knacks and increasing their Abilities and Backgrounds.
Its a viable option, especially if they dont not consider
gaining novahood to be worth all the troubles it would bring
to their doorsteps.
Then there are those who feel that they must keep
developing in order to avoid becoming a living relic of
earlier times. These stalwarts will keep testing their limits
and refining their powers, which requires purchasing an 11th
dot of Inspiration with experience points. Upon doing so,
stalwarts undergo a fundamental change of being that is
very much like the eruptions of first generation novas. To
represent this transformation in game terms, the stalwart
must be rewritten as a nova at a nova point level of the
Storytellers choosing. The former stalwarts Inspiration is
traded in for a base Quantum Trait of 1, and knacks are
converted into their equivalent quantum powers and Mega-
Attribute enhancements. The only real difference is that as
a former stalwart, the quantum power version of Dramatic
Editing is always considered in theme for her or his
development. Also, the character will retain all Abilities,
Ability Masteries, Backgrounds, Background Enhancements
and Merits. Certain Flaws may be eliminated in the eruption
process if the Storyteller deems it plausible.

Elder Mesmerists
As with the stalwarts, mesmerists must make a choice
of whether to let themselves plateau or to keep pushing

CHAPTER THREE: STORYTELLING 73


ABERRANT
Elder Daredevils Novas In Trinity
As they generally see themselves as exceptional When dealing with novas in the Trinity setting, the main
humans, the vast majority of elder daredevils allow difficulties are the inaccurate terminology used on 22nd
themselves to plateau and focus on other areas of their Century Earth when discussing the Quantum-born, Taint and
development upon reaching Inspiration 10. Elder daredevils how they both interact with noetic energy. Most of these
and paramorphs can and do both benefit from developing errors have been addresed in prior Aeon Continuum books
new heroic knacks, examples of which can be found on (canon and otherwise) in a piecemeal fashion. For claritys
several Aeon-related websites on the Internet. sake, we are listing all the corrections here for everyones
The few elder daredevils who have any inkling of how convenience.
they could further develop their power are often reluctant Also, all Aberrant players and Storytellers should
to do so, as it is dangerous in the extreme. By purchasing disregard all the relevant material found in the Trinity
an 11th dot of Inspiration with experience points, elder books in favor of the Aberrant books. The developers of
daredevils literally become paramorphs, beings unstuck Trinity had little clear idea of what novas and/or aberrants
in time. Those spent experience points are used to buy would be capable of, and they never really spoke with the
two or more levels of the Chronal Awareness heroic knack developers of Aberrant on the matter. Disagreements and
(Adventure! core book p. 232), with the first level always clashing game mechanics were bound to occur. And as
being the Time Travel sub-knack. The price of becoming a youre playing Aberrant...
full paramorph is always an involuntary time jump, which
can be dangerous in the extreme depending on when the
new paramorph winds up. There are a million ways to die in The Basics
any period of human history, and paramorphs are immune In all but a few cases described below, the Mega-
to exactly none of them. New paramorphs may spend Attributes and quantum powers of nova travelers will
additional experience points to gain the Looper Merit (see function normally - as per the Aberrant core book - in the
p. 119 of this book), in which case the new paramorphs Trinity setting. Nova travelers do not become any less
initial time jump will be redirected to a place of safety by powerful just by leaving the quantum-enriched environment
their future selves. This is how Max Mercer survived his own of the Nova Age.
initial time jump, and requires a paramorphs future self to Most denizens of the Trinity setting - save for certain
have the Temporal Beacon sub-knack. Nihonjin scientists, quantakinetic psions and novas such as
Due to their special relationship with time, paramorphs the Edenites - do not differentiate between Quantum and
are immune to historical shifts caused by time travel. They Taint. They see no need to, instead preferring to label it
are also highly resistant to adverse temporal manipulation all as Taint with all the negative connotations that term
effects, adding their Inspiration Trait rating to the dice pool implies. Its understandable, if also simplistic and stupid.
of all rolls made to resist techniques such as Age Alteration, This inaccurate viewpoint was promulgated - and reinforced
Dilate Time and Stop Time. - by the majority of psions (and their Doyen puppetmasters)
Aside from the base Time Travel sub-knack, Chronal due to the disruption effect between quantum and psi.
Awareness can duplicate - more or less - any technique Quantum energies and psi energies do disrupt each
of the Temporal Manipulation quantum power (Aberrant other. Novas with the Disrupt quantum power can use it
core book, pp. 226-228) with the following caveat. Any normally against psions, who can resist by rolling Psi + the
technique that affects beings other than the paramorph Mode being disrupted. In turn, all psions can create the
himself are drastically limited in duration if they can function noetic equivalent of the Disrupt quantum power by rolling
so at all. The sub-knack version of Stop Time has a duration Psi + their highest Mode. Other effects of the quantum/
of (Inspiration) turns, while the sub-knack version of Age psi disruption effect include mild physical distress and
Alteration can only affect the paramorph himself. Other uneasiness on the part of the psions and highly-Tainted
quantum powers and power techniques - not just the novas (including Trog second generation novas/aberrants),
obviously time related ones! - can be adapted with the but that is all just more stage dressing for the Storyteller.
Storytellers approval, provided that the player can figure Due to their direct channelling of psi energy, psions
out a way for them to function by messing with time. New enjoy an increased resistance to certain quantum powers.
Temporal Manipulation techniques and the Looper Merit All mental quantum powers that are resisted with
are described in Chapter Four of this book. Using Chronal Willpower and Psychic Shield are resisted with the psions
Awareness requires the paramorph to spend temporary Willpower or Psi, whichever is higher. This includes but is
Inspiration, just as novas must spend quantum points to use not limited to Empathic Manipulation, Mental Blast and
most quantum powers. Telepathy. This may or may not also include use of the Social

74 CHAPTER THREE: STORYTELLING


ABERRANT
Mega-Attributes and their associated enhancements at the
Storytellers discretion - few if any Trinity-era novas have
been shown to be Mega-Social, so its anyones guess.
Most quantum powers that directly manipulate a psions
quantum signature automatically fail. Dont even bother with
the power roll. This includes but is not limited to Aberration
Transfer, Node Spark, Quantum Imprint, Quantum Authority
and Quantum Supremacy. Quantum Leech and Quantum
Vampire are the exceptions, as they can respectively be
used to drain a psions Psi pool or affect a psion if the nova
has the Additional Energy Type Extra for those powers.
That Extra can be found on p. 112 of this book.
Attempts by novas to track the quantum signature
of a psion with just the Node Background or the Quantum
Attunement enhancement of Mega-Perception are rolled
at +2 difficulties. Such attempts using the Psi Sensitivity
enhancement (on p. 84 of this book) are rolled normally.
As can only be expected, no form of noetic bioware
will function for a nova. Likewise, psions and other noetically-
Inspired beings cannot use any kind of quantum gadgetry.
When reinterpreting Trinity aberrants - as opposed
to the Colonys Sub-Aberrants - into Aberrant terms, there
are several things to keep in mind. First, the largest portion
of them - Storytellers discretion as to the exact percentage
- will have Taint ratings equal to their Quantum Trait ratings,
and will have several additional aberrations to boot.
Those extra aberrations will always include the Taint Bleed
aberration (Aberrant Players Guide p. 96). It is speculated
that the Colony permanently gifts all of its nova-caliber
followers with that aberration by means of the Aberration
Transfer quantum power (Aberrant: Teragen pp. 125-
126). Its reasons for doing so remain unknown (Storytellers
discretion as to the details). Second, they may not use Social
Mega-Attributes - except for the Mega-Ugliness variant of
Mega-Appearance - on either psions or baseline humans
who are not insane. Third, their Taint pools are equivalent
to novas quantum pools at a 1:2 ratio (1 Taint point equals
2 quantum points).
Sub-Aberrants are as described on pp. 68-69 of
Aberrant: The New Flesh. They cannot have Mega-
Attributes and do not have the Taint Bleed aberration of
their nova-caliber superiors.
Quantum energies can and do have an effect on the
noetic world, but this is not a negative thing in and of itself.
Neither quantum nor psi energies are inherently good or
bad, as context is everything. Much has been written on the
negative effects of quantum energy on the Telluric (read:
quantum and noetic) environment, yet the negative effects
of excessive amounts of noetic energy have been ignored
entirely. Likewise, the beneficial effects of both quantum and
psi energies have been mentioned only in passing if at all.
That changes now.

CHAPTER THREE: STORYTELLING 75


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The Telluric Environment free to add difficulty penalties of varying strength - +1 in
In Trinity, much is made of how the use of quantum an Adventure!-equivalent Telluric environment, +2 or
powers is damaging to the noetic environment. The fact higher in environments similar to Aberrant or Trinity - on all
that they dont differentiate between Quantum and Taint - relevant rolls made to affect society in ways going against
only the latter of which is truly harmful to living biospheres the current Telluric flow. Rolls that take advantage of the
- only confuses the matter. Of course, the psions have their current Telluric flow may also have their difficulties lowered
own reasons - and inclination - to promote their inaccurate by a similar amount.
beliefs over the actual facts. These regions also shifted locations and changed the
While quantum and psi energies do disrupt each other amount of Telluric energy they emitted, usually due to
at the elevated levels produced by novas, aberrants and interference in their natural energy flows. Some areas would
psions, they do not do so appreciably at lower levels. In emit barely enough Telluric energy to preserve any nearby
fact, they can work together quite well. This non-disruptive life, while others would emit huge amounts of Telluric
interaction between quantum and psi is what has allowed energy. The causes for this are either geological events or
life to evolve wherever the local circumstances permit. human interference. The former would be anything from
Areas where these interactions are most noticeable form earthquakes and volcanoes to new sinkholes opening up
what occultists term ley lines or dragon paths, some and waterways drying out. The latter included such things
of which manifest in all the natural waterways on Earthlike as dams, underground nuclear explosive testing and what
planets. the Chinese would consider bad feng shui.
These interactions between quantum and psi energies Usually, the cycles between the increased quantum
- hereafter termed Telluric energy for brevitys sake - and increased psi energy regions allowed the excesses of
run on a cyclical pattern, with the balance always shifting both to dissipate gradually, allowing the local cultures to
between quantum and psi over time. On Earth, this has an regain some degree of equilibrium. The creation of the
effect on the local human cultures. Areas where that balance Hammersmith Telluric Vortex in 1922 failed to change that
has shifted toward quantum tend to make the local cultures process very much, as it produced both quantum and psi
wild and vigorous, as the locals feel less constrained by their energies in equal measure and only lasted 20 years. Not
traditions, laws and customs. This can be a good thing, as even Dr. Michael Donighals first attempt to replicate his
these conditions allow for social progress, innovations and own version of the Hammersmith Vortex in the 1970s was
new things of all sorts to be made with less difficulty than is any different.
typical. The negative aspect of this situation is a tendency All of that changed on March 23rd, 1998, as Dr.
for some to ignore beneficial beliefs, laws, traditions and Donighal - who now called himself Divis Mal - managed to
customs, leading to increased criminal activity and social create a variant form of Telluric Vortex that was purposely
corruption. On the other hand, areas where the balance has imbalanced towards quantum energy. In terms of the
shifted toward psi tend to make the local cultures attachment noetic environment, the greatly elevated quantum made
to their identity and practices that much stronger. The the structures of cultural laws, traditions and customs
benefit of this - aside from a more orderly populace - is that increasingly more fragile as the Nova Age progressed.
information encoding is somewhat easier
than is typical. In practical terms, this
allows people to increase their Abilities,
Backgrounds and whatnot at a slightly
accelerated rate. The negative aspect
of this situation is that the local cultures
become somewhat lackluster, fatalistic
and unimaginative due to the increased
influence of their social structure. This
leads to social stagnation, strengthening
of whatever is considered the local status
quo and an inability to overturn harmful
beliefs, laws, practices and customs.
On the larger scale, this strengthened
cultural identity also increases the risk of
violent conflicts with other cultures. In
game terms, the Storyteller should feel

76 CHAPTER THREE: STORYTELLING


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As they had (and still have) the power to act as catalysts Welcome To The Noetic Era
to change human society, novas picked and chose which
specific cultural constructs to either destroy or reinforce - (Hope You Survive The Experience...)
with help from existing baseline social trends, of course. The As anyone who has read the Trinity gamebooks could
ending of the entrenched patriarchy and misogyny in Asia attest, most of the Solar System and the extrasolar Terran
in the mid-21st Century - which had a sordid history going colonies can be considered hostile territory for nova time-
back thousands of years - is a prime example of the beneficial and crosstime travelers. Consider the local situation: Terran
cultural damage novas can help to cause. Likewise, while society had barely survived the First Aberrant War, and has
the degradation of the old United States into the overtly only recently begun to rebuild itself in the 22nd Century
fascist FSA was the culmination of many pre-existing social into anything comparable to pre-War levels of prosperity.
factors that had been present since before the Nova Age, it Technology has advanced - albeit in a piecemeal fashion -
was the actions of hostile novas and aberrants that acted as to the point where baseline militaries have a much greater
the catalyst for it. chance of defeating hostile aberrants than their 21st Century
While the Quantum Vortex accomplished Mals intended predecessors did in the First Aberrant War. Worse yet, the
purpose - the mass eruption of certain latent humans into widespread hatred of aberrants and anything related to
first generation novas - the extremely elevated levels of them is not only at an all-time high, its almost considered
quantum energy it produced also resulted in increased levels to be a virtue. Entire groups of noetic humans have arisen
of general cultural damage, lawlessness and corruption at all specifically to defend baseline humanity against the aberrant
levels of society. None of the latter really mattered to Mal, threat - with lethal force being their overwhelmingly-
who had written off baseline humanity as irrelevant and had preferred method. And to top off this steaming mess, not
enough bad history with the baseline Western culture of the only have the Taint-ridden forces of the Colony started the
20th Century to not have much sympathy for it. As Mal kept Second Aberrant War, they will see nova travelers as either
renewing his Quantum Vortex until his departure from Earth in potential recruits or as enemies to be eliminated posthaste.
2061, that cultural damage, lawlessness and corruption kept If they have any common sense or intelligence at all,
growing right along with the rate of nova eruptions. The fact nova travelers will immediately seek to lay low as transient
that many of the new novas erupted with increasing levels of baselines upon arriving in the Noetic Era. If they have the
Taint didnt help matters as the environmental effects of Taint option, using the Dormancy Background can literally be
quickly became apparent. a life-saver in this situation. A better option would be for
After the First Aberrant War, the telluric environment nova travelers to use some form of temporal or cross-time
slowly repaired itself as best it could. Aberrants and novas still method to gather intelligence on 22nd Century Earth before
erupted from on occasion - the latter often in Nihon - while they even arrive there. If they are smart, savvy and very
corruption and lawlessness reigned over many damaged lucky, a group of nova travelers could go for weeks before
cultures of the planet. This state of affairs continued even as attracting any unwelcome attention - and in this case, any
the Psi Orders were established in 2104. With the addition attention qualifies as unwelcome.
of powerful human psions and their heavy use of noetic The main attraction for nova travelers to voluntarily visit
biotech, the regions where they lived and worked became a Noetic Era Earth is to learn of their advances in science and
saturated with elevated amounts of psi energy. This has led hard technology (as opposed to noetic biotech). This will
to the expected decrease in social and ideological flexibility, not be easy given the fragmented and paranoid redesign of
increased social stagnation and strengthening of a status quo the OpNet and the expected safeguards against industrial
which simply is not workable in the long term. In the highest espionage, but can be fruitful if the right targets are chosen
elevated psi regions, discarnates - known to the Aeon Council and the right precautions are taken. Historical databases will
as psi forms and described in Appendix #3 of this book - be especially hard to come by, thanks to the censoring done
began to manifest in increasing numbers. by Operation Rewrite (Trinity core book, p. 73).
Then on August 3rd, 2122, Process 418 occured. Nora Some truly idealistic nova travelers may wish to assist
scientists in Venezuela managed to replicate the initial baseline humanity against the Colony. Unless they are
Hammersmith Vortex, with effects as described in Trinity: truly powerful - and were talking Divis Mal-powerful here
Terra Verde (pp. 25-26). Although this event has cast the - it is also a truly excellent way for nova travelers to get
global noetic and quantum environment into severe flux, it has themselves killed in short order. Remember that they will be
also given a chance for Earths Telluric environment to reach acting as a third side in a two-way conflict where both of
a new balance after over a century of imbalance. Provided, the opposing sides would sooner kill the nova travelers than
of course, that threats such as the Colony and the Coalition talk with them peacefully. There is no sane, logical reason
dont succeed in their plans for Earth and humanity... to fight for the sake of people who want you and everyone

CHAPTER THREE: STORYTELLING 77


ABERRANT
like you dead or worse. That said, heroic action against the 145 - translate to in Aberrant terms? Is psionic Attunement
Colony is still possible - it just means that the nova travelers better suited to detect the Taint-twisted aberrants than their
will have to pick their battles carefully, achieve & retain the nova cousins, or does it depend on the aberrants or novas
strategic and tactical edge, then bug out of the combat Quantum?
theater once the enemy forces are disposed of. A healthy The second and third questions are easy enough to
dose of masochism is also helpful. Provided that said nova answer, once you recall that almost no one in the Trinity
travelers are prepared to operate without any support from setting bothers to tell the difference between Quantum and
others at all - and are capable of doing so successfully - they Taint. As it is the Quantum Trait that disrupts Psi energy,
can function as a true wildcard in the Second Aberrant War. that is what psions use to detect eximorphic beings such as
Unsurprisingly, there are several ways that novas can novas and aberrants. Certainly they can note the difference
wind up in the Noetic Era, willingly or otherwise. Accidents between an eximorphs Quantum and Taint Traits - which
involving time travel or crosstime travel are obvious methods. is what makes the Edenites and other novas so puzzling to
An excessively powerful form of the Stop Time technique of psions and most Terran scientists - but they havent been
Temporal Manipulation could easily send a group of novas taught that any difference exists between Quantum and
on a one-way trip to the future. The use of suspended Taint.
animation - as either the Mega-Stamina enhancement or a The first question depends on how a high-powered
technology - is another such method. Nova space travelers (Quantum 6 or higher) nova or aberrant has developed his
whose vessels fly at relativistic speeds will certainly undergo or her quantum powers - in Aberrant terms, whether or
enough time dilation to end up in the 22nd Century. Terat not he or she has developed the Mastery Extra (Aberrant
novas who undergo a Chrysalis run the risk of possibly Players Guide p. 119). Having the Mastery Extra always
spending decades in their quantum-charged comas, and qualifies a nova or aberrant for status as a Prime Threat for
could easily have been hidden away and forgotten in all the the purposes of psionic Attunement (automatic success on
tumult and chaos of the First Aberrant War. all detection attempts). Of course, unless steps are taken to
shield ones quantum signature from being detected, Prime
Threat novas in a Trinity setting should expect missiles with
Aberrant Classifications In Trinity armed fusion warheads to be fired at them on a regular
One particular question that has never been answered
basis.
well in Trinity is this: what is a Prime Threat aberrant?
For that matter, what exactly does the weak, average,
powerful scale - as seen on the table for detecting aberrants
with psionic Attunement in the Trinity Players Guide, p.
Aberrant Characters
in Trinity
Some Trinity and Aberrant Storytellers may be
Now That Were Here, How Do wondering what those novas and aberrants who have
We Get The %#@& Out!?! survived into the 22nd Century would be like. Assuming
In cases where involuntary nova travelers have no inherent that they have lived through all those decades between
ability for time travel or crosstime travel, winding up in the Trinity the Nova Age and the Noetic Era, these individuals provide
setting makes for dire straits indeed. Theyre stuck on a future the Storyteller with an excellent way to shake up the status
Earth whose populace is taught to hate people like them, and quo, bring in new opponents or even give an unexpected
have good reason for doing so. The existence of the Psi Orders helping hand.
makes even simple things like purchasing food a dangerous task. The means by which novas and/or aberrants could
That said, there are ways to novas to escape the Solar System. If have survived the First Aberrant War are glaringly obvious.
they are resourceful enough, they might find old records hinting Many novas have Mega-Stamina, which can extend a novas
at the location of one of the nova colony worlds, which could lifespan up to 5,000 years at the extreme. That figure rises
provide a safe haven for them. Possible methods of reaching dramatically if the nova has the Adaptability enhancement,
the nova colony worlds will generally revolve around creating and is rendered irrelevant if the nova has the Unaging
interstellar Warps, through which either the novas themselves or enhancement (Aberrant: The New Flesh, p. 214). Novas
a small spacecraft could pass. Another possibility is for the novas with the Immortality or Reincarnation powers (Aberrant:
to contact and prove themselves to the Upeo wa Macho. In return The New Flesh, pp. 228-229 and 234-235 respectively)
for providing the Teleportation Order with valuable data from the also make excellent candidates for survival. Finally, use
Nova Age (which was lost in the Crash), these psions could easily of suspended animation as either the Mega-Stamina
grant the novas passage to Eden. enhancement or technology can allow a nova to survive the
decades, albeit at the cost of being less powerful than those

78 CHAPTER THREE: STORYTELLING


ABERRANT
who actually lived through them instead of sleeping them oriented works of Jack Kirby, Jim Starlin and John Byrne.
away. Unfortunately, the Power Isnt Everything gray sidebar on
The next question that must be asked is this: assuming p. 67 of the Aberrant Players Guide has proven to be far less
these novas and aberrants were active during the Second than sufficient for its stated purpose of providing guidelines
Interregnum, what exactly were they doing all that time? for such Aberrant chronicles. As high-powered is exactly
Helping to establish nova or aberrant colony worlds? what most chronicles using Aberrant: Nexus will have to be
Engaging in crosstime travel? Exploring the Milky Way and/ by definition, there is no better place for this problem to be
or other galaxies? Setting up hidden bases throughout the remedied.
Solar System from which to hatch plots for humanitys future
in the best Evil Mastermind tradition? The possibilities are
Big Fish In A Little Pond
endless.
There are three main factors that every Storyteller
When creating survivors and relics of the Nova Age,
planning to run a high-powered Aberrant chronicle must
keep in mind that most of them will be too powerful and
realize and make preparations in advance to deal with. First,
experienced to be modeled going strictly by the basic
we are talking about chronicles where each and every player
character creation process in the Aberrant core book. Elder
character is effectively a major god in terms of personal
novas and aberrants can be generated using the following
power. At that point, there is little that baseline humanity
changes to that process.
can do to challenge such beings, and even less that will
Characters start off with an extra 20 nova points to
be remotely effective. The idea of any baseline society
spend for each 20-year period theyve lived through. All
managing to persecute such novas as they do to baseline
characters are assumed to have survived through at least four
human minorities is - to be blunt - utterly absurd. This issue
decades of the Nova Age at the minimum.
becomes most obvious when discussing Chinas Ultimatum
Characters are not limited to a maximum Quantum
of using fusion warheads to carpet-nuke the entire planet to
Trait rating of 5 at creation.
force the aberrants to go into exile. While the action was
All characters should buy appropriate Backgrounds
real - as shown by the destruction of Bahrain by those very
to reflect how theyve managed to survive and thrive over
warheads - it simply was not enough of a threat against the
the decades, especially given the chaos of the First Aberrant
aberrants, most of whom were high-powered novas, if highly
War.
tainted. The real force behind the Chinese Ultimatum was
All characters must buy levels of the Hypertech
the unified power of the still-sane novas and Divis Mal and
Background (using T9 as their base Technology Level)
the Teragen. Which in turn leads us to the second factor...
to simulate their efforts to keep up with the scientific &
The second factor is this: the only way to challenge a
technological advances that have been made over the
high-powered nova is with another high-powered nova or
decades. Details on the Technology Levels of the Aeon
equivalent being. No baseline human is going to be able to
Continuum settings can be found in the listing for the
stand up to a handful of mildly irritated novas at that level
Hypertech Background on pp. 112-113 of this book. Please
of power. No baseline human will ever be as perceptive
note that the nova colony worlds are almost guaranteed to
or clever as a nova super-genius so it doesnt matter how
have a higher Technology Level than the Trinity standard,
subtle or tricky they are, they will be found out and quickly.
due to two main factors. First, the nova scientists & inventors
Even other Inspired beings will have massive difficulties if
will have had plenty of time for unrestricted research &
they try to take on high-powered novas.
development efforts. Second, many of the nova colonies
The third factor is the fragility of Earth in the Nova Age, in
will also be facing the challenge of having to fight off the
all of the physical, socio-cultural, economic and geopolitical
Colonys nova-caliber aberrant hordes to help spur their
senses. Most such characters could literally destroy the Earth
technological progress.
if they ever got ticked off enough to do so. Novas could
Characters retain access to all other options from the
literally cause centuries-old traditions and folkways to be
Aberrant books, provided that the explanations for such are
tossed out the window in the name of social progress. Novas
plausible in the Storytellers opinion.
might choose to advance human technology to the point
where human civilization becomes a global socialist state in
Playing High-Powered Novas which resource scarcity has become a thing of the past. In the
If youre reading this, its a fair bet that youre either a face of such change, national economies will have to either
Storyteller who wants to run a chronicle with high-powered totally reinvent themselves or die. All wealth-based social
novas or a player whod like to explore the challenges of structures would also be severely disrupted, which would be
playing one. Perhaps you wish to have your characters the greatest nightmare of the current baseline social elite.
have adventures that could have come out of the cosmic- As for baseline human governments, their historic monopoly

CHAPTER THREE: STORYTELLING 79


ABERRANT
characters will, and can have all sorts of reasons to make
the player characters lives that much more interesting... in
For Everything, There Is A Season the sense of the Chinese curse.
When starting off a high-powered Aberrant chronicle, the
Wise Storytellers will also develop at least 10 major
Storyteller may be tempted to toss in something from outside the
alien civilizations, a dozen or more alternate universes and
typical parameters of Nova Age Earth before the player characters
perhaps four to six future human or nova civilizations that
ever leave the planet. While it sounds neat on paper, it isnt a
could logically provide high-powered nova player characters
good idea in practice. The canon geopolitical situation of Nova
with serious challenges. Dont think that youre limited
Age Earth is messed up enough without tossing in something like
to just having other high-powered novas as the player
an alien invasion. Its best to let the player characters fix the Earth
characters only source of competition and/or conflict. If
first before they actually leave it for the stars. Thats when you
there are any beings in fiction which are roughly equivalent
have them make First Contact with the warlike aliens.
to high-powered novas, feel free to use your own versions
of them in your chronicle. You have over eighty years worth
on the use of force is shattered by the mere existence of of excellent science fiction to choose from.
high-powered novas, much less their actions. Nations in the Well say it again: be prepared to do a LOT of work
Nova Age face more than mere international sanctions or before the game even begins. The current Aberrant books
conventional warfare if they take unprovoked action against (both canon and fan) will NOT be enough to provide your
each other. They also face the threat of immediate reprisal players with anywhere near enough of a challenge to make
by any high-powered novas who may have interests in the playing in a high-powered Aberrant chronicle worth their
targeted nation. while. If youre not prepared to do the stagework, do not
Add all of that up and one thing becomes crystal-clear: even bother running such a chronicle in the first place.
all high-powered Aberrant chronicles are going to have to Otherwise, you risk disappointing your players and wasting
shift their focus away from Earth, and the sooner the better. everyones valuable free time.
There simply is nothing on Earth in the Nova Age that can
be used to provide high-powered novas with anything but a
brief challenge. It helps to think of Nova Age Earth as merely Casting The Players
the player characters troubled home town; which they help Just as important to the success of your chronicle will
to set matters right again before going off to explore the be the player characters themselves. Before play begins,
wider, far more challenging and much more rewarding world the Storyteller should sit down with the players and talk
that exists beyond the city limits. Goals such as destroying seriously about the characters they plan to create. This
Project Proteus, bringing the Aeon Society to justice as war goes beyond discouraging the typical create a character
criminals and heading off the First Aberrant War should with an automatic I WIN button syndrome that some
only be the beginning. Once novas have the power to Aberrant players are prone to. Every facet of the characters
leave Humanitys birthworld behind and colonize, terraform must be taken into account - what happens when a Mega-
or even create extrasolar planets, the Earth becomes little Intelligent character has almost no one in the group that
more than just another ball of dirt. There is only one way for can communicate with him at his intellectual level? What
a high-powered Aberrant chronicle to really blossom into of a Mega-Manipulative grifter; will she grease the social
something memorable, fun and generally worth playing. wheels for the groups collective benefit, or will she play
High-powered novas must head out into the uncharted them all as her puppets? The player characters should have
territories of extrasolar space, time, and/or the Omniverse. more in common than just their nodes, planet of origin and
level of quantum power. They must also share a common
agenda beyond the usual get rid of the Aeon Council and
Setting the Stage Proteus that will grant them a unity of purpose. This can be
If youre going to run a high-powered Aberrant like trying to herd a bunch of drunken housecats with some
chronicle, be prepared to do an extremely heavy load Aberrant players, but it is absolutely necessary. Otherwise,
of preparation work beforehand. Nova Age Earth as the Storyteller will end up with a chronicle of alienation
presented in the Aberrant books is by necessity only a creeping in between near-omnipotent people working in
tiny part of the entire stage that this kind of chronicle will their own private sandboxes towards their own personal
play out on. Before gameplay even begins, the Storyteller goals. The player characters might be interesting in and of
should develop several NPC high-powered novas to act themselves, but that does not make for fun roleplaying and
as opponents, nuisances and the occasional friend for the its even more boring to have to run. What makes roleplaying
player characters. These NPCs should leave Earth to have fun is characters interacting, having conflicts and resolving
the opportunity to grow and develop much like the player them, and generally being people. Anything else is a waste

80 CHAPTER THREE: STORYTELLING


ABERRANT
of your time and effort. Playing On The Cosmic Stage
Storytellers whove read this far might be feeling a bit A problem with running a high-powered Aberrant
discouraged by the prospect thats been set out here. Thats chronicle is the perception that if taken to the extreme, it
why we advise you to prepare in advance like crazy and to becomes a session of interactive cooperative writing where
cheat as much as is needed. Yes, youll have to do a lot of the game mechanics are irrelevant instead of a roleplaying
work - thats why you do as much as you can beforehand. game. There are ways for Storytellers to combat this.
You will need mountains of creativity - if you have access to First, where no limitations are explicitly shown to exist,
a decent library of science fiction, all that creativity is yours as the Storyteller you must establish them. If no game
to reap & modify to your taste. You will need the ability to mechanics exist in any Aberrant or Trinity book that cover
out-think pretty much every player character in the chronicle a given situation, make new ones as needed. And as for
- download a PDF of Aberrant: Brainwaves. On pp. 33-34, challenging the player characters in any meaningful way,
the rules for running Mega-Mental games have excellent keep the following Commandment of Roleplaying Gaming
advice on how to simulate Mega-Intelligence in the game. in mind: THERE IS ALWAYS A BIGGER FISH. As the second
And thats exactly what you as the Storyteller will be required paragraph title says, on Earth high-powered novas such
to do. It helps if the players also understand this and are as the player characters were big fish in a tiny pond. That
willing to help you out for the sake of the chronicle. changes when they leave Earth for extrasolar space and/
Aside from that, the Storyteller must remain as involved or the Omniverse - out there, these former big fish find
with the roleplaying as possible. Its recommended that the themselves in the deep blue ocean. Whats worse - for them,
Storyteller should always have multiple complications at anyway - is that the former big fish are large enough to be
hand to inflict on the player characters. Complications can noticed, and some of that attention is certain to be hostile.
be used to hook the player characters and drag them all And thats a situation ripe for excellent roleplaying.
into the same problem, which is excellent for preventing
alienation and solipsism. Complications can also set the
player characters at odds with one another, forcing them
into compromise or conflict. Complications can also be
used to shock the players out of a rut by tossing something
completely unexpected at them - provided that it wouldnt
derail the plot completely - which you as the Storyteller have
carte blanche to do as is needed to keep the game fun for
everyone and running smoothly.

Visiting The Old Hometown


While Nova Age Earth - and baseline humanity - might fade into the background of a high-powered Aberrant
chronicle, the Storyteller shouldnt simply write it and them off entirely. More likely than not, the player characters will
still have some emotional ties to the people of Earth - nova and otherwise - if not the planet itself. It isnt likely that
they will just stand back and watch if Earth faces an alien invasion or some other Threat From Beyond that they have no
chance against. What better way for the player characters to realize how much theyve grown since leaving Earth than
returning there in order to save it? What better way to show them the fruits of their efforts to fix the Earth before they
left for the stars? That said, such occurrences should be very rare in this kind of Aberrant chronicle. Extrasolar space
is huge by anyones standards, and the Milky Way in the Aeon Contiuum is not exactly teeming with many spacefaring
alien civilizations.

CHAPTER THREE: STORYTELLING 81


Chapter Four:
New Items
New Mega-Attribute Acceleration Tolerance
Enhancements (Mega-Stamina)
Despite the benefits provided by their quantum-
enhanced metabolisms, most novas are only slightly
Freefaller (Mega-Dexterity) more resistant to the dangers of high-G acceleration or
As any experienced astronaut could confirm, humans deceleration than your average baseline. Even speedsters
whove just gotten their first taste of microgravity (or and novas with Adaptibility face this problem. Speedsters
freefall) tend to be awkward and clumsy in the extreme. It can ignore the inertial effects of their own powers, but if you
generally takes several misions in Earth orbit for an astronaut strap one to an ICBM (many of which have boosting speeds of
to learn how function effectively in zero-G. Novas with this at least 25 Gs) and launch it hes likely to end up either dead
enhancement are the exception to the rule, as they have an or nearly so. Novas with Adaptibility are in the same boat,
instinctive knowledge of how best to operate in microgravity. as that kind of protection is geared towards environmental
System: The nova has +3 automatic successes on all rolls conditions- that much acceleration only needs a few seconds
for physical actions attempted in microgravity environments, to turn a human (or superhuman) body into so much meat
and is also immune to spacesickness. This is permanent, and pudding. Fortunately for them, novas with this enhancement
has no quantum point cost. can dismiss such problems with a laugh. These novas are also
in much demand by space agencies worldwide to serve as
astronauts.
FTL Reflexes (Mega-Dexterity)
System: The nova can totally ignore the effects of
Even for Mega-Dexterous novas, maneuvering in space at
high-G acceleration and deceleration. The Storyteller may or
velocities approaching or greater than C (the speed of light in
may not choose to determine a quantum point cost for this
a vacuum) is difficult in the extreme, if not downright suicidal.
enhancement, as per Adaptibility.
Novas who manage to develop the power of relativistic or
superluminal flight universally develop this enhancement as
well. While its possible for a nova to fly at near- or greater- Gut Reaction (Mega-Perception)
than-lightspeed without this enhancment, such a reckless fool A Mega-Perceptive nova with this enhancement tends to
is certain to quickly fly headfirst into something thats lethal have strong instinctive reactions to the people he meets. In
even to novas. Something like a black hole, for example. this way the nova can instantly tell if a person is good, neutral
System: A nova with this enhancement suffers only half or bad news as far as hes concerned and react appropriately.
the penalties (round up) on rolls for moving at relativistic While this capability is usually accurate, it isnt guaranteed -
and/or superluminal speed in space. If the nova also has mistakes have been known to be made, especially if the nova
the FTL Reactions enhancement, she will suffer no penalties has grown overly reliant upon it.
whatsoever. This is permanent, and has no quantum point System: Whenever the nova meets someone, the novas
cost. Its also fairly useless for novas incapable of moving at player can have the Storyteller make a secret Perception
relativistic and/or superluminal speeds in space. roll for the nova to experience a visceral reation about that
Note: Novas without this enhancement should encounter subject. If the roll is successful, the Storyteller must tell
severe difficulties when attempting to maneuver at relativistic the novas player whether the subject in question is good,
and/or superluminal speeds in space. The Storyteller has neutral or bad news for the nova. If the Perception roll fails,
the final say on this, but a good rough guideline would be the Storyteller is free to give the novas player inaccurate
+12 difficulties at relativistic speeds and +16 difficulties at information about the subject, especially if it could lead to
superluminal speeds. the nova making an embarrassing mistake. If the Perception

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roll is botched, the Storyteller will give the novas player
wildly inaccurate information that is sure to get the nova in Whats A Parsec?
trouble if he acts on it. In all cases, the Storyteller is under A parsec is a unit of length commonly used in astronomy.
no obligation to reveal the resuts of the Perception roll One parsec is equivalent to 3.26 light-years and is slightly under
to the novas player. Instead, the novas player will have 31 trillion kilometers. Larger units of astronomical length are
to find out whether the information he received via this noted below.
enhancement was accurate during the course of the game.
This enhancement has no quantum point cost and is always One Kiloparsec = one thousand parsecs.
on. One Megaparsec = one million (1,000,000) parsecs.
One Gigaparsec = one billion (1,000,000,000) parsecs.
Locus (Mega-Perception) One Teraparsec = one trillion (1,000,000,000,000) parsecs.
Prerequisites: Mega-Perception + , Holographic
Awareness and Spacetime Awareness enhancements.
Novas who manage to attain both the upper levels of automatic action. Forgetting unwanted additional memory
Mega-Perception and develop their sensitivity to spacetime sets (and negating their emotional impact) only requires a
can eventually learn to literally expand it to heights lesser simple Willpower roll. The nova will also suffer nothing in the
novas can only speculate about. In addition to an increased way of mental illness or psychological stress from dealing
sensitivity to her current spacetime, a nova with this with multiple sets of memories.
enhancement can sense the presence of intrusions to and Spacetime Intrusion Sense: The nova can
from both parallel universes and other points in the novas automatically make an Awareness roll to sense the use of
current timestream. the Crosstime Travel and Time Travel quantum powers (and
System: This enhancement provides the nova with the similar phenomena and/or technologies) within a range
following capabilities. of (Perception + Mega-Perception x 1,000) kilometers. It
Improved Distortion Sense: The nova can detect makes no difference whether said crosstime or time travelers
any extreme and/or unnatural spacetime distortions within are either arriving at or departing from the novas local
(Mega-Perception) parsecs with an Awareness roll. The novas spacetime, they will be detected. The nova can also spend
range will increase in tandem with her Mega-Perception 1 quantum point to determine the location of said travelers
rating; kiloparsecs at Mega-Perception 7, megaparsecs origin or destination point as applicable, with each success
at Mega-Perception 8, gigaparsecs at Mega-Perception 9 past the first granting increasingly precise information on
and teraparsecs at Mega-Perception 10. Phenomena that that location.
can be detected include but are not limited to pulsars, Reality Analysis: The nova can make an automatic
neutron stars, black holes, white holes, naked singularities, Awareness roll to determine the nature of her local reality.
wormholes, temporal rifts and the use of FTL space travel At the most basic level, this lets the nova determine the
capabilities and technology. laws of reality for her current universe. She can also sense
Improved Temporal Sense: As per the Holographic whether her current universe is either a naturally-occuring
Awareness enhancement (see Aberrant: Brainwaves), the alternate reality or a product of reality alteration created via
nova has the equivalent of the Internal Clock technique of the use of either the Time Travel or the Astromanipulation
the Temporal Manipulation quantum power. The difference powers with an Awareness roll. Further details on either
here is that the novas temporal sense cannot be affected the reality alteration or the differences between the current
by any temporal distortions such as relativistic effects, use universe and her home universe can be gained by spending
of the Temporal Manipulation quantum power or time 1 quantum point and making another Awareness roll.
travel. The nova will also always know exactly when she is Each success past the first will grant increasingly precise
in the timestream in relation to her time of origin in exact information on the differences and/or alterations.
mathematical values - an Intelligence roll is required to Foreign Element Detection: The nova can spend 1
convert that information to a specific calendar date. This quantum point and make an Awareness roll to detect any
also grants the nova a bonus of +3 dice on all rolls for the elements (living beings, inanimate objects, what-have-you)
Time Travel power, should the nova possess it. that are foreign to her current reality. The nova will also be
Reality Distortion Proof Memory: The nova is immune able to tell whether said elements arrived via Crosstime
to having her memories altered by changes to her own Travel or Time Travel, with each success past the first
history or that of her current world. Instead, she will have granting increasingly precise information on the elements
both sets of memories - or more, if this has happened to her universe or time of origin.
before - and will be able to differentiate between them as an

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Chronal Distortion Sense: The nova can automatically ghosts living loved ones, publicly exposing past injustices
sense things that are outside the normal flow of time, and even solving the ghosts own murder. (Note: This
becoming aware of such things and knowing that she experience should be roleplayed when possible.) Further
should rightly have no knowledge of them. This is done successes on the Awareness roll will result in the ghost being
by having the Storyteller make an Awareness roll for the increasingly willing to speak with the nova or willing to settle
nova and telling her player what the nova senses in general for smaller favors in return for the information. Alternatively,
terms. Any specific information beyond this being/event summoning a particular ghost can negate the worst-case
does not belong can be acquired by the nova spending scenario - placing the wrong ghost into a resurrected body
one quantum point and making another Awareness roll, - when attempting to use the Resurrection quantum power
with the number of successes indicating how detailed the (Aberrant: The New Flesh, pp. 235-237). In this case, each
information received will be. This is of most use when the success gained on the summoning roll will negate one
past of her current timeline has been tampered with, as the failure made on the Resurrection power roll.
nova can identify all particulars of the tampering and intuit If a second level of this enhancement is taken, the nova
how to correct them if need be. can reduce the ghosts Perceptions ratings by (Perception +
Omniversal Location Sense: The nova will always know Mega-Perception) dots as an automatic function. This effect
her own current location in the Omniverse in relation to her only extends to the nova himself and anyone connected to
designated home universe. This grants the nova a bonus him (family, close associates, etc.) and can be selectively
of +3 dice on rolls for all crosstime quantum powers and dropped or restored as an automatic action. This allows the
Navigation (Omniverse). nova to insulate himself and those he cares for from ghostly
pestering.
This enhancement has no quantum point cost except
Medium (Mega-Perception) where noted above.
Although its not anywhere close to being common
knowledge, certain Mega-Perceptive novas have developed
the ability to perceive and communicate with the quantum Psi Sensitivity (Mega-Perception)
echoes (also known as psi forms) of deceased people Prerequisite: either Quantum Attunement or Psychic
- ghosts, essentially. Other spirits may be encountered - Awareness (from Aberrant: Brainwaves)
including those that were never human - but beneficial A nova with this enhancement has developed the
interaction with those entities is far more difficult. Novas ability to perceive subquantum energies. While other
with this capability typically choose to keep it a well-guarded novas wouldnt know psionics from persimmons, this nova
secret, as its an invaluable source of otherwise inaccessible instinctively senses the differences (and the problematic
information. They also dont want to be deluged with interactions) between quantum and subquantum energies.
requests to speak with Elvis Presley. (Storyteller note: Given Max Mercers establishment and
System: The nova can both see and hear ghosts leadership of Project Pandora, one can be sure that a nova
without having to make an Awareness roll or spend quantum with this enhancement who doesnt keep the existence of
points. He can also speak with them silently by means of psionics under wraps will come to his attention sooner
quantum transmissions from his M-R node. Once the or later...)
ghosts learn that the nova can perceive them, most will System: The nova can automatically sense any psionic
eagerly hang out and talk with him. This isnt as useful as power used against her or in her presence as visible effects.
it sounds; for every ghost with information the nova would If the nova is targeted by a psionic power, she can make
find interesting and/or useful, there are at least thirty who an Awareness roll to sense the identity of her attacker
will pester the nova with trivia and demands to perform (against the psions Wits + Mode rating). Psionic beings
tasks for them. Fortunately, this enhancement can be turned may be detected with a simple Perception + Awareness
on or off at will as an automatic action that costs nothing. roll. The nova can also scan psionic beings by making a
If the nova wants to summon a particular ghost, or Medicine roll; this allows the nova to sense the rough level
one that has specific information that the nova desires, he of Psi possesed by her subject and determine whether the
can spend 1 quantum point and make an Awareness roll. subjects suffering from psionic dysfunction. With three or
One success will result in the arrival of the ghost in question, more successes, the nova may determine the Aptitudes and
but does not ensure that the ghost will be willing to speak Modes of her subject.
with the nova. If the Storyteller deems it fitting, the nova The automatic function of this enhancement has no
may have to make a bargain with the ghost in order to gain quantum point cost, but the scanning function costs one
the information. Typical tasks that may be required of the quantum point per turn to use.
nova include ensuring the survival and well-being of the

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Spacetime Awareness Stellar Traveler (Mega-Perception)
Prerequisite: Teleport, Warp or Transmit, Holographic
(Mega-Perception) Awareness
Some novas have the capability to directly perceive the
Some Mega-Perceptive novas who possess the ability
fabric of spacetime. Aside from allowing them to take note
to transport themselves and a perfect awareness of space-
of any distortions of spacetime in their vicinity, this also lets
time can enhance their holographic awareness to augment
them determine their own location in relation to a chosen
their capability. They use their better understanding of the
origin point within their current universe. Such novas can
true nature of existance on a deeper level to focus upon their
also create tiny fluctuations in spacetime - commonly known
transportation powers, making them even more effective.
as gravity waves - in order to communicate verbally with
System: The nova gets +3 automatic successes for out
each other.
of combat warp, teleport, or similar rolls which can only be
System: This enhancement has the following four
applied to extending distance. This enhancement is always
functions.
on and has no quantum point cost.
Distortion Sense: The nova can detect local spacetime
distortions at a range of (Perception + Mega-Perception
x 20) meters with an Awareness roll. This allows the nova Void Sense (Mega-Perception)
to detect the use of any powers that affect space, time & Baseline humans are a product of their environment
gravity. The nova can also perceive gravity waves, allowing - and one thing that nearly all of them require in order to
him to receive gravity wave communications and sense any function psychologically in a microgravity environment is a
solid objects within range solely by their mass. Use of the local vertical. Without something to orient themselves to,
Gravity Contol power can also be detected with this. untrained baselines (and many novas) become hopelessly
Teleport/Warp Detection: The nova can automatically disoriented, nauseated and terrified before losing control of
sense the use of the Teleport and Warp powers, provided their body functions. For most, only astronautics training can
that either of the subjects origin or destination points is alleviate this. Mega-Perceptive novas with this enhancement
within range (Perception + Mega-Perception x 20 meters). have no such troubles. Much like Adaptability lets a nova
The nova can also spend 1 quantum point to determine the survive without air, food and water; this enhancement
location of the out-of-range coordinate point in the case lets the nova adapt mentally to a truly three-dimensional
of long-range teleports and warps, with each success past environment without any applicable up or down. While
the first granting increasingly precise information on that novas dont actually need this enhancement to operate in
location. space - those with the Adaptability enhancement manage
Gravity Wave Communication: The nova can well enough - theyll never do as well as a nova with Void
communicate using weak gravity waves by spending 1 Sense.
quantum point to activate this capability for a scene. As System: The nova gains + 3 automatic successes on
gravity waves are not hindered at all by water or solid objects, any rolls involving space navigation or maneuvering in
it can be very handy in situations where the nova would microgravity or other environments where theres no real
otherwise be incommunicado. This form of communication up or down. He also doesnt suffer any penalties that
is limited to speech, but can only be received by novas who result from not having a local vertical to orient himself with,
either possess this enhancement or have the Gravity Control and is wholly immune to vertigo.
power. Intense gravitational flux can disrupt gravity wave This enhancement is always on and costs no quantum
communication, which will typically be created on Nova Age points to use.
Earth only by novas with the Gravity Control power. In space,
such interference is provided by hazards such as neutron
Computation (Mega-Intelligence)
stars, pulsars and black holes. The novas communication
Prerequisites: Mega-Intelligence +, Data Analyst
range is (Perception + Mega-Perception x 10 kilometers).
and Eidetic Memory enhancements.
Location Sense: The nova will always know his own
Some researchers into human intelligence have
current location in relation to a chosen origin point within
declared it to be nothing more than pattern matching and
his current universe. This grants a bonus of +3 dice on rolls
memory. The capabilities of some Mega-Intelligent novas
for the Navigation ability and the Teleport & Warp quantum
lends credence to this idea, as they have taken the human
powers.
talent for pattern matching to unbelivable new heights.
This enhancement has no quantum point cost except
When it comes to understanding the past, present and
where noted above.
possible futures of a subject - be it a single being or the
entire world - they have few equals.

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System: This enhancement lets the nova chart the good stuff is in there, but its mixed in with tons of useless
course of a chosen subject, regardless of whether its a junk. That isnt the case for a nova with this enhancement,
single person, an event or a group of any size up to and as her prodigious intellect lets her sift out the worthwhile
including entire civilizations and universes. Unless the nova information from the useless data with ridiculous ease.
has some paranormal means of accessing the information System: Each dot of Mega-Intelligence possessed by
required, the nova will have to do research on the subject the nova reduces the time she requires to process data
in question in order to perform these feats. The quality of and extract useful information from it by 20%. At Mega-
the research materials is also a factor, as low-quality records Intelligence ratings of 5 or more, the nova can find the
will impose a difficulty penalty of the Storytellers choosing information she needs just about instantaneously. The
on the novas Intelligence rolls for using this enhancement. effects of this enhancement are fully cumulative with the
This enhancement has the following three functions: Speed Reading enhancement.
Evaluation: This function lets the nova determine the This enhancement has no quantum point cost and is
present state of the subject with an Intelligence roll. One always on.
success grants the nova a basic
idea of the subjects current state
of affairs, while further successes
will grant the nova increasingly
detailed information on the
hows and whys of the subjects
circumstances. The nova can also
roll Intelligence as an automatic
action to notice anything
about the subject thats worth
examining (in the Storytellers
opinion) with either of the
Extrapolation or Retrospection
functions.
Retrospection: The nova
can make an Intelligence roll to
assess the history of the subject, along with determining the
major factors in the subjects past that have had long-term Hyper-Enhanced Learning
consequences. One success grants the nova a basic idea of
the subjects history. Further successes will grant the nova
(Mega-Intelligence)
Prerequisites: Eidetic Memory, Enhanced Memory,
increasingly detailed information on the subjects history as
Fast Learner, Mega-Intelligence +
well as providing possible ways to ensure or prevent other
Some novas can learn and retain knowledge to an
such subjects from either suffering those consequences or
exceptional degree, grasping new ideas and information
coming to pass, as applicable.
quickly. They never forget anything, and pick up new bits
Extrapolation: The nova can make an Intelligence
of knowledge and understanding at lightning speed. Novas
roll to predict the future actions of or determine the future
with this enhancement take their capability to learn far
consequences of the subject, as applicable. One success
beyond even that, mastering even the most complex ideas
grants the nova a basic idea of the results and long term
with ease and speed that leaves others gasping for breath.
effects of subjects future actions or consequences.
These novas can become expert in things far beyond what
Further successes will grant the nova increasingly detailed
any baseline would be capable of mastering in years.
information on said future actions or consequences as well
System: This enhancement extends the effects of the
as providing possible ways to ensure or prevent them from
Fast Learner enhancement to other abilities beyond those
happening.
based on Intelligence. The nova must possess a Mega-
This enhancement has no quantum point cost and is
Attribute dot associated with that ability and the novas
always on.
player must role-play the learning process to the Storytellers
satisfaction. If both requirements are met, the nova gains
Data Analyst (Mega-Intelligence) two benefits. First, he may extend the maximum number
Even with computer databases and search engines, of specialties in Intelligence based abilities up to his Mega-
performing research is too often like panning for gold - the Intelligence dot rating. Second, he gets a free specialty (no

86 CHAPTER FOUR: NEW ITEMS


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experience point cost) in any Intelligence based ability he or even nosy paparazzi? A nova with this enhancement has
has rated at 4+. This enhancement has no quantum point an intuitive understanding of both the problems faced by
cost and is always on. traveling novas and how best to evade those problems.
Example: Brainy McBrain has Mega-Intelligence 5 Some novas have used this to become superhuman
with Eidetic Memory, Enhanced Memory, Fast Learner and smugglers - whether they run Underground Railroads for
Hyper-Enhanced Learning, he also has Mega-Wits 1 with innocent people or funnel black market items to First World
Multitasking. He can learn the Wits based abilities of Arts, nations has been left to their individual consciences.
Biz, Cunning, Rapport, Meditation, Modulate, Unify and System: The nova automatically reduces all rolls
Weave with the reduced experience cost and speed of the made by others to track, intercept, or waylay him (and/or
Fast Learning Enhancement as though they were Intelligence his cargo while traveling by [Mega-Intelligence] successes.
based abilities. In addition, he has the Science ability at four This enhancement is permanent, and has no quantum point
dots, so he gets a free specialty with that, as long as he cost when used by the nova himself. If the nova wants to
goes though the trouble of role playing it to the Storytellers use this with a group of travelers or a cargo, he must spend
satisfaction. Finally, he can develop up to 5 specialties in 2 quantum points to protect the group or cargo for the
Science, since he has Mega-Intelligence 5. duration of their journey. (The nova must also accompany
the group or cargo in order to provide his protection.)
Mental Prodigy: Xenology
(Mega-Intelligence) Acumen (Mega-Wits)
Humans - and therefore most novas - are dependent on
A nova with this enhancement is a genius when it comes
a wide variety of environmental factors in order to function
to alien lifeforms - in some cases, the nova may actually
at their best. As with their physical and social requirements,
relate better with alien sapients that he does with baseline
people also have intellectual needs that must be met in
humans! Aside from making the nova an excellent candidate
order to avoid mental stagnation and prevent the eventual
for First Contact (and subsequent diplomatic relations), his
degradation of their healthy brain functions. Even worse,
genius also applies to every possible facet of alien life -
their minds often are prevented from developing to their
xenobotany, xenoecology, xenozoology, xenosociology, you
full potential in the first place due to harmful influences
name it!
in their intellectual environments. Mega-Witty novas with
System: Whenever the nova is involved in situations
this enhancement can shrug off those problems with ease,
or problems concerning extraterrestrial life forms, and/
as their evolved intellects can function just fine without
or nonhuman terrestrial sapients, the player may make an
adequate intellectual stimulation and will develop properly
Intelligence roll. For each success achieved, he may roll an
in even the most hostile intellectual environments. While this
additional die when making Xenology and Xenorelations rolls
can cause social conflicts with people and cultures of an anti-
and any other rolls related to those tasks. This enhancement
intellectual bent, such is only to be expected and planned
costs 1 quantum point to activate; the effects and bonuses
for in advance.
received last for a minimum of an hour, and possibly longer
System: The nova can sustain himself intellectually for
(at the Storytellers discretion).
an indefinite period on residual quantum energies. So long
as he still has at least 1 quantum point in quantum pool, the
Wayfarer (Mega-Intelligence) nova will have no need for sources of intellectual stimulation
Given the globe-trotting lives many novas end up to keep his mind active and fully capable, but will still enjoy
leading, it should come as no surprise that they face certain and desire such. For purposes of this enhancement, sources
difficulties in their journeys that others dont even consider. of intellectual stimulation include having intelligent
Aside from the extra attention they get from their status as discussions with other people near the novas intellectual
celebrities, the use of quantum powers brings up certain plateau, all forms of thought-provoking entertainment and
questions. How does one fly to another country without exposure to the arts. The nova will still require a knowledge
being flagged down by the local air force? How does one base to work from, but that wont be any great problem if
smuggle five young orphans (who also happen to be latent the nova also has a Mega-Intelligence rating and suitable
novas) out of mainland China without attracting the attention enhancements.
of the Heaven Thunder Triad, who are always looking for The nova is also able to operate and develop at his
more nova bodies to process into lucrative nova-derived full intellectual capacity in the most hostile of intellectual
drugs? And even if you do manage to get the kids away from environments. For purposes of this enhancement, hostile
the Triad, how do you get them past the customs agents intellectual environments contain some or all of the
and the local INS? How does one avoid Directive agents, following harmful influences: anti-intellectual social norms,

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ABERRANT
prevention of full access to instruction, dishonesty and and Multitasking enhancements.
disinformation by the instructor, the instructors refusal to While all Mega-Witty novas possess superhuman speed
explore controversial topics which are germane through of thought, those who develop the upper ranges of Mega-
intelligent and measured discussion, any irrelevant Wits can attain degrees of processing speed that rival if not
distractions and all harmful social influences intended to outperform the most advanced supercomputers. Novas
prevent the nova from making full use of and improving his who develop this enhancement can perform mentally to
own critical thinking and complex reasoning. (This covers all match and/or exceed the efforts of entire groups of less-
forms of harassment and abusive speech.) sharp individuals. Some such novas are even rumored to be
The nova is automatically immune to undesirable capable of performing just as well in the physical realm, but
(distracting, harmful, subversive, virulent, self-destructive, there has been no hard evidence for that as of yet.
etc.) memes* of all sorts, hysterical reactions, cognitive System: A nova with one level of this enhancement
distortion, all forms of cognitive bias**, mundane detrimental can perform (Mega-Wits x 5) extra mental actions per turn,
biofeedback effects and gaslighting***. The nova also gains ignoring any and all penalties for making multiple actions.
6 Willpower or Attribute successes against Inspired effects Additional levels of Multiplexed Mind can be purchased as
which cause detrimental biofeedback effects or reduce the the nova increases his Mega-Wits and Quantum Trait ratings
characters Intelligence and/or Wits ratings and those of the in tandem, as seen below. This is a permanent augmentation
corresponding Mega-Attributes. The nova can automatically of the novas mental processes and has no quantum point
recognize cognitive dissonance - when two cognitions, or a cost.
cognition and a behavior, are in contradiction - within his 2 Levels: Requires Quantum 7 and Mega-Wits 7, allows
own thought processes and correct for it as he pleases. nova to perform (Mega-Wits x 10) extra mental actions
Finally, the nova can detect and identify any and all memes per round. If the nova also has the Neural Acceleration
he encounters as an automatic action. enhancement for Mega-Dexterity, he may convert any of his
Acumen is an automatic enhancement and requires no extra mental actions into extra physical actions as desired.
quantum point expenditure. The nova still limited to using only one quantum power per
*Meme: a concept, behavior or style that spreads turn at this stage, however.
through sapient minds via their communications, much like 3 Levels: Requires Quantum 8 and Mega-Wits 8, allows
diseases spread among living organisms. nova to perform (Mega-Wits x 15) extra mental actions
**Cognitive Bias: a form of distortion in judgment per round. If the nova also has the Neural Acceleration
resulting in false deductions about a given subject. enhancement for Mega-Dexterity, he may convert any of his
***Gaslighting: a form of psychological abuse in which extra mental actions into extra physical actions as desired.
false information is presented with the intent of making a The nova has also begun to optimize his quantum power
victim doubt his own memory and perceptions. usage, and may use up to 5 of his extra actions to use his
quantum powers. All normal quantum point costs for power
usage apply.
FTL Reactions (Mega-Wits) 4 Levels: Requires Quantum 9 and Mega-Wits 9, allows
This is the mental counterpart to FTL Reflexes, and
nova to perform (Mega-Wits x 20) extra mental actions
allows novas to react fast enough mentally to travel at
per round. If the nova also has the Neural Acceleration
relativistic and/or superluminal speeds in space with much
enhancement for Mega-Dexterity, he may convert any of his
less trouble than their slower brethren. Those novas who
extra mental actions into extra physical actions as desired.
possess FTL Reflexes as well as this enhancement can
The nova has continued to optimize his quantum power
traverse interstellar distances as easily as Joe Sixpack could
usage, and may use up to 10 of his extra actions to use his
walk the length of an empty field.
quantum powers. All normal quantum point costs for power
System: A nova with this enhancement suffers only half
usage apply.
the penalties (round up) on rolls for moving at relativistic
5 Levels: Requires Quantum 10 and Mega-Wits
and/or superluminal speed in space. If the nova also has
10, allows nova to perform (Mega-Wits x 25) extra
FTL Reflexes, she will suffer no penalties whatsoever. This
mental actions per round. If the nova also has the Neural
is permanent and has no quantum point cost. Its also fairly
Acceleration enhancement for Mega-Dexterity, he may
useless for novas incapable of moving at relativistic and/or
convert any of his extra mental actions into extra physical
superluminal speeds in space.
actions as desired. The nova has also fully optimized his
quantum power usage, and may use any of his extra actions
Multiplexed Mind (Mega-Wits) to use his quantum powers. All normal quantum point costs
Prerequisites: Mega-Wits +, Hypercognition for power usage apply.

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Techgnosis (Mega-Wits) novas personality, this can provide a number of unexpected
For all their superhuman genius, many Mega-Intelligent benefits - most beings dont feel threatened by something
scientists and engineers share a basic failing with their they consider beautiful.
baseline counterparts. Simply put, they make incorrect - System: The novas Mega-Appearance and most
and often wildly over-optimistic - assumptions as to how enhancements will apply in whatever nonhuman form the
human technology will progress. While their eventual failure nova takes (unless the nova wishes otherwise), be it animal,
is embarrassing for futurists when they are proved wrong, alien, plant, mythological beast or inanimate object. Mega-
this can also lead to decades worth of wasted effort and Appearance enhancements dependent on sexual appeal
resources. Novas with this enhancement are not burdened are never carried over by this enhancement, for obvious
with that handicap; as they have an intuitive grasp of reasons. This enhancement is permanent, has no quantum
technology that lets them understand how to reverse point cost and is only available to Mega-Attractive novas.
engineer, mass produce and use wisely any device they
encounter. Credibility (Mega-Charisma)
System: The nova never suffers any difficulty penalties Prior to the Nova Age, most people had a reflexive
for working with technologies from different Technology disbelief of people and things that were beyond what their
Ratings than her own. Provided that the nova has the correct worldviews defined as normal. As this attitude is found
basic Ability to use a device, she can figure out exactly how among humans in nearly all universes without publicly
to use it as a free action. If she gets the chance to examine recognized paranormal beings, many novas who travel to
the device in a non-destructive manner, the nova can make parallel universes and to previous eras can find themselves
an Intelligence roll to intuit how the device functions and dismissed as hoaxers and the like. While thats useful for
whatever is needed to reproduce it. This enhancement works keeping a low profile, occasionally a nova will need to
on both advanced mundane and Inspired technologies shatter that reflexive disbelief. Certain novas have the ability
of any origin; be it human, transhuman or even alien. This to do just that.
enhancement costs 1 quantum point to use for a scene, System: When activated, this enhancement will cause
although the understanding it grants is permanent for all all non-Inspired beings in the novas vicinity to take her, her
practical purposes. words and her deeds seriously instead of dismissing them as
some sort of hoax or hallucination. Inspired beings (and their
Absurdity (Mega-Appearance) equivalents) can make a contested Willpower roll against
Prior to the Nova Age, most people had a reflexive the novas Mega-Charisma in order to avoid this effect. This
disbelief of people and things that were beyond what their enhancement costs 1 quantum point to activate for a scene.
worldviews defined as normal. Some novas have learned
to take advantage of this common bias to nullify unwelcome Universal Charm (Mega-Charisma)
attention to their activities. Be warned, this tactic isnt always While Mega-Charismatic novas are famous for getting
successful... along with just about anyone on Earth; a nova with this
System: When activated, this enhancement will cause all enhancement can get along with just about anyone, period!
non-Inspired beings in the novas vicinity to dismiss her, her Such a nova can interact well socially with any form of sapient
words and her deeds as some sort of hoax or hallucination being they encounter, no matter if its a Zep scientist or Joe
instead of taking them seriously. Inspired beings (and their Schmoe from Cleveland.
equivalents) can make a contested Willpower roll against the System: The novas Mega-Charisma and most
novas Mega-Appearance in order to avoid this effect. If the enhancements are equally effective against any type of sapient
non-Inspired beings have any prior experience with actual being. Mega-Charisma enhancements dependent on sexual appeal
Inspired beings or their equivalents, the Willpower roll is cant be used with most alien races, for obvious reasons. (The only
considered an automatic success. This enhancement costs exception to this would be theweird-looking human variety of
1 quantum point to activate for a scene and is available to aliens portrayed in the various Star Trek television/movie series
novas with either variety of Mega-Appearance. and the Lum*Urusei Yatsura manga/anime series.) The nova also
gains a -[Mega-Charisma] difficulty bonus on all social rolls for
Universal Appeal (Mega-Appearance) interacting with aliens, baseline humans, tainted or high-Chrysalis
Prerequisite: Two or more dots of the Shapeshift power novas, psions, daredevils, etc.
A nova with this enhancement is retains his superhuman This enhancement is permanent, and has no quantum point cost.
beauty (if sometimes in a weird way) no matter what form
he assumes. While often provoking commentary on the

CHAPTER FOUR: NEW ITEMS 89


ABERRANT
New Quantum Powers knowledge of astronomy. The changes listed in the third
table below are merely guidelines and dont cover everything
this power is capable of. Induced cosmic explosions and
Astromanipulation damaging effects (such as novae, supernovae, hypernovae,
Level: 6 gamma ray bursters and exploding galactic cores) should
Quantum Minimum: 10, must also posess Astrosensor be treated as equivalent to uses of the Quantum Inferno or
at equal or greater power rating. Universe Destruction powers at the novas Astromanipulation
Dice Pool: Intelligence + Astromanipulation power rating. It should also be noted that such induced
Range: See below cosmic disasters will act just like their natural counterparts,
Area: See below such as a created gamma ray burster being unable to
Duration: Permanent exceed the speed of light, for instance.
Effect: The nova can manipulate astronomical bodies Successes and Possible Changes
in various ways. One - Superficial changes: Induced planetary
Multiple Actions: Yes explosions, safe rearrangement of tectonic plates of
Description: The nova gains control over the Earthlike planets that have them. Induced alterations of a
astronomical bodies within her sphere of influence, letting planetary bodys rotation period, spin axis, magnetic field,
her make any alterations she desires. At high power ratings, geological activity, chemical makeup and orbital trajectory.
a nova with this power can literally remake her current Two - Minor changes: Induced novae, transformation
universe - entire galaxies and all their attendant star systems of planetary bodies into anything desired of the same mass.
Creation and ignition of stars from interstellar gas & dust.
Basic alterations of stellar objects.
Power Rating Range Three - Moderate changes: Induced supernovae,
1 dot (Quantum + Astromanipulation) parsecs transformation of stellar bodies into anything desired of
3 dots (Quantum + Astromanipulation) kiloparsecs the same mass. Creation of full-fledged star systems from
5 dots (Quantum + Astromanipulation) megaparsecs interstellar gas & dust. Basic alterations of sub-galactic
7 dots (Quantum + Astromanipulation) gigaparsecs objects such as star clusters. Alter a targets mass by a factor
9 dots (Quantum + Astromanipulation) teraparsecs of five.
Four - Major changes: Induced hypernovae, complete
Power Rating Target Maximum Size with the simultaneous creation of a gamma ray burster and
1 dot Planetary bodies of gas giant size and smaller. a brand new stellar-mass black hole. Creation of black holes
2 dots Stars of up to red supergiant size and smaller. of any mass desired. Transformation of sub-galactic bodies
3 dots Entire star systems. into anything desired of the same mass. Basic alterations of
4 dots Entire star sytem clusters. galaxies. Alter a targets mass by a factor of ten.
5 dots Entire dwarf galaxies or a quadrant of a larger Five - Extreme changes: Induced galactic explosions,
galaxy. transformation of sub-galactic bodies into anything desired
6 dots Entire galaxies plus all their attendant dwarf of the same mass. Basic alterations of galactic superclusters.
galaxies and star clusters. Alter a targets mass by a factor of fifty.
7 dots Entire galactic cluster. Six - Cosmologic changes: Alterations of the physical
8 dots Entire galactic supercluster. constants of the novas current universe, such as changing
9 dots 50% of the total area and contents of the a closed universe into an open one or any other universe
novas current universe. type desired. Induced simultaneous explosions of multiple
10 dots The total area and contents of the novas cur- galaxies, transformation of galaxies into anything desired of
rent universe. the same mass. Basic alterations of all galactic superclusters
within the novas current universe. Alter a targets mass by a
factor of two hundred.
Seven - Full-Fledged Reality Warping: Transformation
are hers to do with as she pleases. Note that while such of the target universes paradigms, such as changing a
a nova can easily create habitable planets with this power, scientific universe into a magical one. Mass transformation of
the actual creation of a biosphere (composed of Terran all galactic superclusters within the novas current universe.
lifeforms or otherwise) requires using the Bioform technique Reduction of all matter in the target universe into subatomic
of Ecological Supremacy. Players of novas with this power particles. Alter a targets mass by a factor of five hundred.
(and their Storytellers) are encouraged to brush up on their Extras: None.

90 CHAPTER FOUR: NEW ITEMS


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Astrosensor which does not use up a dot in the power.
Level: 4
Quantum Minimum: 6 Time Measurement Unit and Target Classification
Dice Pool: Variable Days: Planetary bodies and anything smaller.
Range: Variable - see Description 3-hour units: Stars.
Area: Variable Hours: Entire star systems.
Duration: Variable 30-minute units: Star clusters.
Effect: Character has galactic-scale clairsentience (at a Minutes: Galaxies.
minimum). Seconds: Galactic clusters.
Multiple Actions: Yes Automatic success: Galactic superclusters.
Description: This power lets the nova sense things Having data that could narrow down the scanning area
and places at galactic-scale ranges. While this power can shorten the base scanning time by anywhere from 10%
is almost useless for most planetbound situations, the to 80%, although the Storyteller is encouraged to be stingy
techniques it offers are of much use in space exploration, with this when the character is scanning unknown territory.
either interplanetary or interstellar. Novas with this power After all, space is vast enough for even a nova to overlook
should have or learn the Science Ability with the appropriate things here and there... If the nova is attempting to locate
specialties in order to make sense of the data they receive. an object that is well-known either to the nova or to the
The unit of measurement used for this powers effective astronomical community in general, the scanning time is
range is dependent on the novas Quantum Trait, and automatically reduced by 80%.
increases exponentially with higher levels of Quantum. At Note: Using this technique to simply see whats out
Quantum 6, the range of this power is measured in parsecs. there is much easier than hunting down a specific type of
At Quantum 7, this is increased to kiloparsecs. This becomes target - all the nova has to do is make his power roll. While
megaparsecs at Quantum 8, gigaparsecs at Quantum 9 and not enough to focus on a specific target, its enough for a
teraparsecs at Quantum 10. nova with the Astromanipulation power to work with...
Those few novas who develop this power will tend to
keep it under wraps, as they will be seen as even more Remote Survey
precious commodities than other novas of comparable Dice Pool: Perception + Astrosensor
Quantum levels. Astrosensors who also have Warp capability Range: (Quantum + power rating) x 10 parsecs (at
are guaranteed to become some of the most highly sought- Quantum 6)
after novas on Earth. Of course, this may lead said novas to Area: one astronomical body
gather up their friends, family, and other friendly folks and Duration: Concentration
leave Earth for quieter pastures... provided that they can This technique lets the nova study a located target
manage to create and maintain a stable, functioning colony. (found by Farscan or Locate) in extremely rough detail. The
nova can sense for anything he desires; like a suns rotation
Locate speed, the precious mineral content of an asteroid, or how
Dice Pool: Perception + Astrosensor much of a planetary surface is covered with plant life. Sadly,
Range: (Quantum + power rating) x 10 parsecs (at anything more detailed than very crude estimates isnt
Quantum 6) possible with this technique, but the nova can still gather
Area: N/A an incredible amount of raw data over immense distances.
Duration: (Quantum) days Ultimately, if the nova doesnt have the background or
This technique is used to locate a given type of large knowledge to understand what hes sensing, the data gained
deep-space object (asteroid-sized and up). It doesnt give by means of this technique will mean little or nothing to him.
detailed information about the object detected, just its The number of successes rolled determines the detail of
general location and distance from the nova. Initiating the information gained. One success indicates whether a region
scan requires a power roll, with each extra success halving is hospitable, three successes will indicate the areas general
the total search duration before finding the chosen object. conditions and five successes reveals slightly more precise
The scans basic duration depends on the size of the target data (general ocean temperature in comparison to Earths
sought and and any known data that could narrow down the oceans, basic mineral content of the terrain, terrain type,
scanning area. Scans can take anywhere from a few hours to etc). Repeated attempts may be made to get more data.
a few days to perform- see the table below. All novas with The area of focus may be moved around, but a new power
the Astrosensor power automatically have this technique, roll is required for each new area sensed. This technique
can also be used to sense the conditions on smaller objects

CHAPTER FOUR: NEW ITEMS 91


ABERRANT
like space stations or individual spacecraft, but they have to he sees unless he has the appropriate background and/or
be located before they can be scanned. All novas with the knowledge to make sense of it.
Astrosensor power automatically have this technique, which The number of successes rolled determines the detail of
does not use up a dot in the power. information gained. One success determines the presence
of life and provides basic data on what forms of life comprise
the detected biosphere. Two successes indicate whether
Assess Civilization the biosphere is compatible with Terran life, three indicates
Prerequisite: the Mindscan technique (see below)
the biospheres general condition and five reveal more
Dice Pool: Intelligence + Astrosensor
precise data (local biological quirks, sapient or potentially
Range: (Quantum + power rating) x 10 parsecs (at
sapient lifeforms). Repeated attempts may be made to get
Quantum 6)
more data. The area of focus may be moved around, but a
Area: one civilization
new power roll is required for each new area sensed. This
Duration: (Quantum) days
technique can also be used to sense lifeforms on smaller
This technique allows the nova to detect and evaluate
objects like space stations or individual spacecraft, but the
any civilization(s) that may exist within a chosen star system.
targets have to be located before they can be scanned.
Assess Civilization can be used without any training in
sociology or engineering, but such training will make the
nova that much better at interpreting the data he senses Farscan
with this technique. Dice Pool: Perception + Astrosensor
The number of successes rolled determines the Range: (Quantum + power rating) x 10 parsecs (at
detail of information gained. One success determines the Quantum 6)
presence of civilization among the local sapient life and Area: N/A
provides a rough estimate of their general level of social Duration: (Quantum) days
and technological development in comparison to that of This technique allows the nova to extend his senses
baseline humanity. Two successes grant the nova insight as over vast distances, enabling him to plot relatively safe and
to the basic form of the detected sapients culture and their efficient courses for interstellar and/or intergalactic travel
exact Technology Rating, and the ways in which they differ without the benefit of star charts or other navigational aids.
from or resemble the historical development of baseline It also lets him sense very reliable space travel routes on
human civilization. Three successes indicate the general an in-system scale with a mere Perception + Astrosensor
social mores and beliefs of the detected sapients along roll. Objects, bodies, barriers, and other potential threats
with the spread of their more widely-used technologies. that may be encountered en route to the novas chosen
Four successes reveal relatively detailed knowledge of the destination can be detected with even one success.
detected sapients sociocultural structure, the nature of their Unfortunately, this technique doesnt allow for highly-
current bleeding-edge technologies, and their potential detailed investigations. A standard success on the power
(if any) for further social development and technological roll gives the nova only a basic sense of the most obvious
progress. Repeated attempts may be made to get more direction to take (not necessarily the fastest), and indicates
data. The area of focus may be moved around, but a major obstacles along the way. Each extra success provides
new power roll is required for each new area sensed. This a more refined course (shortening the travel time, but not
technique can also be used to sense the sociocultural matrix making the trip any safer or more dangerous) and more
of sapients detected on smaller objects like space stations detail about any significant factors along the route (such
or individual spacecraft, but the targets have to be located as clear data on the size, distance, and heading of celestial
before they can be scanned. bodies).
To sense any previously-undetected imminent
encounters, spatial disturbances or nearby objects while
Bioscan Farsensing is active, roll Awareness. This roll is made no
Dice Pool: Perception + Astrosensor
matter what the nova is doing at the time (even if sleeping
Range: (Quantum + power rating) x 10 parsecs (at
or comatose, hell be startled awake by the vision). As
Quantum 6)
a general rule, objects and bodies that move erratically,
Area: one planetary body
suggesting intelligence, require two successes to detect.
Duration: (Quantum) days
Repeated attempts may be made to get more information.
This technique lets the nova gather precise details
about a given planets biosphere. Unfortunately, as with
Remote Survey the nova wont understand much of what

92 CHAPTER FOUR: NEW ITEMS


ABERRANT
Fermi Analysis import of what he senses with this technique.
Dice Pool: Intelligence + Astrosensor The number of successes rolled determines the detail
Range: (Quantum + power rating) x 10 parsecs (at of information gained. One success lets the nova determine
Quantum 6) the general characteristics of the target galaxy- its class,
Area: one star system size, and its ratio of Population II (very old) to Population
Duration: (Quantum) days I (very young) stars. Two successes allow the nova to
This technique allows the nova to detect and evaluate determine how much of the target galaxy is safe for long-
any past or current extra-systemic visitation (or interference) term habitation (a good guideline is several million terran
within a chosen star system. Note that unless the nova has a years at a minimum) by complex organic (carbon-based)
good grounding in either astronautics or xenology, she will lifeforms. The inhospitable regions have likely become
not understand much of what she senses with this technique. so due to either an overabundance of cosmic threats that
The number of successes rolled determines the detail of tend to destroy developing ecosystems (such as orbital
information gained. instabilities, cometary collisions, and exploding stars) or a
One success determines the presence and general general lack of chemical elements heavier than helium (what
location of any current extra-systemic visitors within the astronomers refer to as metals). Three successes grant
chosen star system. Two successes lets the nova determine the nova somewhat detailed knowledge of any currently
the precise location of any current extra-systemic visitors and existing and/or extinct lifeforms within the target galaxy-
grants knowledge of their undisguised physical appearance. including their general locations. Four successes let the
Also, the nova can detect the presence and general location nova determine the future general stability of the target
of any evidence of past extra-systemic visitors. Three galaxy as a long-term habitation for complex organic life-
successes lets the nova learn about the basic biology, if the core of the target galaxy is going to explode just a
psychology, and sociology of any current extra-systemic few centuries down the road and eradicate any organic
visitors. Also, the nova can determine the precise location of life caught in the radiation wave, it would be best to know
any past extra-systemic visitors and gain knowledge of their about it beforehand. Five successes allow the nova to
undisguised physical appearance. Four successes grants detect any artificial manipulations (by either technological or
the nova detailed knowledge of any current extra-systemic paranormal means) of the target galaxy.
visitors origins, capabilities, technologies, and their
intentions for visiting the chosen star system. Also, the nova Mindscan
can learn about the basic biology, psychology, and sociology Prerequisite: Telepathy
of any past extra-systemic visitors. Five successes grants the Dice Pool: Wits + Astrosensor
nova detailed knowledge of the past extra-systemic visitors Range: (Quantum + power rating) x 10 parsecs (at
origins, capabilities, technologies, and their intentions for Quantum 6)
visiting the chosen star system. Area: one star system
Repeated attempts may be made to get more data. The Duration: (Quantum) days
area of focus may be moved around, but a new power roll is This technique allows the nova to detect and evaluate
required for each new area sensed. This technique can also any sapient life that may exist within a chosen star system.
be used to sense any extra-systemic visitors (or evidence Unlike several other Astrosensor techniques, Mindscan can
of their sojourn) on smaller objects like space stations or be used quite well without any scientific training- developing
individual spacecraft, but the targets have to be located a sense for evaluating other people is a skill that everyone
before they can be scanned. develops.
The number of successes rolled determines the detail of
Galactic Survey information gained. One success determines the presence
Prerequisites: Quantum 8, Astrosensor of sapient life and provides a rough estimate of their general
Dice Pool: Perception + Astrosensor level of intelligence in comparison to baseline humanity.
Range: (Quantum + power rating) x 10 megaparsecs Two successes grant the nova insight as to the ways in which
(at Quantum 8) the detected sapients differ from or resemble the mentality
Area: one galactic body (at Quantum 8) of baseline humanity. Three successes indicate the general
Duration: (Quantum) days psychology and attitudes of the detected sapients, and
This technique is used to perform a rough survey four successes reveals relatively detailed knowledge of the
of a chosen galaxy. Without training in astronomy and detected sapients common psychological quirks, current
astrophysics, however, the nova is likely to misinterpret the mental abilities and future potential. Repeated attempts
may be made to get more data. The area of focus may be

CHAPTER FOUR: NEW ITEMS 93


ABERRANT
moved around, but a new power roll is required for each information gained. One success determines the presence
new area sensed. This technique can also be used to sense of any active Inspired activity. If the nova is aware of Psionic
sapients on smaller objects like space stations or individual and Heroic Inspiration, she can also distinguish these forms
spacecraft, but the targets have to be located before they of Inspiration from Quantum Inspiration. Two successes lets
can be scanned. the nova determine the average power level and frequency
of Inspired beings among a chosen populace of lifeforms
within the scanning area. Three successes allows the nova to
Orbital Tracking detect individual Inspired lifeforms and evaluate their power
Dice Pool: Intelligence + Astrosensor
levels. Four successes lets the nova evaluate the potential
Range: (Quantum + power rating) x 10 parsecs (at
for further development (or degeneration, in the case of
Quantum 6)
Tainted quantum-manipulators) that the Inspired lifeforms
Area: one chosen astronomical body
within the scanning area may possess. Five successes allows
Duration: (Quantum) days
the nova to detect the latent potential for Inspiration within
This technique lets the nova analyze and evaluate the
a given population of lifeforms, and can also let the nova
orbit (if any) of a given astronomical body. The subject
detect active Psionic and/or Heroic activity (among other
might be anything from a moon orbiting a planet, a planet
possible forms) if she was previously unaware of those forms
orbiting a star, or even a star orbiting the center of a spiral
of Inspiration.
galaxy. Note that without a firm grounding in astronomy and
Vortices in the quantum/noetic medium (such as the
astrophysics, the nova will be unable to make more than
Hammersmith Explosion in 1922, the Galatea Incident
educated guesses about what he senses with this technique.
in 1998, and the Venezuelan Phenomenon in 2122) are
The number of successes rolled determines the detail
automatically detected by the nova using this technique!
of information gained.
Dont even bother to make the roll - its kind of like trying
One success allows the nova to determine the targets
to hear a Metallica concert when youre in the audience.
orbital period, the shape of its orbit (a circle, ellipse,
Repeated attempts may be made to get more data. The
parabola, or hyperbola; for objects orbiting a single mass),
area of focus may be moved around, but a new power roll is
and the stability of the targets orbit. Two successes let the
required for each new area sensed. This technique can also
nova determine the future trajectory of the target, including
be used to sense any Inspired activity among the sapients
any possible collisions with other orbiting bodies the target
detected on smaller objects like space stations or individual
will happen to pass close to. With three successes the nova
spacecraft, but the targets have to be located before they
can accurately predict the effects of any perturbation of the
can be scanned.
targets orbital trajectory, even to the point of knowing how
to best engineer such perturbations deliberately if desired.
If applied to a life-bearing world, the effects could be Stellar Analysis
anything from world-saving to apocalyptic. Four successes Dice Pool: Intelligence + Astrosensor
let the nova detect any current or past alterations of the Range: (Quantum + power rating) x 10 parsecs (at
targets orbital trajectory, whether caused by natural or Quantum 6)
artificial means. Area: one stellar body
Duration: (Quantum) days
This technique allows the nova to perform a highly-
Parascan detailed analysis of a given stellar body. Without a solid
Dice Pool: Wits + Astrosensor
grounding in astronomy and/or astrophysics, the best a
Range: (Quantum + power rating) x 10 parsecs (at
nova will be able to do is make educated guesses about the
Quantum 6)
data he is receiving via this technique.
Area: one star system
One success grants basic data on the chosen star: the
Duration: (Quantum) days
stars spectral type, mass, diameter, rotational period, and
This technique allows the nova to detect and evaluate
classification/position on the Hertzprung-Russel diagram
any Inspired activity (or the evidence of past Inspired
of stellar evolution. Two successes reveal the stars average
activity) that may exist within a chosen star system. Unless
density, luminosity, absolute magnitude, and remaining
the nova has knowledge of and experience with the non-
lifespan. Three successes inform the nova about the stars
Quantum varieties of Inspiration (typically Psionic and/
astroseismology, stellar cycle, and current stability. Four
or Heroic Inspiration), she will only know to search for the
successes let the nova know about any threat (both imminent
manipulation and channelling of Quantum energies.
and eventual) that the star may pose to lifeforms within its
The number of successes rolled determines the detail of
system including the potential for the star to undergo a nova/

94 CHAPTER FOUR: NEW ITEMS


ABERRANT
supernova/hypernova explosion or to become a black hole. Area: N/A
Five successes alert the nova to any extraordinary aspects of Duration: Permanent
the star in question - examples would include a property that Effect: Increases the novas temporary Willpower pool
interferes with a certain form of Inspired powers, or evidence by 1 point per level.
of technological or paranormal stellar manipulation. Multiple Actions: N/A
Description: This power simulates the capacity
some novas have for greater than normal reserves of
Tactical Scan psychological strength. While the overall Willpower of the
Dice Pool: Perception + Astrosensor
nova is unaffected (read: her permanent Willpower rating is
Range: N/A
unchanged), she does have one extra temporary Willpower
Area: (Quantum + power rating) parsecs (at Quantum 6)
point for each level of this power. A nova may only take up to
diameter sphere, centered on the nova
3 levels of this power, unless she also has a Mega-Willpower
Duration: (Quantum) hours
rating. In that case, the nova has no upper limit as to how
This technique lets the nova maintain a clairsentient
many levels of this power she can purchase with either nova
radar geared to detect all non-normal and/or dangerous
points or experience points.
objects within range of this technique. For purposes of
Extras: None.
this technique, non-normal is read as anything that isnt
a naturally-occuring asteroid, comet, or planetary body.
Dangerous objects are those that pose any danger to the Crosstime Awareness
astonomical body the nova is currently residing on, or to Level: 3
any other life-bearing insystem body. The effective field of Quantum Minimum: 5
detection is a sphere centered on the novas current position. Dice Pool: Perception + Crosstime Awareness
This technique is just the thing to detect spacecraft, space Range: Special
stations and the occasional spacegoing life-form (such as Area: N/A
spaceworthy novas and aberrants or biotech spacecraft). Duration: Concentration
The number of successes rolled determines the detail Effect: Allows character to perceive alternate universes.
of information the nova can gain about anything within Multiple Actions: No
her field of detection. One success detects the presence Description: Look before you leap has always been
of a target. Two successes determine its nature (whether considered good advice, and is doubly so when faced with
its a hardtech or noetic biotech ship, a rock, some form of the prospect of traveling to an unknown alternate universe.
weapon, a quantum-powered superbeing or simple space This quantum power lets the nova peer through the barriers
junk), trajectory, and relative speed. Three successes indicate between his current universe and any alternate universes
the general status of the target (nova or aberrant, heavily- he wishes to examine. The nova can use both mundane
damaged freighter, abandoned colony ship, alien attack and nova senses with this quantum power, especially
vessel, escape pod, etc.). Four successes give an estimate the Locus enhancement. Typical uses include finding the
of the targets firepower, maneuverability, and other combat home universes of other crosstime travelers, determining
capabilities. Five successes give detailed information (target the threats posed by potentially hazardous universes and
origins, target intentions, danger posed by target to nova researching alternate histories. Note that attempting to peer
and/or her world, residence, society or what-have-you). through the barriers of universes with a different Static Cosm
Extras: Multiversal Awareness (the nova can use this than the one that the nova currently resides in is much more
power to detect astronomical objects in nearby alternate difficult, requiring the nova to have a Quantum Trait of 8 and
universes- the ones that arent Exotic as defined in the a Crosstime Awareness power rating of 6.
power listing for Crosstime Travel - see the Aberrant Players Using this power requires the novas player to roll
Guide, p. 122. If the nova buys this Extra a second time, the Perception + Crosstime Awareness, with the degree of
Exotic alternate universes may be scanned as well). information received dependent on the number of successes
gained.
Augmented Willpower Successes & Information Gained
Level: N/A (costs one nova point/ three experience
1 - Very Basic. The nova receives the most minimal,
points per level)
bare bones information about the alternate universe in
Quantum Minimum: 1
question, with everything else falling under the Storytellers
Dice Pool: N/A
jurisdiction.
Range: Self
3 - Basic. The nova gains a basic overview of the target

CHAPTER FOUR: NEW ITEMS 95


ABERRANT
universe, with all further details under the Storytellers Annexation
jurisdiction. Prerequisites: Quantum 10
5 - Moderately Detailed. The novas gets a useful Dice Pool: Intelligence + Crosstime Interface
accounting of all the information on the target universe Range: N/A
that is pertinent to his desire for knowledge. For example, Area: Special
a character tracking a group of nova crosstime bandits back Duration: (Quantum + power rating) months
to their home universe would get a basic overview of that The nova creates a specialized interface between two
universe with a special focus on the bandits homeworld and separate universes, with the nova choosing one of them (the
social situation, especially as it applies to novas. subject universe) to engulf the other (the target universe)
7 - Highly Detailed. The nova learns practically all into a fused amalgam universe. This is a gradual process,
the relevant information there is to know about the target with the target universe losing anywhere from one to three
universe. At the Storytellers discretion, an Intelligence roll cosmological Structural Levels per month as it is slowly
must be made for the nova to keep from missing one or subsumed into the subject universe. Most universes will
more important details. have anywhere from 10 to 18 cosmological Structural Levels
and cannot soak cosmological damage. Of course, the
Extras: Apparition (requires Telepathy +, the nova Storyteller is free to provide exceptions to that as she sees
can create psychic illusions - typically of himself - in the fit. When the target universe is reduced to 0 cosmological
minds of up to [Quantum + power rating] sapients within the Structural Levels, it has become permanently a new region
target universe. Mental combat is impossible, but the nova of the subject universe. Which fundamental laws of reality
can read and communicate with the sapients minds using of the two affected universes will apply in the amalgam
the apparition as a conduit. Communication can be done universe are the novas to choose, although that will be
verbally and/or through imparted visions.). limited by the number of successes scored on the novas
power roll. The details of that are determined on the table
Crosstime Interface below.
Level: 5
Quantum Minimum: 8
Dice Pool: Variable Successes Effects
Range: Variable One Adequate - The nova can select 25% of
Area: Variable the applicable fundamental laws of the two
Duration: Variable universes, with everything else being left to
Effect: The character can affect the interfaces between the Storytellers discretion.
universes.
Multiple Actions: Yes Three Close - The nova can select 50% of the
Description: The nova gains control over the barriers applicable fundamental laws of the two
that divide universes; allowing him to create, alter and universes, with everything else being left to
destroy interfaces where two otherwise separate realities the Storytellers discretion.
(or sub-realities) can come into contact with each other. This
Five Very Similar - The nova can select 75% of
power has only two limitations. First, if the nova creates an
the applicable fundamental laws of the two
interface between a zoetic universe and a dead universe,
universes, with everything else being left to
the dead universe automatically becomes the target of the
the Storytellers discretion.
technique leaving the zoetic universe undamaged. Second,
any attempts to create an interface between a standard Seven Exact - The nova can select nearly 100% of
cosm and a static cosm automatically fail. the applicable fundamental laws of the two
Crosstime Interface provides a list of techniques, of universes, with everything else being left to
which the nova may master one for every dot in this power. the Storytellers discretion. Unless the nova
The nova can attempt to use technique that he hasnt happens to forget about one or more small
mastered - if he has a sufficiently high Quantum Trait to use details (requiring a secret Intelligence roll
it - but must pay double the normal quantum point cost made by the Storyteller), nothing will escape
and make the power roll with a difficulty penalty of +1 to do his control.
so. The novas player can choose from the techniques listed
here or come up with his own with the Storytellers approval.

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This universal cannibalism can be halted in three ways.
The first is for the nova responsible for starting it can shut Successes Effects
it down as an automatic action. The second is to obliterate One Rough - The nova transports the obvious
the subject universe with the Universe Destruction power. combatants that he has noticed in the
The third method is for another nova to disrupt the process target area. Combatants that the nova has
with this technique which requires pitting the second novas not noticed are not affected. Non-obvious
Intelligence + Crosstime Interface dice pool in a resisted roll combatants such as hidden snipers, assassins
against the same dice pool of the culprit nova. If the process lying in wait or combatants staying undercover
is stopped, the two affected universes will immediately in plainclothes are also not affected.
separate and the target universe will begin regaining
cosmological Structural Levels at a rate of one per month. Two Adequate - The nova transports all of the
During that time, both universes will gradually return to their obvious combatants in the target area whether
previous states. he has noticed them or not. As above, non-
obvious combatants are not affected.
Three Precise - The nova transports all of the obvious
Battlezone combatants along with any allied non-obvious
Dice Pool: Wits + Crosstime Interface
combatants that they know about in the
Range: (Quantum + power rating) x 100 meters
targeted area.
Area: (Quantum + power rating) km
Duration: Maintenance Four Excellent - The nova transports all of the
When combat involving novas, trained soldiers, law obvious combatants along with any allied
enforcement officers or violent criminals occurs, its always non-obvious combatants that they may have
a safe bet that they wont restrict themselves to fighting in the targeted area, regardless of whether
in areas devoid of innocent bystanders and/or valuable the obvious combatants know about them or
properties. It was inevitable that countermeasures to this not.
situation would be developed. Five Superb - As above, except that the nova
This technique allows the nova to create an interface can also send anyone in a position of direct
around one or more groups of subjects (typically combatants), command over the combatants but not
sending them all into a temporary subreality that is a fairly otherwise involved into the battlezone as well.
close reflection of the targeted area in their current universe. Examples of such include organized crime
The battlezone can support life but will have no lifeforms in bosses and their underlings, the superiors
residence, foiling most kinds of assassination attempts and of covert ops and intelligence agents, the
preventing innocent bystanders from becoming hostages backers/leaders of violent organizations
and/or casualties. More importantly, most Inspired powers (nova or otherwise) and the political figures
will function normally within it, save for those which would commanding unethical services from crooked
otherwise allow a combatant to escape from the battlezone. cops.
That topic is covered below.
The number of combatants that the nova can transport
into a battlezone depends on the successes achieved on the Depending on the novas wishes, he may join the
novas power roll. If the nova himself is part of one of the combatants or remain in the real world. Either way, he
combatant groups, he has full control over which members will have full knowledge of what goes on both within the
of his group and its allied combatants are transferred to the battlezone and back in the real world. The same cannot be
battlezone. said for the combatants in the battlezone and observers in
This technique is also handy in that any property the real world outside of it - they will not be able to perceive
damage that occurs in a battlezone will have no effect at past the interface of the battlezone without the Crosstime
all on the targeted area back in the real world. Finally, Awareness power or similar capabilities. This convenient
any buildings will have working utilities but will otherwise feature can allow the combatants to act in ways that they
be like colorless television studio production sets, generic would otherwise never be able to do so in public, for various
and bland equivalents of their real world counterparts. There reasons.
will be nothing in the way of food, specialized equipment or When the nova ceases maintaining it the battlezone
personalized items such as valuables, portraits, journals or will fade away, with the combatants - or their remains,
even nameplates to be found. as appropriate - fading back into reality at the real world
counterparts of their last locations within the battlezone.

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Escaping from a battlezone (or entering one from the highly inimical beings, as all the nova has to do is leave them
outside) is difficult, but not impossible. All that is required is trapped in a dying universe, which will take said inimical
for the would-be escapee to have either the Crosstime Travel beings with it to oblivion when it expires.
power or Crosstime Interface with the Portal technique (or The duration and strength of the interdiction depends
equivalent Inspired technology) and to pit her relevant on the number of successes the nova achieves on his power
dice pool aginst the novas Wits + Crosstime Interface in a roll for this technique.
resisted roll. One: Temporary interdiction, lasts for (Quantum +
power rating) years. Can be undone by various circumstances
involving exotic spacetime phenomena (Storytellers
Hijack discretion).
Dice Pool: Wits + Crosstime Interface
Two: Temporary interdiction, lasts for (Quantum
Range: (Quantum + power rating) x 10,000 km
+ power rating) centuries. Can be undone by various
Area: N/A
circumstances involving exotic spacetime phenomena
Duration: Instant
(Storytellers discretion).
This technique allows the nova to establish control over
Three: Indefinite/Conditional interdiction, lasts until
any existing crosstime interfaces - natural or otherwise - that
either undone or a given condition (chosen by the novas
he may encounter. It should be noted that the nova will only
player with the Storytellers input) has been honestly
be able to take control of crosstime interfaces that he could
met by the targets. The novas player can choose which
plausibly create himself. There is no way that a nova with
form of Interdiction to apply. Can be undone by various
this technique and Quantum 8 is going to have any effect
circumstances involving exotic spacetime phenomena
on an Annexation, for example.
(Storytellers discretion).
Using this technique requires a Wits + Crosstime
Four: Permanent interdiction, but can be undone
Interface roll, with each success replacing one success from
by various circumstances involving exotic spacetime
the targeted crosstime interface. In the case of crosstime
phenomena (Storytellers discretion).
interfaces created by novas, the roll is contested, with the
Five: Permanent interdiction, can only be undone by
player characters Wits + Crosstime Interface roll pitted
deliberate use of this technique. Doing so uses the same
against the power roll of the other nova. In the case of
game mechanics as the Disrupt power. If the nova is undoing
natural crosstime interfaces, the number of successes to
an Interdiction of his own creation, it counts as an automatic
be overcome is determined by the Storyteller.
action instead.

Interdiction
Dice Pool: Intelligence + Crosstime Interface
Limbo
Dice Pool: Wits + Crosstime Interface
Range: (Quantum + power rating) x 10,000 km
Range: (Quantum + power rating) x 10,000 km
Area: Variable
Area: One target, variable mass
Duration: Variable
Duration: Permanent
By creating an incompatibility between a target and the
The nova can create a miniature interface around a
interface of its current universe, the nova can prevent that
single chosen target, which has the effect of making it a
target from traveling to one or more alternate universes by
harmless exile from its current universe. The maximum
any means, be it the Crosstime Travel power or equivalent
allowable mass of the target depends on the novas power
technology. The number of targets affected and the number
rating, which is treated as Mega-Strengths deadlift capacity
of restricted universes the target will be barred from
for this purpose. Depending on the novas power rating,
depends on the novas Quantum Trait. At Quantum 8, the
he could affect anything from a single being to large
nova can affect only one being and prevent him/her/it from
vehicles with full complements of crew and passengers.
traveling to one alternate universe (typically the novas home
Targets in such a state are immaterial phantoms, unable
universe). At Quantum 9, the nova can affect one specified
to interact with their current universe in any physical sense
group of beings (such as an organization, civilization or an
and trapped in what they perceive to be an endless gray
entire species) and bar them from travelling to a specified
void. Even novas with five or more dots of Density Control
group of alternate universes (such as all universes where
- Decrease cannot physically interact with the target. This
humans exist). At Quantum 10, the nova can affect all the
is a handy way to dispose of inconvenient things such as
inhabitants of the subject universe and prevent them from
thermonuclear warheads, large-scale bioweapon dispersal
travelling to any of the alternate universes altogether. This
warheads, out of control power reactors and other such
can be a very handy means of disposing of one or more
dangerous technology. After a certain period of existing in

98 CHAPTER FOUR: NEW ITEMS


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this state, such items will discoporate into nothingness. are all viable options to help provide a healthy living
This technique is also a great way to dispose of environment. Crafting a personal reality requires a Wits
inconvenient people - or other beings - without having to kill + Crosstime Interface roll, with the quality of the product
them. Sapient beings subjected to this technique will neither depending on the number of successes rolled. If the nova
age nor experience any physical needs, but may still suffer invests his Sanctum Background into this, the personal
the effects of the loss of social and mental stimuli depending reality will also grant some level of functioning amenities
on their nature and the circumstances of their particular exile. for it. Said amenities are essentially unlimited and cannot
Communication with beings stuck in Limbo is possible, but be exhausted, although that wont help if theres only one
only through Inspired extrasensory capabilities such as the shower in the sanctum.
psionic Clairsentience Modes and equivalent nova powers One: Marginal - the pocket reality is a barren, empty
- Storytellers discretion as to whats exactly required to place which always has fresh air if little else. Nothing in
accomplish this. Note that the Medium enhancement cannot the way of wildlife can survive for long here. If the nova
be used for this - ghosts and the targets of this technique invests a sanctum in it, the pocket reality will offer the same
inhabit separate sub-levels (frequencies?) of reality. equivalent amenities to a modern temperature-controlled
It is possible for other novas with this technique to warehouse - adequate lighting, electrical power at whatever
rescue victims from Limbo. In this case, the novas dice pool settings desired, sewage systems and potable tap water. As
for this technique is pitted against that of the first nova as a it even lacks dust, it makes for excellent storage space for
resisted roll. non-perishable items.
Two: Adequate - the pocket reality is mostly primeval
wilderness, complete with realistic weather and untamed
Pocket Reality wildlife with no fear of humans. If the nova invests a sanctum
Dice Pool: Wits + Crosstime Interface
here, the pocket reality will offer the same equivalent
Range: N/A
amenities as can be found in modern housing and/or
Area: (Quantum + power rating) x 2,000 km diameter
professional buildings. In practical terms, that covers
Duration: Permanent
everything but food and consumer goods.
This technique allows the nova to create a specialized
Three: Comfortable - the pocket reality is a mix of
interface for his own personal use. The end result is a
primeval wilderness, gardens and farmlands in whatever
personalized sub-reality which the nova has sole access
ratios the nova desires. The local wildlife are all plentiful,
to and can alter as he sees fit within certain parameters.
robust and have a healthy fear of humans. If the nova invests
One very convenient feature of a pocket reality is that
a sanctum here, the pocket reality will offer any amenities
the entrance point is always fixed within one meter of the
that can be found on the novas current homeworld (typically
nova, instead of remaining fixed to a single point in normal
Nova Age Earth). This includes some means of providing
physical reality. The nova can enter it at will as an automatic
foodstuffs of all sorts.
action, but he must personally escort others in if they are
Four: Well-Appointed - the pocket reality is a mix of
to enter the pocket reality. Attempting to trespass into
agricultural areas and artificial structures (such as emergency
another novas pocket reality requires the invader to pit her
housing and hospitals, for example) in whatever ratios
Perception + Crosstime Interface (Portal) dice pool against
the nova wants. If desired, the nova can create regions
the novas own Wits + Crosstime Interface with an additional
specialized for some form of agricultural production such
difficulty penalty of +3. Sensing intruders (or anything else of
as growing vineyard grapes or prime territorry for hunting
interest) within the novas own pocket reality merely requires
moose. Likewise, areas with complexes specialized for
a Perception roll as an automatic action on the novas part.
things like manufacturing can be created. If the nova invests
Depending on the novas tastes and the amount of
a sanctum here, the pocket reality will offer any amenities
effort hes willing to put out into crafting it, the pocket
that are either available on the novas current and past
reality can manifest as anything from grim secret bunkers in
homeworlds or that he could plausibly create with his
harsh terrain and opulent palaces in unspoiled wilderness
scientific and technological knowledge.
to simple rows of storage racks and furniture suspended in
Five: Paradisical - the pocket reality is a mix of
a void for the nova to fill up with his stuff. Creating anything
agricultural areas and artificial structures in whatever ratios
more than simple storage space or wilderness requires the
the nova desires. The nova can create specialized regions for
nova to invest dots of the Sanctum Background and possibily
agricultural production and/or industrial production that are
the Sanctum Sanctorum Background Enhancement, with the
noticeably superior to any of their Terran counterparts. The
pocket reality as the novas Sanctum. Note that the actual
local wildlife can include whatever extinct species the nova
Sanctum structure does not need to take up all the area of
wants, provided that they can adapt to a baseline human-
the personal reality, as wilderness, gardens and farmland

CHAPTER FOUR: NEW ITEMS 99


ABERRANT
suited environment. If the nova invests
a sanctum here, the pocket reality
will offer any amenities that are either
available on the novas current and past
homeworlds or that he can imagine,
provided that they are scientifically
plausible (Storytellers discretion).
While the lower-quality pocket
realities can plausibly (if not comfortably)
support small groups of people, the
well-appointed and paradisical
ones can support large numbers of
humans for indefinite periods of time.
In those latter cases, the maximum
additional occupancy is equal to the
novas (Quantum + power rating) x
10,000 adults for well-appointed pocket
realities and (Quantum + power rating)
x 1,000,000 adults for paradisical ones.
If the nova attains a power rating
of 6+ in Crosstime Interface and has
this technique, he can create multiple to spend temporary Willpower if undesired) to determine
floating acccess points between his pocket reality and this techniques duration, with a portal lasting for one turn
his physical reality. Each dot of Crosstime Interface beyond per success. Temporary Willpower points can be spent to
the fifth will grant the nova five extra access points, which keep a portal open past that time for one extra turn per
he can place anywhere at any time. The access points will Willpower point spent. Portals share the same barriers to
also able to let in anyone that the nova wishes, regardless pressure and temperature equalization as warps, so attacks
of hostile companions and/or coercive devices such as using jets of pressurized stellar plasma or vacuum-induced
exploding collars (Aberrant: Brainwaves p. 21). Once the suction are not possible with this technique.
invited guest steps through an access point, the uninvited To use this technique, the novas player makes a
ones and nasty devices are left harmlessly behind. Even if power roll and consults the table used for Crosstime
the coercive devices are surgically implanted, they will be Travel (Aberrant Players Guide, p. 122) to determine how
removed harmlessly from the invited guest when he or well the universe the portal leads to matches up with the
she steps through the access point. If required, the nova novas intended destination. The only real difference is
can even shunt an immobilized invited guest through that this technique automatically includes the equivalent
an access point with a Dexterity + Crosstime Interface roll of the Exotic Worlds Extra, so universes with different
without jostling him or her or any such delicate things as fundamental laws - such as working magic and alterations
life-support systems. in how nova powers function - may be chosen as possible
destinations.
The nova can also use portals in combat to attack by
Portal opening one up in front of a target. Doing so requires both
Dice Pool: Perception + Crosstime Interface
a Dexterity + Crosstime Interface roll to determine accuracy
Range: (Quantum + power rating) x 10 meters
and a Perception + Crosstime Interface roll to determine
Area: N/A
where the target(s) end up. Moving targets can dodge a
Duration: Special
portal, while nonmoving targets must make an Athletics roll
This technique functions in almost the same way as
to avoid being engulfed.
the Crosstime Travel power, except that it creates a gate
(much like that of the Warp power) that anyone can use.
Portals typically are fifteen meters square, and the nova may
alter the shape by five meters per dot in either dimension.
Anything thats too big to fit through a portal cant go
through it. Portals can be opened anywhere within the novas
range. The nova must make a Willpower roll (without having

100 CHAPTER FOUR: NEW ITEMS


ABERRANT
Severance from the atmosphere above it, with the bottom hemisphere
Dice Pool: Intelligence + Crosstime Interface being comprised of landmass.
Range: (Quantum + power rating) x 10,000 km Using this technique requires a Perception + Crosstime
Area: N/A Interface roll, with the successes used in two ways. First,
Duration: Instant the table for Crosstime Travel (Aberrant Players Guide,
This technique allows the nova to destroy any existing p. 122) is used to determine how well the universe the
crosstime interfaces - natural or otherwise - that he may transpositioned area ends up in matches the novas intended
encounter. It should be noted that the nova will only be able destination. Second, the successes rolled also determine
to destroy crosstime interfaces that he could plausibly create how well-situated the transposed area will be in its new
himself. There is no way that a nova with this technique and location, according to the previous table. Depending on
Quantum 8 is going to have any effect on a Quantum 9 the nature of the transpositioned area, this may represent
Interdiction, for example. available natural resources, improvements in climate,
Using this technique requires an Intelligence + advantageous positioning for a community to expand or the
Crosstime Interface roll, with each success canceling out ready availability of improved utilities at the new location.
one success from the targeted crosstime interface. In the Extras: None.
case of crosstime interfaces created by novas, the number
of successes is determined by the power roll involved in Crosstime Retrieval
their creation. In the case of natural crosstime interfaces, the Level: 4
number of successes is determined by the Storyteller. Quantum Minimum: 6
Dice Pool: Wits + Crosstime Retrieval
Transposition Range: (Quantum + power rating) x 5 meters
Prerequisites: Quantum 9 Area: N/A
Dice Pool: Perception + Crosstime Interface Duration: Special
Range: (Quantum + power rating) x 1,000 km Effect: Allows character to retrieve items from alternate
Area: (Quantum + power rating) x 20 km diameter universes.
sphere Multiple Actions: No
Duration: Instant Description: Crosstime Retrieval is the ability to literally
This technique allows the nova to exchange a chosen bring items through the barriers between realities, from
area - usually from a planets surface - with another region of alternate universes to the novas vicinity. While it can easily
the same size in an alternate universe. This territory exchange be used to summon mundane items of technology, most uses
happens near-instantaneously, with nothing in the way of for this power are to briefly gain access to technology they
seismic tremors in the case of landmass transpositions. All cannot acquire for some reason or that is not widely known
of the areas structures, contents and current inhabitants to exist (yet) in the novas current universe. Once retrieved,
will be taken along for the ride. Also, when transpositioning the item will remain in the novas current universe for one
inhabited landmasses, half the affected area will be taken day per dot in Crosstime Retrieval before automatically
returning to its home universe. If the nova gains three extra
successes on his power roll, the item will stay in the novas
Successes Suitability current universe permanently until dismissed by the nova or
One Adequate: The transpositioned area sent back through other means. The nova can always send
is situated so that there are no major it back early as an automatic action, especially if the item in
inconveniences beyond the expected, such question is something that he does not wish for the local
as possible loss of certain utilities for a scientific community or business interests to examine and
community. possibly reverse engineer. It should be noted that items
which depend on different physical laws than those found in
Two Minor Benefit: The transpositioned area has
the novas current universe will not function without the aid
one minor benefit in its new location.
of the Unreality Zone quantum power.
Three Major Benefit: The transpositioned area has
multiple minor benefits or one major benefit
in its new location.
Four or more Excellent: The transpositioned area has
multiple major benefits in its new location.

CHAPTER FOUR: NEW ITEMS 101


ABERRANT
Extras: Summoning (the nova can retrieve living beings
The maximum mass of the retrieved item is determined from alternate universes. Mundane animals only require one
by the novas power rating, as seen below. success to summon, while non-Inspired sapients require
two successes. Inspired beings - which are usually sapients
- will require anywhere from three to seven successes as
Power Rating Maximum Mass
per the Storytellers dictates. For instance, novas could be
One dot 5 kilograms more difficult to summon than the other kinds of Inspired
Two dots 50 kg beings. The nova will be unable to summon unwilling
Three dots 500 kg Inspired beings whose power Trait - Quantum, Inspiration,
Psi, what-have-you - is higher than his own Quantum Trait.
Four dots 5 metric tons
For double the quantum point cost, the nova can also
Five dots 50 metric tons summon a phantom or a denizen of a Static Cosm into
Six dots 500 metric tons his current reality, granting said being a permanent and
Seven dots 5,000 metric tons free-willed existence, although beings made real in this
way can never be dismissed. Finally, please note that this
Eight dots 50,000 metric tons
power does nothing whatsoever to let the nova command
Nine dots 500,000 metric tons or control the summoned being, who may not appreciate
Ten dots 5,000,000 metric tons being plucked from familiar surroundings).

Exactly what the nova with this power can retrieve is


determined by the number of successes he gains on the
power roll, as per the chart below.

Successes Effects
One Mundane items (equivalent to the novas home universes current or past technology), 1 dot
Devices (or any Devices based on reputation), or items equiv. to lvl. 1 quantum powers.
Two Items from Hypertech 1 technologies (as judged by the novas home universe), 2 dot Devices,
items providing the equivalent to lvl. 2 quantum powers.
Three Items from Hypertech 2 technologies, 3 dot Devices, items providing the equivalent to lvl. 3
quantum powers.
Four Items from Hypertech 3 technologies, 4 dot Devices, items providing the equivalent to lvl. 3
quantum powers with an Extra.
Five Items from Hypertech 4 technologies, 5 dot Devices.
SIx Items from Hypertech 5 technologies, 5 dot Devices w/ Artifact Background Enhancement.
Seven Items from Hypertech 5 technologies with the S.A.T. Background Enhancement.

102 CHAPTER FOUR: NEW ITEMS


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Dramatic Editing
Level: 2 Cosmological Damage,
Quantum Minimum: 3
Dice Pool: N/A Structural Levels and Soak
Range: Self When dealing with powers and effects that can destroy
Area: N/A entire universes, attempting to calculate damage using the
Duration: Permanent standard categories of bashing, lethal and aggravated simply
Effect: The novas player can use the Dramatic Editing cannot handle the job. Likewise, how resilient a universe is must
rules to the novas benefit. also be accounted for. Its for this reason that the Cosmological
Multiple Actions: Yes category of damage, Structural Levels and soak had to be
Description: The nova has an uncanny - and uncontrolled invented solely to use with universes. Cosmological damage is
- relationship with the forces of probability, chaos and treated as lethal damage, as it severely damages universes but
chance. Although the Hammersmith Vortex died out long can be soaked. Cosmological Structural Levels are treated as per
before the dawn of the Nova Age, a nova with this quantum the rules for Vehicle Damage (Aberrant core book, p. 279) and
power enjoys the same outrageous fortunes of his Stalwart cannot be harmed by anything short of cosmological damage.
predecessors. All the rules for Dramatic Editing (Adventure! Cosmological soak works just like normal soak against attacks
core book, pp. 193-197) apply except for the point costs. causing cosmological damage, and is complete proof against all
As the current Quantum Vortex created by Divis Mal - which lesser forms of damage.
began the Nova Age in the first place - is weighted towards
quantum energies, using this power drains energy solely
from the novas own quantum pool. The revised costs for ones, its only to be expected that they can protect existing
Dramatic Editing are as seen below: universes as well. By strengthening the natural barriers of
a chosen universe, the nova can provide that universe with
three points of cosmological soak for each dot of Shielded
Effect Quantum Point Cost Reality the nova possesses. Most standard cosms will have
Minor Offscreen Effect 2 anywhere from 10 to 18 cosmological Structural Levels and
Minor Extension 2 cannot soak cosmological damage. Of course, the Storyteller
is free to provide exceptions to that as he sees fit.
Minor Onscreen Effect 4
Aside from defending against direct attacks such as
Major Onscreen Effect 6 the Universe Destruction power, Shielded Reality is also
Obvious Continuity 8 effective against any power, technology or effect that would
Violation otherwise reduce a target universes cosmological Structural
Plot Ramification +2 Levels. This includes effects that subvert those cosmological
Structural Levels, such as the Annexation technique of the
Plot Complication -2
Crosstime Interface power. Shielded Reality can also protect
the timeline of the target universe from unwanted changes
made through time travel. For each dot of Shielded Reality
Extras: None, no Extras can ever be applied to this the nova possesses, all rolls made by others to change
quantum power. history automatically lose two successes.
Extras: None.

Shielded Reality
Level: 6
Quantum Minimum: 10
Dice Pool: Intelligence + Shielded Reality
Range: N/A
Area: One universe
Duration: Maintenance
Effect: Provides target universe with +3 cosmological
soak per dot in Shielded Reality.
Multiple Actions: Yes
Description: With sufficiently powerful novas having the
capability to both destroy existing universes and create new

CHAPTER FOUR: NEW ITEMS 103


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Starflight for a nova with Starflight, one aspect of this power allows
Level: 4 him to automatically form a deflector shield around himself,
Quantum Minimum: 6 which simply diverts such dangers around the nova, leaving
Prerequisites: Flight and Hyperflight at equal or greater him unharmed.
power ratings. The nova should also have some way of If a nova develops Starflight without developing the
staying alive in space (such as the Adaptability enhancement FTL Reflexes and FTL Reactions enhancements, he will
or the Bodymorph power) in order to keep use of this power encounter serious difficulties (difficulty penalty of +16) on all
from becoming suicidal. The FTL Reflexes (Mega-Dexterity) rolls made to maneuver while flying at superluminal speeds
and FTL Reactions (Mega-Wits) enhancements are also in space. Having one of those enhancements halves the
worthwhile. difficulty penalty, while having both eliminates the difficulty
Dice Pool: Dexterity + Starflight penalty entirely.
Range: Self Unless the nova is completely immaterial at the time,
Area: N/A using Starflight while inside a planetary atmosphere is
Duration: Maintenance (usually) an Extremely Bad Idea - the shockwaves produced
Effect: Allows the nova to fly at superluminal speeds. are nothing short of catastrophic. Treat the effect of an FTL
Multiple Actions: Yes nova passing through a Terra-equivalent atmosphere as
Description: This is the penultimate form of the Flight being equal to a combined base of a 100d10 Lethal Blast
power, as it allows the nova to fly at speeds greater than C (heat), 100d10 Strobe (auditory), 100d10 Strobe (visual), 50
(the speed of light in a vacuum, which is 299,792,458 meters dots in Thunderclap and 50 dots in Shockwave per dot of
per second). The mechanism by which this power functions Starflight. The nova can reduce this effect by slowing down,
varies somewhat with each nova who develops Starflight. but must drop to subluminal velocities to avoid causing
One nova might alter her body in order to duplicate some such damage. Novas with the Silent Running enhancement
of the properties of tachyons, while another might form an (affecting Flight, from the Aberrant Compendium) can turn
induction ring of negative energy around himself to create this effect on or off at will.
a bubble of warped spacetime which can attain FTL speeds. Depending on the precise mechanics of how his version
Regardless of the precise mechanism used, all versions of Starflight functions, the nova may produce Cerenkov
of Starflight have the same effect. The nova can fly through radiation (an optical sonic boom composed of harmless
space (and other three-dimensional areas of vacuum) at incoherent blue visible light) when flying at FTL speeds.
a speed determined by his Quantum Trait and Starflight In this case, the nova would generate enough light to
power rating. The basic speed equations are [(power rating simulate the effects of the Strobe (visual) power at the novas
x4) + 40] x 0.001 units/action in combat and (Quantum + Starflight power rating. The downside of this is that it also
Starflight) x 50 units per hour out of combat. The actual reduces the difficulties on all attempts to detect the nova
unit used in the speed equations is also dependent by means of optical astronomical observation by -1 for each
on the novas Starflight power rating - at the first dot, the dot of Starflight the nova possesses. The nova can mute
unit used is the Astronomical Unit (A.U.), which is equal the Cerenkov radiation by slowing down, but must drop
to 149,597,870 kilometers. The novas speed is measured to subluminal velocities to avoid making a spectacle (and
in parsecs at a power rating of 2 dots; this increases to possibly a target) of himself in this manner. Novas with the
kiloparsecs at 4 dots, megaparsecs at 6 dots, gigaparsecs Silent Running enhancement (affecting Flight) can turn this
at 8 dots, and teraparsecs at 10 dots. What this boils down effect on or off at will.
to is that while a nova with one dot of Starflight can zoom Extras: None.
across a star system in minutes, making an interstellar
voyage would take several weeks of nonstop FTL flight. Tau Discharge
For instance, Sol System is 274,379 A.U.s [or 1.33 parsecs] Level: 5
from Alpha Centauri. Since a Quantum 6 nova with 1 dot Quantum Minimum: 9
of Starflight could fly at 350 A.U.s per hour, he would take Dice Pool: Dexterity + Tau Discharge
a total of 32 days, 15 hours, 56 minutes, and 24 seconds to Range: (Quantum + power rating) A.U.
get there (not counting rest stops). As the nova increases Area: (Quantum + power rating) x 10 kilometers
his Starflight power rating hell be capable of transgalactic, diameter per projectile.
intergalactic, and ultimately inter-galactic cluster voyages. Duration: Instant
Ordinarily, an object traveling at superluminal Effect: The character fires off one or more small
speeds would suffer severe damage from hazards such as projectiles at near-lightspeed at a chosen target.
micrometeorites and electromagnetic radiation. Fortunately Multiple Actions: Yes.

104 CHAPTER FOUR: NEW ITEMS


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Description: This decidedly simple (and devastating) power (Aberrant core book, pp. 190-191) for this purpose.
power allows the nova to accelerate one hand-held projectile Other means of disrupting temporal loops from the outside
- nothing larger than a small hand grenade - per dot in his typically require unorthodox applications of certain forms of
power rating to relativistic speeds, and fire them at a chosen FTL (Faster Than Light) spacedrive technologies that involve
target. Each missile will inflict (Quantum + power rating) x warping spacetime, although direct contact with natural
10 levels of bashing damage, (Quantum + power rating) x spacetime distortions might also serve to achieve this feat
5 levels of lethal damage, or (Quantum + power rating) x 2 (Storytellers discretion). Disrupting a minor temporal loop
levels of aggravated damage to the target and everything from within requires either use of this power, use of the Time
within the blast radius of the targets subsequent explosion. Travel quantum power (Aberrant Players Guide, pp. 136-
Please note that both the damage and the area of effect 138) or use of the Starflight quantum power. In all cases,
are cumulative if more than one projectile hits a target. the power used is treated as the Disrupt quantum power for
This power is generally used in space combat against large this purpose. Additionally, major temporal loops can also be
spacecraft, space stations, and asteroid bases; but can be disrupted internally by altering the circumstances supporting
quite effective against inhabited planets. Enough of these its creation, although doing so is typically quite difficult.
relativistic projectiles could easily trigger a nuclear winter At power ratings of 1 to 5 dots, the nova is limited to
effect if they impact at the right places... creating and disrupting minor temporal loops. These loops
It should be noted that this quantum power is best will appear as spherical force bubbles, with each one just
used only in the vacuum of space. Attempting to use Tau large enough to hold a maximum of two adult baseline
Discharge within any but the thinnest of atmospheres will human-sized creatures or objects. Larger numbers of smaller
result in an area-effect blast wave centered on the nova that targets may be held by a single minor temporal loop, but
will inflict the full damage on the novas surroundings. The larger targets will require for multiple minor temporal loops
projectile(s) will be burnt into harmless ash long before they to be consolidated into one big enough to engulf the target
even get close to the novas target. Also, if this power is used in question. Treat a consolidated minor temporal loop as
to launch a nova employing the Sizemorph: Shrink power having the equivalent of one dot of the Sizemorph - Grow
as a projectile, that unfortunate soul is almost guaranteed quantum power (Aberrant core book, p. 222) for every
to either die on impact (if in vacuum) or be incinerated (if in normal minor temporal loop used to form it. In both cases,
an atmosphere) unless he has some defense or other way to common sense and your Storytellers judgment will be the
survive that severe mistreatment. guidelines. Multiple actions are possible when creating or
Extras: None. disrupting minor temporal loops. As an advanced version
of the Stop Time technique of Temporal Manipulation,
being imprisoned by a minor temporal loop cannot be
Temporal Loop resisted by Willpower, although the Storyteller may allow
Level: 5
Mega-Witty novas a roll to dodge out of the way when its
Quantum Minimum: 8
being formed. Once formed, minor temporal loops may
Dice Pool: Intelligence + Temporal Loop
be touched as normal physical objects and transported
Range: (Quantum + power rating) x 1,000 km
normally. Unfortunately, minor temporal loops also cannot
Area: Special
be teleported, sent through Warps or transported via FTL
Duration: Special
travel of any sort, as they prevent such powers, effects and
Effect: The character can create temporal loops and
technologies from functioning when in contact with them.
disrupt existing ones.
Targets within a minor temporal loop are cut off from
Multiple Actions: Special
the rest of their universe, locked into experiencing just a
Description: The nova can split off a tiny portion
few seconds worth of time (just prior to their imprisonment)
of her current universes timestream and shape it into a
indefinitely. Viewed from the outside, the targets will
perpetual loop. While this sometimes happens naturally
appear to be endlessly repeating their last few seconds of
on extremely rare occasion - only when the circumstances
movement. The targets cannot affect or interact with the
involved would affect the entire universe - the nova is by
universe outside the minor temporal loop in any way, and will
no means so limited. At first she will only be able to create
also remain unaffected by external conditions. The targets
minor temporal loops, but as her skill with this power
will not age or experience any passage of time, making any
grows, the nova will eventually be able to create major
physical, mental and social needs a moot point. Aside from
temporal loops. Both kinds of temporal loops are essentially
being a good means of imprisoning truly difficult prisoners,
permanent until they are disrupted, usually by an outside
minor temporal loops are also handy for rescuing people
force. Said outside force will typically be another nova with
from natural disasters and accidents, stabilizing severely
this power, which uses the mechanics of the Disrupt quantum

CHAPTER FOUR: NEW ITEMS 105


ABERRANT
injured or ill patients, and preventing the detonation of power (Aberrant Players Guide, pp. 136-138) or use of
bombs from harming innocent people. the Starflight quantum power. Treat such feats as disruption
The number of minor temporal loops the nova can attempts, although they will be made with an additional
create at the same time depends on her power rating. Refer difficulty penalty of +1 or more as the Storyteller decides is
to the chart below for the progression. appropriate. Bringing additional people along for the ride
requires use of the Attunement Background.
The maximum area of effect that the nova can place
Power Rating Temporal Loops within a major temporal loop depends on her power rating.
One dot 1 Note that instead of simple spatial volume, the limiting
Two dots 10 factor is instead the number of sapients to be trapped
within the loop. As such, the benchmarks in the chart below
Three dots 25
can be adapted for spacecraft with ease. Refer to the chart
Four dots 50 below for the progression.
Five dots 100
Six dots 200
Power Rating Maximum Area of Effect
Seven dots 400
Six dots (Quantum + power rating) x 10 people
Eight dots 800
Seven dots An entire town
Nine dots 1,600
Eight dots An entire city
Ten dots 3,200
Nine dots An entire continent
Ten dots One planet

At power ratings of 6 dots and higher, the nova is


capable of creating and disrupting major temporal loops. Extras: None.
These loops have no appearance at all, and can only be
perceived through use of the Spacetime Awareness and/
or Locus Mega-Perception enhancements or equivalent Universe Destruction
technologies and Inspired capabilities. Unlike their lesser Level: 6
counterparts, major temporal loops can cover up to Quantum Minimum: 10, must also posess Universe
(Quantum + power rating) days of the targets time just prior Creation at equal or greater power rating.
to imprisonment. Prisoners caught within a major temporal Dice Pool: Intelligence + Universe Destruction
loop will experience that same length of time endlessly, Range: N/A
with all their circumstances (such as supplies) and memories Area: N/A
being reset when the loop finishes a cycle and starts anew. Duration: Permanent
Inspired beings within a major temporal loop can roll their Effect: The nova can destroy an existing universe. And
power Trait (Quantum, Inspiration, Psi, etc.) + Willpower + were not joking about this, either.
Awareness to recall memories of previous cycles of the loop, Multiple Actions: No
which can be of great help with disrupting the loop through Description: As novas with sufficient power can
circumstance alteration. Crosstime travelers who are not create new universes within the greater structures of the
Inspired can make a Willpower + Awareness to likewise Multiverse, so too can they destroy already most existing
recover their memories of previous cycles, provided that universes. Although widely considered to be something of
the major temporal loop is not happening within their home a Doomsday Weapon power, it can be used to prevent
universe. At the Storytellers discretion, sensitive sapients disasters such as a new universe expanding into the
not in either category just mentioned can experience spacetime of an existing one. Other possibilities include
flashes of deja vu and general fatigue when their erased destroying a created universe which is being used as a prison
memories of previous cycles begin to build up pressure in (possibly imprisoning its own creator as well), preventing
their minds. Multiple actions are not possible when creating a predatory universe from engulfing other ones like a
or disrupting major temporal loops. cosmic amoeba and preventing new universes from being
It is possible for novas with the right powers to enter created in the first place. Interestingly, any use of this
and escape from a major temporal loop without disrupting power can easily be blocked by another nova with Universe
it. Achieving either feat requires only the use of the Creation, as all he has to do is create a new universe to
Temporal Loop power, use of the Time Travel quantum take the bullet for the target universe. Likewise, use of

106 CHAPTER FOUR: NEW ITEMS


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this power can prevent Universe Creation from functioning
by unraveling the new universe at the instant of its birth. This Successes Results
form of conflict should be treated as resisted power rolls. One Minor: Allows temporary survival of
While the precise method of destruction used is left incompatible beings within the current
to the players discretion, the game mechanics of how universe. Examples include but are not limited
this power works are simple: the nova pays the quantum to the following. Preventing magic-dependent
point cost and an Intelligence + Universe Destruction beings from dying or fading out of existence
roll is made. Her successes, plus a number of automatic within a non-magical universe. Preventing
successes equal to her Quantum Trait, equals the number living beings from dying when in universes
of levels of cosmological damage that will be inflicted where their normal biological processes are
on the target universe. As they are utterly invulnerable to locally impossible. Preventing matter-based
outside forces, static cosms are unaffected by this quantum entities from dying or being destroyed in
power. Most standard cosms will have anywhere from universes where baryonic matter was never
10 to 18 cosmological Structural Levels and cannot soak able to form. Also allows temporary normal
cosmological damage. Dead universes will only have 2 to 4 function of nova capabilities (and quantum
cosmological Structural Levels. Of course, the Storyteller is gadgets) within this powers area of effect.
free to provide exceptions to that as he sees fit. Dont even
Three Moderate: Allows temporary normal function
bother to roll for damage to the living inhabitants (if any) of
of nova capabilities (and quantum gadgets)
the target universe. Unless a being within the target universe
within their normal parameters, regardless
either has some way to flee from it into another universe or
of this powers area of effect. Also allows
can exist indefinitely within trans-universal hyperspace, she/
temporary normal function of the special
he/it will be obliterated once the target universe dies.
capabilities of non-eximorphic Inspired beings
Extras: None.
(and equivalent Devices) within this powers
area of effect.
Unreality Zone Five Major: Allows permanent normal function
Level: 4
of nova capabilities (and quantum gadgets)
Quantum Minimum: 7
within their normal parameters, regardless
Dice Pool: Wits + Unreality Zone
of this powers area of effect. Also allows
Range: (Quantum + power rating) x 100 meters
temporary normal function of the special
Area: (Quantum + power rating) x 10 meters
capabilities of non-eximorphic Inspired beings
Duration: Special
(and equivalent Devices) within their normal
Effect: The character can create an area where the
parameters, regardless of this powers area of
physical laws of the local reality need not apply.
effect.
Multiple Actions: Yes
Description: Essentially a severely diminished and Seven Extreme: Allows permanent normal function of
restricted form of Planck Scaling, this power allows the nova nova capabilities (and quantum gadgets) within
to slightly loosen the physical laws of her current universe this powers area of effect, which can help
in a small area. Instead of the full-fledged transformations make a handy place for a base of operations
of reality possible with Planck Scaling, the nova instead when exploring (or planning to conquer) an
prevents her current universe from negatively affecting any otherwise nova-incompatible universe. Also
beings within the zone. This power is most often used to allow allows permanent normal function of the
the survival of said beings within incompatible universes. special capabilities of non-eximorphic Inspired
However, it can also allow the special capabilities of Inspired beings (and equivalent Devices) within their
beings - and similar devices, such as quantum gadgets or normal parameters, regardless of this powers
magical artifacts - to function normally in universes where area of effect.
they either couldnt or would be altered for the worse.
Note that this power cannot be used to make any positive
alterations in the special capabilities of Inspired beings - that
feat requires much more than this power is capable of. A
less frequently seen use is to temporarily protect vulnerable
beings of any kind from being either altered or erased from
existence by the changes in history made by time travelers.

CHAPTER FOUR: NEW ITEMS 107


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In the first case, the protection provided by this power
depends on the degree of reality alteration required and the
New Ecological Supremacy
number of successes rolled. Temporary reality alterations Techniques
will have a duration of (Quantum + power rating) hours,
after which whatever non-instant effects will fade away.
Permanent reality alterations are just that and will remain Bioform
in the otherwise incompatible universe, much to the Prerequisites: Quantum 9, the Viability technique
mystification of the local sapients. Range: Global
In the second case, this power functions as a continuous Area: Global
form of the Disrupt quantum power against whatever dice Duration: Permanent
pool the time traveling culprit used to alter the subjects This technique lets the nova reshape the surface of
history. As this is not a permanent solution to the subjects a lifeless rockball planet (both land and sea, if any) into a
dilemma, its best used to buy time for either the subjects prepared garden-bed for transplanted lifeforms in mere
altered history to be repaired or for the subject to be moments. The environmental chemistry will be more-or-less
transferred into a suitable alternate universe where hell be capable of sustaining life of whatever kind the nova desires,
safe from the temporal revision. although extra successes past the first can be spent to
Extras: None. improve the planets compatibility - one extra success would
be sufficient for a planet comparable to Averiguas or Khantze
Lu Ge, while planets like Mars or Venus would require four
extra successes to transform them into bioformed worlds.
Please note that the nova must have examined a living,
vital planetary ecosphere to use as a template for the new
world - if the only such world the nova knows well is Earth,
then thats the only template hell have to work with. The
transplanted lifeforms will then progress at their own rate -
realistically, it could take a few centuries for life to colonize
most of a bioformed world without extensive human
aid in the process. Of course, theres always Ecological
Supremacy...

Diversify
Range: Global
Area: Global
Duration: Permanent
This technique alters the genetics of a target population
just enough to increase its genetic diversity to optimal
levels. This has mainly been used to offset the effects of
inbreeding among small, isolated populations. There is
a darker use for this, however - the nova can spend one
success from his power roll to decrease the genetic diversity
of a target population instead, paving the way for all sorts
of inherited deformities to appear among any offspring the
target population may have in the future. With two or more
successes, the gender ratio of a population can be altered
in lieu of increasing general genetic diversity. The uses of
this latter application range from the beneficial (saving an
isolated population from dying out) to malicious (creating
a same-sex environment where extinction is assured) to the
downright mischievous (transforming everyone in a selected
group of people that the nova doesnt like into members of
the opposite sex)!

108 CHAPTER FOUR: NEW ITEMS


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Genesis will always be sufficient for lifeforms of the appropriate
Prerequisites: Quantum 10, the Bioform and variety to survive there with some slight degree of comfort.
Spontaneous Generation techniques Please note that the nova must have examined a living, vital
Range: Global planetary ecosphere to use as a template for the new world
Area: Global - if the only such world the nova knows well is Earth, then
Duration: Instant thats the only template hell have to work with.
This technique lets the nova create an entire planetary Note: The following chart assumes that the nova is
ecosystem on a lifeless rockball planet. Whether the planet creating a Terran-style ecosystem. If the nova is creating
has toxic soil like Mars or a lethal atmosphere like Venus an alien ecosystem instead, the results will be just as bad
matters not - the effects of this technique can make those or good for beings hailing from the variety of ecosystem in
unpleasant realities into fading memories. The state of the question.
biosphere created by the use of this technique depends on
the number of successes achieved on the power roll, but it

Successes Results
One The nova creates an ecosphere that can sustain human life, but with some discomfort. For an
archaeological example, think of prehistoric Earth during the one of the Ice Ages. All created
species are of the hardy survivor varieties, will have no instinctual fear of humans at all and are
not particularly well-suited for domestication. If climatic conditions improve these species will
explode out into the ecosphere, diversifying and speciating in a mad rush to colonize as much
of the freed-up territory and any available ecological niches they can grab hold of. Set up the
greenhouses.
Two The nova creates an ecosphere comparable to that of prehistoric Earth - Its clean, its very
comfortable, and there are many diverse species of Terran life out there; but there are none
of the domesticated (and formerly-domesticated) species of plants and animals. As an added
frustration, the local animals have no instinctual fear of humans. Hope that the settlers brought
their own seedlings and livestock. Otherwise, hope that they like foraging for wild plants and
hunting for game meat.
Three The nova creates an ecosphere thats almost a carbon-copy of Earths. While the domesticated
species dont exist here, there are plenty of formerly domesticated species out there to be
tamed, if the settlers are into that sort of thing. Also, the local animals all have that useful,
instinctual fear of humans. The temperate, subtropical, and tropical landmass regions are prime
real estate and farmland.
Four The nova creates an ecosphere thats a bit better than Earths ever was - for one thing, the local
versions of some of the more annoying species of vermin, parasites, and pests will avoid humans
and their settlements like the plague. The climates are better for agriculture as well: bumper
crops can be expected on a regular basis.
Five The nova creates an ecosphere that could be called a paradise, if it wasnt all wilderness. Local
versions of many Terran food species taste better and are healthier for humans to eat than their
Earthly counterparts. Few if any parasites and pests feed on humans, and those are easily kept
away with safe, naturally occuring plant-based repellents. The weather is a bit less dangerous
than Earths. Everything on the planet seems to have been optimized for its aesthetic appeal
to humans. Congratulations, youve just created what could become one of the Galaxys most
popular vacation planets in the centuries to come!

CHAPTER FOUR: NEW ITEMS 109


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Mass Transformation Near Sapience
Range: (Quantum + power rating) x 1,000 km Range: (Quantum + power rating) x 1,000 km
Area: (Quantum + power rating) x 100 km Area: (Quantum + power rating) x 100 km
Duration: Instant Duration: Permanent
Basically, this is the Form Manipulation technique of the This technique lets the nova transform a target
Biomanipulation quantum power on steroids. It functions population of existing animals into near-sapients. By
just like Form Manipulation - the number of successes increasing the complexity of the animals brains via this
on a Intelligence + Ecological Supremacy roll determines genetic manipulation, the target population will become
the level of changes which can be made on a target. This perfect targets for the Create Consciousness technique of
technique can be used to affect novas, (who may resist these Consciousness Supremacy (Aberrant Players Guide, p.
changes with a Stamina + Resistance roll), but it cannot be 131). If three or more successes are made on the power
used to give a baseline target the Mega-Attributes of novas. roll, the animals means of communication will be upgraded
to the level of homo sapiens sapiens vocalization as well.
The effects of this technique are normally permanent.
And since the effects of this technique are permanent,
any offspring of the transformed animals will inherit these
Successes Changes
changes from birth.
One Superficial Changes: Give the targets any
Appearance from 0 to 5, change skin color,
facial structure or similar features, change the Viability
targets apparent race, fingerprints or retina Range: (Quantum + power rating) x 1,000 km
prints. Make the targets look like an exact Area: (Quantum + power rating) x 100 km
copy of anyone else with a similar weight, Duration: Permanent
height, and build. This technique lets the nova terraform a barren patch of
sterile dust and rocks into an area of healthy, life-supporting
Two Minor Changes: Alter the targets height
Terran soil (complete with humus). Provided that the climatic
or build, change the targets muscle to fat
conditions in the area wont simply kill Terran-descended
ratio. Move dots around between the targets
plants, animals and microlife on contact, the transplanted
Physical Attributes. Change the targets
lifeforms will have a decent chance - roughly about 25% -
apparent gender. Disguise anyone as anyone
to transform the rest of their environment without further
else of approximately the same mass.
aid and thrive in the process. If further human management
Three Moderate Changes: Change the targets and aid is given to the transplants, assume a success rate
physical gender, alter the targets masses of 95% unless something catastrophic happens. Extra
by up to a factor of two. Give the targets successes on the power roll may be spent to either increase
superficial features belonging to other the transplants chances of survival (+15% per success) or
species (give a human a tail or claws). increase the area of effect (double the area of effect per
Change any of the targets Physical Attributes success spent).
from 1 to 5.
Four Major Changes: Give the targets functional
organs and abilities from other species (give
a human functional wings, gills, or tentacles).
Change the targets masses by up to a factor
of four.
Five Extreme Changes: Completely change the
targets physical forms, create new creatures
by mixing traits from several other creatures.
Change the targets masses by up to a factor
of 10 (turn humans into pigs, sculpt muscle,
flesh and bone like clay).

110 CHAPTER FOUR: NEW ITEMS


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New Spatial Manipulation New Temporal Manipulation
Techniques Techniques
Spatial Beacon Temporal Beacon
Range: (Quantum + power rating) meters Prerequisites: Quantum 8
Area: (Quantum + power rating) x 10 meter radius Range: Special
Duration: Maintenance Area: (Quantum + power rating) x 1,000 km radius
This technique allows the nova to redirect a single Duration: Maintenance
teleportation or warp to his own physical & temporal This technique allows the nova to redirect a single
location. If successful, the nova will be able to redirect exactly time traveler to her own physical & temporal location in
where he wishes the target to arrive. The act of redirecting a spacetime. The physical range for this technique is (Quantum
traveler requires the nova to pit her Manipulation + Spatial + power rating) meters, with the nova able to redirect exactly
Manipulation dice pool against the targets Teleport or Warp where she wishes her target to arrive. The temporal range is
dice pool in a contested roll. Failing the roll means that the (Quantum + power rating) x 10 years, with the novas current
targets teleportation or warp is unimpeded. If the target is time at the midpoint of that span of time. This will increase
being involuntary moved by those methods, a simple Wits + to (Quantum + power rating) centuries at Quantum 9 and
power rating roll is all thats required to redirect her. (Quantum + power rating) x 1,000 years at Quantum 10. The
act of redirecting a time traveler requires the nova to pit her
Manipulation + Temporal Manipulation dice pool against
Spatial Shunt the targets Time Travel dice pool in a contested roll. Failing
Range: Self
the roll means that the targets time travel is unimpeded. If
Area: (Quantum + power rating) x 10 meter radius
the target is an involuntary time traveler, a simple Wits +
Duration: Maintenance
power rating roll is all thats required to redirect him.
This technique allows the nova to prevent any and all
teleportation or warps from reaching his general location
in spacetime. Setting up a spatial shunt requires the nova Temporal Shunt
to make an Intelligence + Spatial Manipulation roll, against Prerequisites: Quantum 8
which any and all travelers must pit their Teleport or Warp Range: Special
dice pools in a contested roll. Failing the roll means that the Area: (Quantum + power rating) x 1,000 km radius
teleportation or warp attempts in question are unimpeded. Duration: Maintenance
This technique allows the nova to prevent any and all
time travel attempts from reaching her nearby region
of spacetime. The physical range for this technique is
Self where the nova is concerned. The temporal range
is (Quantum + power rating) years, with the novas current
time at the midpoint of that span of time. This will increase
to (Quantum + power rating) decades at Quantum 9 and
(Quantum + power rating) centuries at Quantum 10.
Setting up a temporal shunt requires the nova to make an
Intelligence + Temporal Manipulation roll, against which any
and all time travelers must pit their Time Travel dice pools
in a contested roll. Failing the roll means that the time travel
attempts in question are unimpeded.

CHAPTER FOUR: NEW ITEMS 111


ABERRANT
New Generic Technique New Backgrounds,
Regulate
Adversarial Backgrounds &
Dice Pool: Intelligence + power rating Background Enhancements
Range: (Quantum + power rating) x 10 meters
Area: (Quantum + power rating) x 10 meter radius
Duration: Maintenance
Hypertech (Background)
Aside from being a time of superbeings and deadly
Similar to the Disrupt quantum power, this technique
intrigue, the Nova Age is also a time when technologies
allows the nova to prevent any Inspired power from affecting
that common humanity wont master or fully understand
her chosen element. The nova spends the quantum
for centuries have been made reality instead of fanciful
points and rolls her dice pool for this technique. Any other
speculation. This state of affairs has happened before
nova attempting to influence the novas element must roll
in human history, and will certainly happen again. In any
Quantum + Node to resist. Other Inspired beings must roll
case, your character has access to a technology base that
their Power Trait - typically Psi or Inspiration - instead. Each
is of a higher Technology Rating than what is commonly
net success the nova achieves over the number of successes
available to others in the same setting. This often represents
achieved by the opposing Inspired being reduces the power
advanced technology that a Mega-Intelligent nova or
by one dot per success.
Inspired gadgeteer has developed from her own research
and efforts, although alternatives do exist. Such alternatives
This technique is available to novas with Biomanipulation,
include enjoying the support of a more advanced culture
Cyberkinesis, Elemental Anima, Elemental Mastery, Entropy
(possibly at the cost of having responsibilities to said
Control, Gravity Control, Information Manipulation,
advanced culture), being part of an organization with
Magnetic Mastery, Molecular Manipulation, Momentum
access to black ops technology or even having found
Control, Spatial Manipulation, Temporal Manipulation and
and learned to use the technology found in a derelict
Weather Manipulation. It can also be used with the Level
extraterrestrial spacecraft or installation. The player will
4 Authority quantum powers and the Level 5 Supremacy
cooperate with the Storyteller in defining just what kinds of
quantum powers, although the range and area parameters
hypertech the character has access to, as appropriate for
will be increased to match their potency.
how this Background is interpreted.
This Background is also of use when the character finds
New Extras herself in a culture with a lower Technology Rating than her
original setting. Provided that she has it through her own
capabilities instead of depending on the support of others,
Teleport/Warp each dot of Hypertech counts as an additional dot of Mega-
Starjump (Requires Quantum 6, replaces the kilometer Intelligence when creating what the surrounding culture
with the parsec as the base unit of distance used to calculate would consider new technologies.
range when making interstellar teleports or warps. When One important thing to note about this Background is
teleporting or warping on anything less than interstellar that there is almost always a limiting factor on the amount
scales, the original distance scale is used instead). and varieties of advanced technology that it provides.
Nova inventors and Inspired gadgeteers typically have to
Stealth Jump/Warp (The nova automatically imposes a build, test and fine-tune their own items. While they can
difficulty penalty equal to her Teleport or Warp power rating and do use commercial components when possible - even
on all attempts to detect her teleportations or warps). if only to kit-bash them to fit their own designs - they are
often forced to custom-build special components, which
Quantum-Affecting Powers can be difficult and time-consuming. Exotic materials,
Additional Energy Type (The nova can affect another unique fabrication techniques, hard-to-get items and
form of exotic energy than just quantum energy. In the Aeon obscure research materials that have been rejected by the
Continuum settings, such alternate energies are Inspiration orthodoxy of the scientific community may also be required.
and noetic energy. This Extra can be applied to the Disrupt, Characters supported by an advanced culture must provide
Quantum Conversion, Quantum Leech and Quantum good reason for requesting advanced items beyond that
Vampire powers). which they are already issued. Characters working for
organizations with black ops technology will have to deal
with the same in addition to filling out paperwork, following

112 CHAPTER FOUR: NEW ITEMS


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their regulations and keeping said items as much of a secret the Storyteller is recommended to disallow any attempts to
as possible. Characters dependent on an extraterrestrial raise a characters personal TR beyond that point as a waste
technology source may not be able to repair and/or of points and gaming time. The first level of S.A.T. costs 1
fabricate new items of that technology, and if they can do nova point or 12 experience points, and indicates a TR of 6
so it will take time and possibly exotic materials as well. In dots higher than the chronicles base TR. Two levels costs 2
all cases, the character will have to deal with thieves, spies, nova points or 14 experience points, and indicates a TR of 7
governments, businesses and other groups who will stop dots higher than the chronicles base TR. Taking a third level
at nothing to gain the characters advanced technology for of S.A.T. costs 3 nova points or 16 experience points, and
their own ends. indicates a TR of 8 dots higher than the chronicles base TR.
X: None; you only have access to items and associated The fourth level costs 4 nova points or 18 experience points,
Abilities of the Technology Rating (TR) of your setting and and indicates a TR of 9 dots higher than the chronicles base
lower. TR. The fifth and final level of S.A.T. costs 5 nova points or 20
: Bleeding-edge; you have access to items and experience points, and indicates a TR of 10 dots higher than
associated Abilities rated at +1 dot higher than the the chronicles base TR.
chronicles base TR.
: Cutting-edge; you have access to items and
Retrograde (Adversarial Background)
associated Abilities rated at +2 dots higher than the
No matter whether it is the Inspired, Nova or Noetic
chronicles base TR.
Era, the cultures of humanity have never shared equally in
: Advanced; you have access to items and associated
the fruits of technological advancements. Whether due to
Abilities rated at +3 dots higher than the chronicles base TR.
sheer poverty, a repressive culture, a malignant government
: Highly advanced; you have access to items
or even a total breakdown of society, many cultures on
and associated Abilities rated at +4 dots higher than the
Earth are one or more steps behind in technological
chronicles base TR.
development from the First World nations. This adversarial
: Radically advanced; you have access to items
background reflects that your character hails from such a
and associated Abilities rated at +5 dots higher than the
technologically deprived culture and will have some difficulty
chronicles base TR.
in comprehending and operating items from the chronicles
base Technology Rating. Aside from an unfamiliarity with
the capabilities of the more advanced technologies, the
S.A.T. / Sufficiently Advanced character will have to buy off his dots in Retrograde before
he can purchase Abilities linked to the chronicles base
Technology (Background Technology Rating. In game, this is reflected as the character
Enhancement for Hypertech) receiving serious re-education in science and technology.
Any sufficiently advanced technology is Rules for buying off adversarial backgrounds and adversarial
indistinguishable from magic. - Arthur C. Clarkes Third Law. background enhancements can be found in Aberrant:
This background enhancement represents access to a Forceful Personalities, p. 39.
technology base with a Technology Rating of 6 dots or more For characters with high dot ratings in Retrograde, it
higher than that of the characters setting. While having should be noted that items of lower Technology Ratings than
technology this advanced offers immense advantages to the the chronicles base TR will be easier for those characters to
character; it also offers immense dangers from others who understand and operate. For this purpose only, the characters
either wish to exploit that technology, steal it to sell to the Retrograde dot rating - and the associated difficulty penalty
highest bidder or destroy it to keep it safely out of the hands - is effectively reduced by however many dots the TR of the
of an ignorant and reckless humanity. This enhancement is item in question is lower than the chronicles base TR.
also subject to most of the same limitations as the Hypertech
Background, with the exceptions of automated fabrication X: None; you have full access to items of the base
and resource harvesting being possible. As before, the Technology Rating (TR) of the chronicle and lower.
player and Storyteller will cooperate to determine the exact : Obsolete; you only have access to items rated at
nature of the S.A.T. items either created or possessed by the 1 dot lower than the chronicles base TR. You also have a
character. difficulty penalty of +1 when attempting to operate or
This Background Enhancement can be purchased comprehend items from the chronicles base TR without
multiple times, although the exact levels available will proper instruction.
depend on the base Technology Rating of the players : Antiquated; you only have access to items rated
chronicle. As Technology Ratings have an upper limit of T16, at 2 dots lower than the chronicles base TR. You also have

CHAPTER FOUR: NEW ITEMS 113


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a difficulty penalty of +1 when attempting to operate or without proper instruction. Taking a third level of Primitive
comprehend items from the chronicles base TR without indicates a TR of 8 dots lower than the chronicles base
proper instruction. TR and inflicts a difficulty penalty of +5 when attempting
: Archaic; you only have access to items rated at to operate or comprehend items from the chronicles base
3 dots lower than the chronicles base TR. You also have TR without proper instruction. The fourth level indicates a
a difficulty penalty of +2 when attempting to operate or TR of 9 dots lower than the chronicles base TR and inflicts
comprehend items from the chronicles base TR without a difficulty penalty of +6 when attempting to operate or
proper instruction. comprehend items from the chronicles base TR without
: Ancient; you only have access to items rated at proper instruction. The fifth and final level of Primitive
4 dots lower than the chronicles base TR. You also have indicates a TR of 10 dots lower than the chronicles base
a difficulty penalty of +2 when attempting to operate or TR and inflicts a difficulty penalty of +7 when attempting to
comprehend items from the chronicles base TR without operate or comprehend items from the chronicles base TR
proper instruction. without proper instruction.
: Antediluvian; you only have access to items
rated at 5 dots lower than the chronicles base TR. You also
Technology Ratings
have a difficulty penalty of +3 when attempting to operate
When dealing with issues of truly advanced nova
or comprehend items from the chronicles base TR without
inventions, Inspired gadgeteers, time travel, parallel
proper instruction.
universes and alien civilizations, some form of measurement
and comparison is extremely handy to help define the non-
Inspired technologies the player characters will encounter.
Primitive (Adversarial Background Fortunately, a set of benchmarks has been provided below
for just that purpose. The listings are deliberately made to
Enhancement for Retrograde) be as minimalist and generic as possible, and while Terran
With the uneven distribution of technological capability
labels have been used for convenience the Storyteller
across to globe, its only to be expected that while many
is free to alter the listings as she sees fit when applying
cultures would be somewhat deprived, some would be
them to a particular culture and/or situation. For example,
extremely so. Even when the United States sent the Apollo
an alien civilization from a planet with an oxygen-chlorine
missions to land on and explore Earths moon, there were still
atmosphere would not have any strong metals due to the
humans eking out primitive or even Stone Age existences
corrosive atmosphere and the inability of fires to be set
in the undeveloped regions of the planet. Your character
there. Instead, it would have to initially rely on the local
comes from one of these severely deprived cultures and will
wood, quartzes, ceramics and plastics - with the latter two
have severe difficulties with comprehending and operating
produced in quartz solar ovens - as substitutes.
items from the chronicles base Technology Rating. This can
Another thing to note is that it is fully possible for
be remedied with extensive re-education from one of the
civilizations to regress to lower Technology Ratings due to
advanced cultures in the chronicle and buying off both this
wars, natural disasters, cultural interference and population
adversarial background enhancement and the characters
collapse from epidemics. There are many factors that
five dots of the Retrograde adversarial background with
affect technological progress for good or ill, and continual
experience points.
advancement is never guaranteed. Other variations include
This adversarial background enhancement can be
advancement and/or retardation in facets of a cultures
taken multiple times, although the exact levels available
Technology Rating. In these cases, a given culture will have
will depend on the base Technology Rating of the players
one or more facets that are either one to two TRs higher
chronicle. As Technology Ratings have a lower limit of T1,
or lower than the cultures base TR. It is also worthwhile
the Storyteller is recommended to disallow any attempts to
to remember that the really advanced technologies in a
reduce a characters personal TR beyond that as a waste of
civilization may be tightly controlled by the culture that
points and gaming time.
developed them. An excellent historical example of this
The first level of Primitive indicates a TR of 6 dots lower
is the glassmakers guild of 17th Century Venice. In order
than the chronicles base TR and inflicts a difficulty penalty
to maintain their position as the best glassmakers in
of +3 when attempting to operate or comprehend items
Europe, they required loyalty oaths from their members
from the chronicles base TR without proper instruction. Two
and employed assassins to hunt down and kill glassmakers
levels indicates a TR of 7 dots lower than the chronicles base
who broke those oaths by attempting to work anywhere
TR and inflicts a difficulty penalty of +4 when attempting to
else in Europe and/or teach Venetian-style glassmaking to
operate or comprehend items from the chronicles base TR
outsiders.

114 CHAPTER FOUR: NEW ITEMS


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Going by the canon settings, Adventure! starts out valuable materials (such as gold & silver on Earth) are used
at T6 (circa the 1920s), goes through T7 and reaches the as money valued by weight and official marketplaces are
earliest days of T8 by the 1940s. Aberrant likewise starts out established.
at late T9 circa 2008 and will achieve T10 circa the mid-21st T3 - Iron Age: Iron becomes the metal of choice. Large
Century. As for Trinity, it is mostly at T10 with retardations pieces of glassware are made. Primitive water-powered mills
in several facets due to the effects of the Aberrant War. are developed for grinding grain into flour without having
Trinity is T9 in human genetics and artificial intelligence, to do it by hand. Concrete allows new kinds of construction;
and T11 in certain forms of weapons technology. Due to while arches, vaults and domes improve architecture.
the deliberately restricted nature - Nova Age computer Theoretical mathematics is developed. Primitive medicine
geeks would consider it mutilated - of the global OpNet, - often with highly inaccurate ideas of bodily function - is
communications are effectively T8. As for space travel, the developed. Riding animals are used for transportation, to
psionic Teleportation Modes and equivalent biotech devices aid in herding and for cavalry in warfare. Phalanx formation
are the only means of FTL travel overtly available to Earths warfare is developed for infantry soldiers. Mechanical
cultures as of 2122, although the FSA (certainly among artillery is developed for large-scale combat. Specialized war
others) is researching at least two possible methods of non- galleys are created for naval combat. Social orders develop
psionic FTL travel. into multi-culture empires and universal religions are born.
Finally, not all worlds will have Inspired beings, so Historical scholarship begins. Coins are made from valuable
special sub-listings have been added to point out their materials by governments to provide a more-or-less honest
technological efforts in the Aeon Continuum timeline and guarantee of their worth.
the consequences thereof. These sub-listings are headed T4 - Medieval Age: Steel is invented. The mould-board
with an asterisk (*). plow is invented, allowing several furrows to be plowed in a
T1 - Stone Age: Materials are chipped or ground field simultaneously. Three-field crop rotation is developed
stone, wood, bone, leather and ceramics. Native copper to restore depleted soil fertility. Heavy high-quality riding
begins to be used just before T2 is achieved. The use of animals are bred. Water mills become widely used, windmills
fire is mastered. Hunting and fishing techniques, including are developed. The flying buttress is introduced into use in
the use of nets and traps, are developed. Crude surgical architecture. Distillation of liquids is invented. Magnetic
techniques come into use. Smaller animals are domesticated compasses are invented. The zero is invented for use in
as servants and/or food sources. Small-scale agriculture mathematics. Universal religions become well-established
begins as plants are domesticated for food, medical uses parts of the social order, monastic communities associated
and useful fibers for string, cord and crudely woven cloth. with those religions develop and become repositories of
Food storage is developed along with basket weaving. Tents written information. Elite mounted warriors in heavy armor
and huts are developed. Vehicles are rafts, canoes and sleds. - supported by archers and infantry - rule the battlefield.
Hunting weapons and shields are used for melee combat; Buildings are fortified to the point where they become
with slings, thrown spears, blowguns, bows and arrows used castles, counterweighted mechanical artillers is developed
for ranged combat. Settled communities develop, with rules in response. Black gunpowder weapons begin to be
for marriage, kinship, inheritance and gifting established. developed.
Chiefdoms and priests provide and maintain social order. T5 - Renaissance Age: Cast iron is invented. The
Barter is the only form of trade. printing press is developed, encouraging literacy to become
T2 - Bronze Age: Bronze becomes the metal of choice. widespread. Full-rigged sailing vessels are developed,
Small glass objects are created, mostly as jewelry. Larger with clockwork navigational aids invented to supplement
animals are domesticated as beasts of burden and food celestial navigation techniques. Telescopes are invented.
sources. Herding of food animals is developed. Large-scale The development of synthetic medicines begins. Social
agriculture begins, with irrigation and plowing techniques orders develop into nation-states, absolute monarchies and
in use. Wheeled animal-drawn vehicles and ships with oars overseas empires. Cannon are invented for mass warfare
and crude sails are developed, with animal-drawn chariots and specialized shots are developed for use with them.
are used for war on land. Writing, basic mathematics and Black-powder muskets and pikes become standard infantry
calendars are developed. Architecture comes into its own as arms, bayonets begin to be developed. Formal military
large buildings become possible, resulting in walled cities. drill is developed to increase soldiers effectiveness in mass
Warriors are outfitted with helmets and body armor. Siege combat. Castles are replaced by star forts, whose sloped
warfare techniques are developed. Social orders grow into walls can absorb the impact of cannon balls without being
city-states and single-culture empires; complete with written shattered by them. Sailing warships are armed with cannon.
laws, armies and diplomatic relations. Trade blossoms as T6 - Early Industrial Age: Steam engines become

CHAPTER FOUR: NEW ITEMS 115


ABERRANT
the signature technology of this era. Coal comes into private investigators and intelligence agencies in their
widespread use and modern-strength electrical batteries are efforts. Mechanized warfare comes into its own with the
developed. Crucible steel, rubber and friction matches are invention of automatic weapons, tanks, military aircraft,
invented. Barbed wire aids in restricting the movement of battleships and aircraft carriers. Radar units scan the skies,
herd animals and sapient enemies alike. Seed drills and four- while sonar units do the same underwater. High explosives
course crop rotation are developed, while cotton gins and and poison gases are also developed.
reaping machines aid crop harvesting. Powered looms allow T8 - Computer Age: Nuclear power is harnessed, both
faster weaving of cloth. Canned foods and pasteurization as weapons and as fission reactors. Hybrid crops and chemical
increase food safety. Mass production techniques and fertilizers increase agricultural production. Transistors,
interchangeable parts for machines become available. News integrated circuits and lasers are invented, advancing
periodicals replace old-fashioned broadsheets, and carry the field of electronics greatly. Television and high-speed
advertising for businesses. Public libraries are established, printing presses are invented, bringing the media into an
as are scientific journals and photography. Telegraphs are increasingly influential position. Computers are invented,
invented, and telegraph networks quickly spread. Medical but are crude and cumbersome. Petroleum-derived plastics,
researchers develop antiseptics, anesthetics, hypodermic composite materials, electrical superconductors and
syringes and vaccines. Social orders develop into several titanium are developed. Gas turbines and photovolatic cells
kinds of democracies, constitutional monarchies, totalitarian are invented. Organ transplants and crude artificial hearts
states, dictatorships and theocracies, with all but the last are developed. High-speed trains and jet aircraft shorten
often reducing if not negating the place of the local universal travel times for cross-contninental and intercontinental
religions as the arbiter of law and justice. Bicycles begin journeys considerably. Spacecraft begin to be developed,
to replace horses for personal transportation, while steam although manned spacecraft are limited to reaching orbit
locomotives, railroads and paved macadam roads serve for or Earths Moon at the utmost. Unmanned craft can be sent
mass transit. Hot air balloons begin to be used widely, while anywhere in the Solar System, although their journeys take
the screw propeller helps drive steamships and submarines. years or decades to reach their destinations. Soldiers on the
Fireams come into their own with breech-loading rifles, ground use assault rifles and ballistic body armor. Military
revolvers, and nitroglycerine being invented. Mechanized helicopters and jet aircraft patrol the skies, while guided
warfare likewise begins to develop with ironclad warships, missiles come into widespread use.
rockets and mechanical machine guns being put into use T9 - Early Interplanetary Age: Computer technology
on the battlefield. matures, resulting in the invention of personal computers, a
T7 - Mature Industrial Age: Aluminium, Bessemer globe-spanning Internet and desktop publishing. Increased
steel, early polymers such as Bakelite and synthetic fibers computer capabilities also allow for rapid prototyping of
are all developed. Herbicides, pesticides and mechanical inventions. Fullerenes, microfibers and carbon fibers are
harvesters come into widespread use in agriculture. developed. Genetically engineered crops and pesticides
Refrigeration comes into common use; making new methods are developed. Power plants are computer-integrated,
of food storage, certain food production methods and some while wind farms for generating electricity are established.
medical procedures much safer. Internal combustion engines, Advanced batteries are invented. Laser surgery, genetic
electric motors, hydroelectic power and steam turbines are screening and artificial fertilization are developed. Hybrid
invented. Mass transportation and mass production mature, automobiles, electric automobiles and hydrogen powered
resulting in a huge influx of affordable goods into the market. automobiles are all developed. Reusable manned spacecraft
Electric lighting change city life immensely, especially at are invented, making manned voyages to Mars and the
night, while vacuum tubes allow for many new electronic other inner planets possible. Arcologies are developed,
inventions to proliferate. Medical advances include maximizing population density without overcrowding.
sterilization of germs, inoculations, penicillin, insulin, sulfa Crude directed energy weapons, bioengineered diseases
drugs, safe blood transfusions and the electrocardiograph. and unmanned drones are invented, while tasers and other
Transportation speeds up as zeppelins, automobiles, high- personal defense weapons become widely available.
speed road networks, primitive helicopters and airplanes *By 2022 Dr. Soguk Birlesme develops hyper-fusion,
are developed. Telephones are invented, making long which will become the premier power source for humanity
distance voice communications a reality. The entertainment throughout the 21st and early 22nd Centuries, if not longer.
business expands as sound recording and motion pictures Artificial eufiber allows the old electronic Internet to be
are developed. The news media also expands as first radio, superseded by the optical OpNet, which in turn makes
then television are invented. Color photography is invented. telephones, broadcast and cable television and broadcast
Fingerprint records are established, aiding law enforcement, radio obsolete. Hypercombustion engines allow for

116 CHAPTER FOUR: NEW ITEMS


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automobiles to have extremely superior gas mileage. In including self-healing plastics. Devices using ceramics,
addition to all this many further advancements are made by metals, semiconductors and diamond-hard materials are still
nova inventors, most of which are too numerous to fully list manufacutred using traditional methods, however. Super-
here. strong composite materials are common. Medicine at this
T10 - Mature Interplanetary Age: Space travel level can ensure lifespans of centuries and longer, with
systems become affordable and reliable, allowing for orbital advanced neurotechnology and cybernetics making many
space stations and offworld colonies to be established. new and useful brain modifications possible. Direct neural
Interplanetary space travel becomes a matter of months interface between living minds and computers becomes
or weeks for reaching the inner planets, while reaching the possible, although requiring cybernetic implantation.
Moon is only a days travel on even the slowest spacecraft. Artificial gravity certainly exists at this time, and other gravity
Interstellar travel and colonization begins to be possible manipulation technologies are beginning to be developed.
but is limited to STL (Slower than Light) propulsion, Battle tanks, mecha and fighter spacecraft become more
necessitating that they be either generation ships or make deadly as nuclear fusion reactors are small enough to serve as
heavy use of suspended animation technology, which is power plants for these military vehicles. Nuclear dampening
now viable. Artificial gravity may or may not exist at this devices are invented, and can shut down nuclear reactors
time. Nuclear fusion and clean energy sources such as and nuclear bombs with equal ease. Plasma guns and sonic
solar power predominate, with fossils fuels becoming a weapons mature and are added to the military arsenal.
thing of the past. Miniaturized fuel cells and gas turbines T12 - Mature Interstellar Age: Spacecraft capable
power many portable devices. Composite and nano-scale of quick interstellar travel are invented. The closest stars
materials, polymer-based electronics and orbital steel take hours to reach and those further out days or a few
radically transform the field of machinery, making devices weeks as appropriate. Crossing an entire galaxy will take
lighter and stronger. Most appliances are computer- many weeks, months or years. Spacecraft capable of slow
controlled and automated, practically all human-scale intergalactic travel are possible, but are limited in function
manufacturing is handled by robots. Robots handle many as are T10 interstellar spacecraft and generally only travel
other tasks but lack self-direction, much less sentience and/ to the satellite dwarf galaxies and star clusters of their home
or sapience. Antimatter can be manufactured at great cost, galaxy. Interplanetary travel is a matter of mere minutes.
and is typically used in medicine as a radiation source and as FTL communications systems are invented, allowing data
a catalyst for triggering clean nuclear explosions. Medicine to flow quickly as far as the network spreads. Molecular
shows dramatic improvements, as growing replacement nanotechnology matures, allowing for the cheap fabrication
organs outside the body for transplant has become routine of high-quality devices and organics. Mass production of
and lifespans have increased considerably. Directed energy diamondoid and other materials of diamond-quality strength.
weapons mature and are common alternatives to both Means of feasibly producing exotic forms of matter - such as
conventional and electromagnetic firearms. Advances in hyperdense matter - are developed. Affordable antimatter
robotics result in the invention of powered exoskeletons and production allows it to be used as a compact energy source
full-fledged combat mecha. and as hyper-efficient rocket fuel. Medical nanotechnology
*The noetic-powered biotechnology created by the makes nearly all older medical practices obsolete, as living
Psionic Orders allows for a wide range of feats that are bodies can be harmlessly taken apart and reassembled in
ordinarily rated at one or more TRs higher than the setting perfect health in specialized vats. Minds can also be copied
baseline of T10, with fast interstellar travel via the Upeo without requiring the originals destruction and played
wa Macho teleporters and Orgotek Leviathan jump ships. back into living bodies or AI formats. Neurotechnology
Nippon is also the world leader in cybernetics and bionics, matures; allowing for the invention of direct neural interfaces
and have created non-sapient androids that are nevertheless that only require skin contact to function, neural disruption
eerily human-like. Nippon also certainly has access to wet weapons and telepathic technology. Sensors can
and possibly dry molecular nanotechnology, which can automatically scan for nearly anything known to T12 science.
operate in liquid and gaseous envioronments respectively. Matter transmission between transceivers is invented. X-ray
T11 - Early Interstellar Age: Spacecraft capable of laser weapons and many forms of particle beam weapons are
interstellar travel are invented, and employ FTL spacedrives. invented. Body armors are typically powered exoskeletons
The closest stars take weeks to reach and those further and incorporate diamondoid composites and exotic alloys.
out months or years as appropriate. The first true sapient Gravity manipulation technologies mature; allowing for the
artificial intelligences appear, and can either inhabit robot development of personal flight gear, small AI-driven robot
bodies or powerful computers. Molecular nanotechnology missiles, force fields, tractor/pressor beams and gravitic
is routinely used to create devices and exotic materials, weapons. Hypergravity technology allows for very compact

CHAPTER FOUR: NEW ITEMS 117


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nuclear reactors and hyperdense armor to be created. only mundane planets can be created by civilizations at this
T13 - Early Intergalactic Age: Spacecraft capable Technology Rating. T14 weaponry and defenses are potent
of intergalactic travel are invented. The closest galaxies by the standards of starfaring civilizations.
take weeks to reach and those further out months or T15 - Temporal Age: Spacetime manipulation is the
years as appropriate. Total mass/energy conversion is the signature technology of this era, with miniaturization of
premier power source of T13 spacecraft and cities, with devices duplicating many feats once only available to novas.
tiny antimatter reactors being used for small vehicles. Size alteration, quick genetic transformation, full intangibility
Astronomical engineering is now possible, with moving and levels of invulnerability are all possible with the right
planets and disassembling them for raw materials being devices. Teleportation gates that function similarly to both
commonplace. Dyson sphere and ringworld construction the Warp quantum power and the noetic Transportal effect
are also feasible. The T12 advances in exotic matter and simultaneously are developed. Spacecraft capable of time
nanotchnology are woven into the fabric of civilizations at travel are invented. The closest eras take subjective hours
this Technology Rating. Self-healing metals containing to reach and those further out on the timeline days or a few
their own repair nanomachines are invented. Nanomachine weeks as appropriate. Crossing an entire timeline from one
swarms capable of reproducing themselves are developed. end to the other will take many months. Simple space travel
Medical nanomachines can assemble full-grown living is a matter of mere minutes. Matter transmission no longer
bodies from a genetic sample in just a few days and imprint requires large transceivers and are now handheld items.
them with recorded minds. They can also grow cybernetic Temporal scanners can view any other point in spacetime
implants within living bodies without any need for surgery. desired, although temporal interference can disrupt them.
The distinction between organic and machine sapience Resurrection of the dead is possible through a combination
becomes academic, as organic sapients can upload their of temporal scanning and the medical body recreation
minds into AI formats and AIs can download themselves technology of the previous Technology Rating. Temporal
into organic bodies as a routine medical procedure. Lifespan weaponry destroys matter by instantaneously aging or
length becomes indefinite, as proper medical treatments youthening it to nothingness, while temporal shielding
prevent aging and can transfer minds permanently into new protects against all harmful and/or inconvenient temporal
bodies as desired. The creation of Von Neumann machines effects. Planet creation technology matures, with any kind
is now feasible, and can transform planets in almost any of planet or construct desired being created from energy in
way desired - bioforming, reconstruction, disassembly - in mere moments. Star creation technology is developed, with
just a few months. Matter transmission that do not require main sequence stars being most commonly created.
transceivers to receive and retrieve passengers and/or cargo T16 - Dimensional Age: Dimensional manipulation is
is invented. Gamma-ray lasers, and matter disintegration the signature technology of this era, with travel to parallel
weapons are developed. Time dilation effects can be universes and the creation of sub-realities being the two
created with force fields, even to the point of seemingly major applications. Energy/matter creation from zero-point
freezing time. Personal force fields and stasis fields energy is the premier power source for civilizations at this
become standard defenses against T13 weaponry. Technology Rating. As this allows for self-powering circuits
T14 - Mature Intergalactic Age: Spacecraft capable of that will run their devices indefinitely, power plants become
intergalactic travel are invented. The closest galaxies take utterly obsolete. Sub-realities are created to provide private
hours to reach and those further out days or a few weeks regions where unwelcome intrusion from outsiders is most
as appropriate. Crossing an entire universe will take many often impossible. Uses for this include living spaces, storage
months or years. Interplanetary and interstellar travel is a facilities, secure laboratories and prisons. The weapons
matter of mere minutes. Total mass/energy conversion technology of this era are uncreation weapons, which
is woven into the fabric of civilizations at this Technology literally erase their targets from existence permanently
Rating. Medical devices using this technology have replaced so they cannot be resurrected by even T16 medical
the nanotechnology-based reassembly vats of ealier technology. Dimensional shielding is typically developed
times, are instantaneous with walk-through convenience as a countermeasure to such fearsome weapons, although
and are often fitted into airlocks and matter transmission creating a quantum copy of a victim using crosstime
transceivers. Matter can be instantaneously created from scanning technology is a viable tactic. Devices can also
energy in any design and form desired, with the creation of be converted from matter into energy constructs and back
cooked foods and beverages being the most common use. at will, which is invaluable for robotic probes in hostile
The most extreme example of this is the creation of entire environments and is often built into T16 body armor as well.
planets complete with developed biospheres. Given that
this application is both experimental and energy-intensive,

118 CHAPTER FOUR: NEW ITEMS


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Errata: N-Stage Node (Aberrant: Space Rat (1 point Merit)
The character has undergone specialized training
The New Flesh, pp 242-243) allowing her to function normally in microgravity
It is possible for a nova to take a fifth and final level
environments without having a local vertical to orient
of this Background Enhancement, which essentially makes
herself with. Untrained humans (nova or otherwise) typically
the novas entire cellular structure into one big M-R node.
become hopelessly disoriented, nauseated, and terrified
This 11th instar node can channel 50 quantum points per
before losing control of their body functions. This Merit can
turn. Likewise, the difficulty for attempting Rapid Recovery
be earned with experience points reflecting a week or two of
of quantum points is +1 for every six quantum points above
training. Novas with the Void Sense enhancement for Mega-
the normal recovery rate and the roll cannot be botched.
Perception or the Adaptability enhancement for Mega-
The fifth level of this Background Enhancement costs 5 nova
Stamina cannot take and do not need this Merit.
points or 20 experience points.

Phantom (5 point Flaw)


New Merits & Flaws The character hails from a future point in a given
timeline that its nexus has not advanced to yet. As the
Looper (1-5 point Merit) characters home time and history has yet to crystallize, it
Due to getting involved with time travel, the characters remains fluid and very vulnerable to change by events taking
lifestream is caught up in a stable time loop. The upshot place in the past. If such changes are made to the characters
of this is that the character has gained the attention of native timeline, he and his personal equipment are at risk
his future self, who will act as a 5 dot Mentor (as per the of fading away into oblivion. This is different from mere
Background) in the interest of his own self-preservation. The death in that instead of merely losing his life, the character
main drawback is that the characters future self will have will have never existed in the first place. The Storyteller has
the right to impose demands on the characters time and full control over when and if this happens to the character.
activities at any time for much the same reason, which the Fortunately, there are three ways to escape this fate (and
character must accept. The point value of this Merit depends buy off this Flaw). First, the characters mind can be recorded
on how often the characters future self will appear to render with Personality Recording Technology (Aberrant: The New
aid to the character. At 1 point, the characters future self Flesh p. 29) and imprinted into a freshly made clone of his
only intervenes occasionally. This increases to periodically original body produced from synthesized DNA. Second, the
at 2 points, often at 3 points, regularly at 4 points and character can temporarily be protected from fading away by
almost nonstop at 5 points. use of the Unreality Zone quantum power (on pp. 107-108 of
There are five things to take note of when purchasing this book). Third, the character can emigrate to an alternate
this Merit. First, the character must eventually gain access to Earth which has a timeline in the process of crystallizing (read:
some form of time travel in his future for this to be possible. has its nexus in the present time). After remaining there for
Second, the character can never contact his future self five years (and saving up enough experience points), the
directly. Third, that future self is still human and therefore character can buy off this Flaw.
just as fallible as anyone else. Fourth, the point value of
this Merit will decrease as the character grows under the Singleton (1 point Flaw)
tutelage of his future self, which the Storyteller will convert The character has no alternate versions of herself
into additional experience points for the character at a 1:2 anywhere in the Omniverse. While this prevents the character
ratio. Finally, if the chronicle lasts long enough the Storyteller from benefiting from the existence of alternate versions of
is within her rights to impose a Debt (as per the Flaw on p. herself - a very handy tactic for crosstime travelers - it also
75 of the Aberrant Players Guide) on the character equal provides the character with the equivalent of five dots of the
in point value to the original Merit, which can be bought Cipher Background when visiting alternate universes. The
off with experience points at a 2:1 ratio. The character will downside of this is that as a legal non-person, the character
have no option but to honor that debt to his younger self, had best steer clear of the local authorities, who will consider
and eventually will complete the stable time loop. In both her to have no legal rights whatsoever once they attempt to
phases of this cycle, the Storyteller has full control over the uncover her identity.
point value changes involved with this Merit.

CHAPTER FOUR: NEW ITEMS 119


Appendix #1:
Mega-Willpower
Note from the Writer: When I first got my hands on population, it reassures the rest of humanity and gives them
the Aberrant core book in 1999, I couldn't help but notice something in the way of common experience with novas.
a glaring omission in the Mega-Attribute listings. While This isn't the case for a Mega-Willful nova - he has achieved
novas had Mega-Attributes that allowed them to make levels of self-control, perserverance and confidence that
many of the superhuman physical, mental and social feats normal humans just can't match. Seeing someone ignore
seen in the comics, nowhere was there a Mega-Attribute to overwhelming temptation or the most primal human
represent the superhuman force of will that some charac- instincts with the same ease that a normal human would
ters exhibited. This material represents my best attempt to brush off a trivial annoyance can make a Mega-Willful nova
address that omission while keeping true to the tone and can seem quite alien indeed.
genre of Aberrant. Finally, the material presented here Not all novas can develop Mega-Willpower, how-
supersedes all previous versions of Mega-Willpower that I ever. As Taint is known to impair novas' use of Willpower, it
have posted on RPGPost.com. should be no surpise that accumulating anything more than
low levels of permanent Taint can either greatly impair a
nova's capacity for developing Mega-Willpower or destroy
Mega-Willpower it completely. Novas with Chrysalis ratings are also impaired
If Mega-Strength is the best known Mega-Attribute, in developing Mega-Willpower as described below.
then Mega-Willpower is certainly the least known. It's also
one of the more subtle Mega-Attributes; as the effects of
Mega-Willpower are often mistaken for other quantum Using Mega-Willpower
powers that protect against mental effects, such as Psychic Mega-Willpower is little different from the
Shield and certain forms of Invulnerability. There's a good other Mega-Attributes. A nova is limited to a maximum
deal more to Mega-Willpower than that, however. Mega-Willpower rating equal to either his base Willpower
A character with Mega-Willpower has more drive, or his Quantum Trait +1, whichever is lower. Assuming their
is more confident and is more emotionally stable than even base Willpower is 10, novas with Quantum of six or above
the most iron-willed humans ever to have lived. This super- are limited to their Quantum rating, and not their rating +1.
human strength of character not only aids him in throwing Novas with permanent Taint ratings of six or seven are also
off the effects of mental powers, but it also lets him resist limited to a maximum rating of three or one dots respec-
pain of both the physical and psychological varieties. This tively, regardless of their Quantum Trait or base Willpower
makes such a nova the despair of even the most skilled ratings. Likewise, Terat novas with any amount of tempo-
torturers and brainwashers in the world. As with Willpower rary Chrysalis are limited to a maximum rating of three
itself, Mega-Willpower also reflects the character's aug- dots, while those with any rating of permanent Chrysalis
mented ability to control his own instinctual responses and are limited to a maximum rating of one dot. Novas with
psychological impulses, his capability to safely max his permanent Taint ratings of eight or more cannot develop
quantum powers and his capability to perform extraordinary Mega-Willpower at all, and will lose any dots of Mega-Will-
actions. power (along with any associated enhancements) they may
Much like Mega-Wits, Mega-Willpower is also a very have previously possessed. A particularly kind Storyteller
disturbing Mega-Attribute for normal humans to have to might grant a player character nova in such dire straits an
deal with. Thanks to the global media, most people are well equivalent amount of nova points to make up for that loss,
aware that many novas can and do give in to their instincts, but has no obligation to do so whatsoever. Taint and the
temptations and urges, just like everyone else. While that Chrysalis do have their price.
fact worries the more astute members of the baseline The Mega-Willful nova also has permanent and
temporary Willpower ratings, which will generally function

120 APPENDIX #1: MEGA-WILLPOWER


ABERRANT
as explained in the Aberrant core book on pp. 144-146, - Spectacular: Your resolve makes you the very
except where contradicted below. definition of implacability. You receive four extra dice to
A character with Mega-Willpower enjoys the follow- resist mental powers, social abilities and all forms of torture
ing benefits: or brainwashing. Dice pool penalties due to physical and/or
Mega-Dice: A Mega-Willful nova can apply her psychological pain are reduced by four.
Mega-Willpower dots to either add Mega-Willpower dice - Godlike: Whenever you attempt to perform
or to lower her difficulties on Willpower rolls, using the extraordinary actions, you redefine the term "over the top".
same basic mechanics as the other Mega-Attributes (Aber- You receive five extra dice to resist mental powers, social
rant core book, p. 154). abilities and all forms of torture or brainwashing. Dice pool
Resistance to mental powers and social abilities: penalties due to physical and/or psychological pain are
A Mega-Willful nova gains grants 1 extra die per dot of reduced by five.
Mega-Willpower on all rolls made to resist mental powers - Godlike: Anything capable of daunting your
such as Telepathy and Dominate. The nova can also apply self-confidence is rare in the extreme. You receive six extra
these additional dice to any roll made to resist the effects dice to resist mental powers, social abilities and all forms of
of social abilities, including the Social Mega-Attributes and torture or brainwashing. Dice pool penalties due to physical
their associated enhancements. and/or psychological pain are reduced by six .
Resistance to torture and brainwashing: A - Godlike: You can shrug off even the most
Mega-Willful nova gains grants 1 extra die per dot of primal human instincts with ease. You receive seven extra
Mega-Willpower on all rolls made to resist the effects of dice to resist mental powers, social abilities and all forms of
being tortured or brainwashed by any method whatsoever. torture or brainwashing. Dice pool penalties due to physical
(Refer to Aberrant: The Directive, p. 62, for all the sordid and/or psychological pain are reduced by seven.
details and game mechanics for torture. EON's fan-pro- - Godlike: Telepaths tend to get headaches
duced e-book for the Social Mega-Attributes - Aberrant: when they attempt to influence your mind. You receive
Forceful Personalities - has systems for brainwashing.) eight extra dice to resist mental powers, social abilities and
Resistance to pain: A Mega-Willful nova automati- all forms of torture or brainwashing. Dice pool penalties
cally has any dice pool penalties that are caused by pain due to physical and/or psychological pain are reduced by
reduced by one point per dot of Mega-Willpower. This is eight.
cumulative with the bonuses derived from Mega-Stamina - Godlike: Satan himself would consider
and the Sensory Editing (Mega-Perception) enhancement trying to tempt you a fruitless endeavor. You receive nine
(from Aberrant: Brainwaves). extra dice to resist mental powers, social abilities and all
- Stupendous: Your emotional stability lets you forms of torture or brainwashing. Dice pool penalties due
function in situations that would turn a normal human into to physical and/or psychological pain are reduced by nine.
a basket case. You receive one extra die to resist mental - Cosmic: You are the ultimate force of
powers, social abilities and all forms of torture or brain- will, can anything break you? You receive ten extra dice to
washing. Dice pool penalties due to physical or psychologi- resist mental powers, social abilities and all forms of torture
cal pain are reduced by one. or brainwashing. Dice pool penalties due to physical and/or
- Amazing: Your strength of will makes Shaolin psychological pain are reduced by ten.
monks seem timid by way of comparison. You receive two
extra dice to resist mental powers,
social abilities and all forms of
torture or brainwashing. Dice pool
penalties due to physical and/or
psychological pain are reduced
by two.
- Incredible: Torture is
useless where you're concerned.
You receive three extra dice
to resist mental powers, social
abilities and all forms of torture or
brainwashing. Dice pool penalties
due to physical and/or psychologi-
cal pain are reduced by three.

APPENDIX #1: MEGA-WILLPOWER 121


ABERRANT
Enhancements or pain, staying immobile for long periods, riding out the
effects of drugs, or maintaining a cool head when everyone
else is fleeing in a blind panic. He can also apply these
extra dice to any dice pools for extended actions. This
Affirmative Activity
enhancement has no quantum point cost and is always on.
(Mega-Willpower)
Similar to novas with the Restorative Activity enhance-
ment (Aberrant: The New Flesh p. 212), novas with
Assurance (Mega-Willpower)
Despite their superhuman strength of character,
Affirmative Activity have also learned how to make
most Mega-Willful novas are still prone to squandering
engaging in a favored activity into an reinvigorating
their reserves of psychological strength just like anyone
experience. The difference is that where novas with
else. That isn't the case for a Mega-Willful nova with this
Restorative Activity refresh themselves physically, novas
enhancement, as she is confident and sure of her abilities,
with Affirmative Activity can refresh themselves
and knows when to exert herself and when to hold back
emotionally and spiritually. This enhancement not only
her reserves.
restores confidence and soothes mental stress, but also
System: Whenever the player of a nova with Assur-
grants the nova a powerful sense of purpose.
System: In its basic form (one level), this enhancement ance makes a Willpower roll to gain an automatic success,
allows the nova to regain [Mega-Willpower] points of temporary she has the option of choosing to spend the nova's tempo-
Willpower for each period (60 minutes/ Mega-Willpower, rary Willpower point after the roll is made instead of having
rounded up) spent engaging in his favored activity (chosen by the to spend it beforehand. This allows the Mega-Willful nova
player, with Storyteller approval). With two levels of this to make more efficient use of her Willpower, as the player
enhancement, the nova can regain 1 point of Temporary can cancel unexpected botches and not waste Willpower
Willpower per 3 consecutive and uninterrupted periods of points on rolls where an automatic success isn't needed.
engaging in his chosen activity. He is also incapable of becoming A nova with Assurance is still limited to spending only
numbed in any way (physically, psychologically or emotionally) one temporary Willpower point per turn this way. Also,
to the experience of his favored activity. The chosen activity of the this enhancement only affects the nova's own rolls, and
nova can be any sort of sport, hobby or other recreational cannot be used to affect the results of rolls made by other
pastime, even ones that most people would consider strenuous in characters. For example, the player can choose to spend a
the extreme. However, the chosen activity cannot be one for temporary Willpower point after her character attains only
which the nova would have to spend quantum points to engage a marginal success on an attack roll, but couldn't spend a
in. Actual combat is also prohibited from being a chosen activity temporary Willpower point to cancel an opponent's single
for use with this enhancement. Engaging in the chosen activity Dodge success. This enhancement has no quantum point
will never be tiring for the nova; if he's interrupted before he can cost and is always on.
gain the benefits of this enhancement, it still refreshes him the
way a brief catnap would a normal human (no real game effect). Centered (Mega-Willpower)
It's possible for the nova to have more than one special pastime, In general, Mega-Willful novas have a very strong
but he will have to purchase this enhancement separately for and well-defined sense of their own identities, allowing
additional pastimes. This enhancement is always on and costs no them a superhuman resistance to any attempts that others
quantum to use. may make to sway their hearts and minds. A nova with
this enhancement can take that innate resistance to being
influenced to the extreme - for a while.
System: A nova with this enhancement can spend
1 quantum point to become temporarily immune to any
Anticipation (Mega-Willpower)
attempts made by a specific aggressor to control his
Novas with Anticipation know full well the truth behind
mind in any way, either through Social means (including
the axiom "good things come to those who wait". The
Mega-Social effects) or Inspired mental powers. The nova's
superhuman patience of these novas gives them a subtle
player may declare his intention to use this enhancement
edge in many situations.
after the aggressor makes her initial roll, or the nova can
System: The nova gains + [Mega-Willpower] extra
"let her in" if he so desires. This enhancement costs 1
dice on any rolls that involve waiting for something to
quantum point to use and lasts for the duration of the
either happen or to end. This includes resisting torture
scene.

122 APPENDIX #1: MEGA-WILLPOWER


ABERRANT
Code of Honor (Mega-Willpower) that would increase her own Taint (both permanent and
The ideal of honor has been known (even if only to pay temporary) ratings. The nova is automatically immune to
lip service to it) throughout a good portion of human his- any noetic effects that would interfere with the nova's use
tory. A nova with this enhancement has learned how to use of quantum. Also, the ratings of any quantum powers -such
adherence to a code of honorable behavior as a psycholog- as Disrupt and Disimmunize - that would interfere with the
ical focus, allowing him to resist any outside influences that nova's use of quantum are automatically halved before any
would lead him to violate his code of honorable behavior. rolls are made. Requires Mega-Willpower 7.
System: A nova with this enhancement is more effec- - The nova is automatically immune to the effects
tive at resisting any mind- or emotion-controlling effects of quantum powers that involve either altering or increasing
that would make him behave in ways that run counter to her own Taint. The nova is automatically immune to any
his code of honorable behavior. This enhancement grants noetic effects that would interfere with the nova's use of
the nova + [Mega-Willpower] extra dice on all Willpower quantum. The ratings of any quantum powers -such as Dis-
rolls made to resist attempts to force or persuade him to rupt and Disimmunize - that would interfere with the nova's
violate his code of honor, either by mundane techniques or use of quantum are automatically halved before any rolls
Inspired powers. This enhancement has no quantum point are made. Also, the nova can now purge herself of tem-
cost and is always on. porary Taint by making a Willpower roll. If successful, she
can spend quantum points to rid herself of temporary Taint
on a 1-to-1 basis. If the roll fails, the quantum points aren't
Crucible (Mega-Willpower) converted and nothing happens. A botch results in the
Prerequisites: Mega-Willpower + and the Soli- nova's quantum points being converted, but immediately
taire and Quantum Baffle enhancements. dissipating into the local noetic medium without providing
When Willpower and quantum energy work in con- any benefit to the nova. The nova can also purge herself
cert, wondrous things can happen. Certain novas that of permanent Taint - along with any associated aberrations
have attained the upper ranges of Mega-Willpower are and social penalties - in the same way, although at a cost of
living proof of this, as they have learned how to use their 10 quantum points per point of permanent Taint. Requires
quantum-amplified Willpower to literally purge themselves Mega-Willpower 8.
of the effects of Taint, both their own and that inflicted by - The nova is automatically immune to the
them by others. effects of powers that involve either altering or increasing
System: A nova can have up to 5 levels of this her own Taint. The nova is automatically immune to any
enhancement, with the benefits described below. noetic effects that would interfere with the nova's use of
- The nova gets (Mega-Willpower / 2) additional dice quantum. The ratings of any quantum powers -such as Dis-
on all rolls to resist the effects of quantum powers that rupt and Disimmunize - that would interfere with the nova's
involve altering (but not increasing) her own Taint or lack use of quantum are automatically quartered before any rolls
of same, such as Aberration Transfer. Also, the ratings of are made. The nova can purge herself of Taint as described
any noetic effects that would interfere with the nova's use above. Also, the nova can now spend 3 quantum points per
of quantum are automatically halved before any rolls are scene to generate a "taint anodyne" effect, which is essen-
made. Requires Mega-Willpower 6. tially the counterpart to the "Taint Bleed" aberration (Aber-
- The nova gets (Mega-Willpower) additional rant Players Guide p. 96). When employing this effect, the
dice on all rolls to resist the effects of quantum powers nova gives off a form of telluric energy that automatically
that involve altering (but not increasing) her own Taint or negates any ambient taint radiation - not quantum energy!
lack of same, such as Aberration Transfer. The nova gets - around her and permanently cleanses it from her vicinity,
(Mega-Willpower / 2) additional dice on all rolls to resist restoring the health and fertility of her current environs.
the effects of quantum powers that would increase her The taint anodyne affects everything within 100 square
own Taint (both permanent and temporary) ratings, such as meters of the nova per scene of use. While using the taint
that possessed by the Terat Sin-Eater. Also, the ratings of anodyne, the nova's mere presence is enough to prevent
any noetic effects that would interfere with the nova's use baselines humans from not only contracting taint diseases,
of quantum are automatically halved before any rolls are but allows them to recover from taint diseases as either
made. bashing or lethal damage, depending on the details of
- The nova is automatically immune to the effects their specific taint diease (Storyteller's discretion). Tainted
of quantum powers that involve altering (but not increasing) organisms within the range of effect may also recover from
her own Taint. The nova gets (Mega-Willpower) additional taint exposure in the same way, at the Storyteller's discre-
dice on all rolls to resist the effects of quantum powers tion. However, the taint anodyne can do nothing to protect

APPENDIX #1: MEGA-WILLPOWER 123


ABERRANT
against future taint exposure, nor can it help other novas to System: A nova with Dispassion receives +3 auto-
deal with their own Taint in any way. Requires Mega-Will- matic successes on all rolls made to resist powers that
power 9. would influence his emotions; such as Mega-Social effects
All of this does not come without a cost; as a nova or powers such as Empathic Manipulation. This doesn't
who takes any level of Crucible cannot purchase Tainted provide any protection from effects that would influence
Quantum, Mega-Attributes, enhancements or quantum her thoughts, such as Dominate, Mirage, and most forms
powers with either nova points or experience points. This of Telepathy. This bonus is also effective against mundane
enhancement has no quantum point cost and is always on emotion-control techniques, including some forms of
except where noted above. brainwashing. If the nova's emotions should ever fall under
the influence of a mentalist, he can spend 1 quantum point
to automatically shake off the effect of any emotion-influ-
Dauntless (Mega-Willpower) encing power that has a dot rating equal to or lower than
Novas with this enhancement perform unusually well
his Mega-Willpower rating. This enhancement is always on
under stress, especially in life-threatening situations. Given
and has no quantum point cost except where noted above.
the dangers that a nova is likely to face on a frequent basis,
this ability has definite survival value.
System: Whenever the nova attempts a particularly Excellence (Mega-Willpower)
difficult and dangerous action (in the Storyteller's opinion), Baseline athletes have known for decades that
he can add 3 extra dice to his roll. Also, any botches that "putting a little soul" into one's efforts can sometimes
involve less than [Mega-Willpower] rolled "1s" will be mean the difference between victory and defeat. When a
considered failures instead of botches. "Difficult and dan- Mega-Willful nova with this enhancement decides to put a
gerous" actions are generally those made with a minimum little extra effort into doing something, the results can be
+2 difficulty penalty and that have the potential to inflict absolutely astounding.
immediate and grievous harm if failed. Note to players: System: Whenever the nova spends a point of tem-
Use this too often (to the point that it annoys your Story- porary Willpower to gain an automatic success, she can
teller and fellow players), and it could fail you at the worst spend 1 quantum point to make another Willpower roll as
possible time. This enhancement has no quantum point an automatic action. Each success scored on the Willpower
cost and is always on. roll will grant an additional automatic success.

Detached (Mega-Willpower) Focus (Mega-Willpower)


Mega-Willful novas with this enhancement have A Mega-Willful nova with this enhancement has
learned the mental trick of seeing their quantum powers developed immense powers of concentration, allowing
as being something separate from their physical existence. her to ignore the constant barrage of distractions that are
Even in the most adverse conditions, they can concen- to be found in the society of 2015. While this provides no
trate on using their powers as if they were in comfortable protection against being distracted by the pain of an injury,
surroundings. it's still a great aid in performing all sorts of tasks under
System: Any wound penalties that the nova suffers less-than-ideal conditions.
will not affect his rolls for power use until his Health Level System: When performing any action, the nova can
reaches Incapacitated- and even then the nova will only lose ignore up to [Mega-Willpower] points of die pool and/
a maximum of 2 dice from the dice pools for his powers. or difficulty penalties caused by distractions or environ-
This enhancement costs no quantum and is always on. mental conditions. (Wound penalties aren't affected by
this, however.) She can also add [Mega-Willpower] dice to
all Meditation rolls made for the purpose of focusing or
Dispassion (Mega-Willpower) recalling information. The effects of this enhancement are
Some Mega-Willful novas have developed an emo-
fully cumulative with the Total Concentration (Mega-Intel-
tional counterpart to the Steel Will enhancement. This
ligence) enhancement from Aberrant: Brainwaves. This
emotional discipline essentially grants them a superhuman
enhancement costs no quantum points to use and is always
sang froid. Novas with this enhancement tend to be calm
on.
more often than not, and their emotions have proven
extremely difficult to sway.

124 APPENDIX #1: MEGA-WILLPOWER


ABERRANT
Grit (Mega-Willpower) Its possible for a Mega-Willful nova two have two
With their self-confidence reinforced by their own levels of this enhancement. In this case, the nova receives
quantum energies, certain Mega-Willful novas have devel- [Mega-Willpower x 2] extra dice to resist Inspired attempts
oped extraordinary reserves of psychological strength. (Mega-Social effects, quantum or psionic powers, daredevil
System: The nova gains an additional temporary Will- knacks, etc.) to make him submit to being dominated by
power point for every odd number of Mega-Willpower dots another person. If he ever finds himself in danger of being
he possesses. A nova with this enhancement would gain an dominated or controlled, the nova can instead spend 1
extra temporary Willpower point at Mega-Willpower ratings quantum point and make a Willpower roll to enter a state
of 1, 3, 5, 7 and 9. It's also possible to take a second level of extreme hostility, focused on the would-be dominator(s).
of this enhancement, in which case the nova will instead Each success on the Willpower roll will increase the nova's
receive a number of additional temporary Willpower points own feelings of hostility towards the would-be dominator(s)
equal to his Mega-Willpower rating. Please note that the by 1 step on the "Hatred" column of the Empathic Manip-
benefit gained from having a second level of Grit are not ulation table (Aberrant core book, p. 196) for the duration
cumulative with that gained from having the first level. This of the scene. The result of this is usually the nova making
enhancement has no quantum point cost and is always on. a savage attack of one kind or another on the would-be
dominator(s), which is much preferable to being treated like
a doormat or plaything. This enhancement has no quantum
Incurable Optimism point cost and is permanent except where noted above.
(Mega-Willpower) Finally, it should be noted that Intractible novas are
Novas with Mega-Willpower are able to endure many fully capable of cooperating with other sapients when there
trials that would pummel others into the dust, but even is good reason to. This enhancement merely protects such
they can grow weary at heart. Novas with this enhancement novas against pointless attempts at social dominance made
are the exception to that, as they can keep their spirits up by others seeking to reinforce their own egos at the nova's
with incredible ease. Unfortunately, it can also cause others expense.
to doubt their sanity...
System: Whenever the nova would ordinarily regain Intrepid (Mega-Willpower)
temporary Willpower, he can make another Willpower roll Novas with this enhancement enjoy a special resis-
as an automatic action. Each success on the roll will let him tance to the effects of unreasoning fear. Given how many
regain 1 temporary Willpower point. This enhancement is novas use fear-inducing powers and Mega-Social effects,
always on and costs no quantum or Willpower to use. this can prove to be quite handy.
System: The nova receives + [Mega-Willpower] extra
Intractible (Mega-Willpower) dice on any Willpower rolls made to resist his own fear
Despite their quantum-enhanced strength of will, most reactions, whether they be natural or induced. This includes
novas with Mega-Willpower are still somewhat vulnerable hysteria, unthinking panic, and attempts to overwhelm the
to the submission instinct that our evolution as highly social nova's sensibilities through inspiring horror or terror. The
animals has hardwired into the brains of all humans. A nova can still feel fear, but it simply doesn't impair him in
Mega-Willful nova with this enhancement is strikingly differ- any way. This bonus also helps the nova resist the attempts
ent from all other humans, as he simply does not submit to of others to use Intimidation on him. This enhancement has
anyone. Ever. no quantum point cost and is always on.
System: An Intractible nova actually lacks the "neural
circuitry" for emotional submission; making him men- Lucidity (Mega-Willpower)
tally and physically resistant to becoming submissive to Some Mega-Willful novas who suffer from mental
another person. Since he also lacks the euphoric response disorders have learned how to use their superhuman force
(endorphin release) caused by submission, he can't find of will to temporarily force their minds into functioning cor-
the experience of being dominated by another person to rectly in times of need. This is a drastic measure, as there
be pleasurable in the least. This quirk of altered neurol- are serious consequences for screwing up while tinkering
ogy grants the nova [Mega-Willpower] extra dice to resist with one's own brain.
Inspired attempts (via Mega-Social effects, quantum or System: To use this enhancement, the nova must
psionic powers, daredevil knacks, etc.) to make him submit spend 1 quantum point and make a Willpower roll. If
to being dominated by another person(s). The nova is also successful, the nova can temporarily ignore the effects of
completely immune to mundane attempts to make him any mental disorders and mental aberrations he might be
submit to being dominated.

APPENDIX #1: MEGA-WILLPOWER 125


ABERRANT
suffering from for a number of scenes equal to the number the nova a serious defensive advantage in the social arena,
of successes rolled. Failure on the Willpower roll will as he isn't shaken by the wicked wit or subterfuge of his
merely result in the quantum point being wasted. Botching foes.
the Willpower roll is much more serious, as the nova will System: The nova can use his Willpower to either
automatically fail on any Willpower rolls made to resist the augment or use in place of his Appearance and/or Cha-
effects of his mental disorders and/or mental aberrations risma on all Social rolls that could benefit from superhuman
for a period of 24 hours. As a side benefit, this enhance- self-confidence or authority. This usually covers rolls for
ment also automatically reduces the successes scored on Intimidation, Interrogation, Command; and also works
any rolls to negatively affect the nova's sanity made by on rolls for persuading people or giving them orders.
another being by [the nova's Mega-Willpower] successes at Additionally, people won't interfere with the nova if he
no quantum point cost. looks like he knows what he's doing, provided that it isn't
an obvious threat to them. This enhancement also inflicts a
difficulty penalty equal to the nova's [Mega-Willpower] on
Mental Resilience (Mega-Willpower) all rolls that others may make to mislead or intimidate the
Some Mega-Willful novas have displayed an aug-
nova. This enhancement costs no quantum points to use
mented resistance to induced states of mental dysfunction.
and is always on.
While this ability is a wonderful safety measure- quantum
powers mixed with insanity tends to make for very bad
situations- it sadly provides no defense against the effects Persistence (Mega-Willpower)
of mental aberrations. Whenever a person has to perform a long and boring
System: The nova is automatically immune to all task (without any serious incentives to finish it), there's
effects (Inspired or otherwise) that induce insanity. This always a good chance that he will either get bored and
enhancement has no effect at all on the nova's own metal make mistakes, or simply abandon the task. Even novas
disorders and/or mental aberrations, however. The nova aren't immune to this problem. A nova with this enhance-
also receives a bonus of +3 extra dice on all rolls to resist ment is the exception, as he can keep his nose to the
other mind-altering powers and effects. This enhancement grindstone and ensure that whatever he's working on will
has no quantum point cost and is always on. be done and done right.
System: When performing an extended action, the
nova can add [Mega-Willpower] extra dice to every roll
Moral Compass (Mega-Willpower) made after the first. This enhancement costs no quantum
A nova with this enhancement has what amounts to
points and is always on.
an automatic ethical guideline program running within his
mind. It's no substitute for a strong conscience, but it does
help keep oneself on the "straight and narrow" during con- Probity (Mega-Willpower)
fusing situations and instances of personal weakness. Prerequisite: Code of Honor (either as a Mega-Will-
System: The nova has an internal guide that keeps power enhancement or a Merit)
him from accidentally straying from following his chosen In a similar fashion as Mega-Willful novas that have
code of ethics due to weakness or distraction, typically with developed the Code of Honor enhancement, a nova with
a sharp mental slap. Note that it does nothing if the nova Probity has learned to use a chosen code of honorable
consciously chooses to stray from his chosen path - it's a behavior as a psychological focus. The difference is that
guide, not a leash. The nova can also keep himself from instead of granting protection against outside influences,
"wasting time", relaxing and playing around only enough Probity lets the nova resist the effects of any of her own
to stay mentally healthy. This enhancement costs no quan- psychological problems that would violate her code of
tum and is always on. honorable behavior.
System: A nova with Probity is more effective at resist-
ing any of her own impulses that run counter to her code
Moxie (Mega-Willpower) of honorable behavior. This enhancement grants the nova
A nova with this enhancement has learned how to use
+ 3 automatic successes on all Willpower rolls made to
his superhuman force of will to assume an aura of author-
resist the effects of any Mental Flaws, mental disorders or
ity and self-confident superiority that has nothing to do
mental aberrations where giving in to those effects would
with his physical looks or charisma. Other people tend to
cause the nova to violate her chosen code of honor. This
quickly defer to the nova's decisions and will often accept
enhancement has no quantum point cost and is always on.
his authority without thinking. This enhancement also gives

126 APPENDIX #1: MEGA-WILLPOWER


ABERRANT
Protean Power (Mega-Willpower) mmunize, she can also make a Willpower roll to harmlessly
A few novas have learned how to alter the minor dissipate any excess quantum points from her quantum
details of how their quantum powers appear to other pool, preventing any possible overloads and the resulting
people. While this doesn't change a power's effects in any explosive death. This enhancement has no quantum point
way, it provides a subtle edge when participating in covert cost and is always on.
operations and similar secretive activities.
System: The nova can control the special effects Resolute (Mega-Willpower)
(Aberrant Player's Guide, pp. 96-97) of her own quantum Mega-Willful novas have become infamous in certain
powers, altering or even shutting them off at will. This circles for the extreme difficulty others face when trying to
enhancement has no quantum point cost and any changes change their minds about something. A few Mega-Will-
she makes will last until the nova deliberately alters them ful novas have harnessed their natural stubbornness and
again. turned it into a serious advantage. Once a Mega-Willful
nova with this enhancement sets his mind on doing some-
Psychic Firewall (Mega-Willpower) thing, there's absolutely nothing that can be said to stop
Prerequisite: At least one dot of the Telepathy power. the nova from achieving his goal. And more likely than not,
Mega-Willful novas with telepathic abilities have been he'll succeed at his chosen task.
known to develop what amounts to a mental firewall in System: A nova with this enhancement can spend
their minds. With this in place, even skilled telepaths can 1 quantum point to utterly and completely set his mind
be kept out of private memories. on a completing a chosen task. Not only will the nova be
System: Any attempts to telepathically uncover unable to be forced to abandon or act in any way contrary
information from the nova's mind that she wants to conceal to achieving his chosen goal, but he will gain + [Mega-Will-
automatically suffers a difficulty penalty equal to the nova's power] extra dice on any roll made to complete the indi-
Mega-Willpower. This enhancement has no quantum point cated task. This enhancement costs 1 quantum point to use
cost and is always on. and will last until the chosen task is completed.

Quantum Baffle (Mega-Willpower) Restraint (Mega-Willpower)


A Mega-Willful nova with this enhancement has Many novas tend to be extremely individualistic, if
learned how to control how her own quantum energies not outright egocentric. This near-pathological obsession
interact with the ambient quantum/noetic energies in her with the self is the root cause of many problems in too
environment, and can even cloak them. many novas' lives - an inability to effectively cooperate with
System: Aside from being able to keep oneself from others, insensitivity to other people, a blindness to the real-
inadvertently triggering nova eruptions, novas and psions ity beyond their own activities and needs, and a preoccupa-
will suffer a + [Mega-Willpower] difficulty penalty on any tion with one's own needs and desires. What's worse is that
rolls made to detect the nova with the Node background or this also leads to a disregard for the consequences of their
psionic Attunement while this enhancement is active. This actions with regard for other people, an inability to love or
enhancement has no quantum point cost and can switched feel regard for other people, and allowing themselves to
on or off at will. be controlled by anyone who flatters them or appears to
consider their needs and importance. This sorry state of
affairs usually results in severe damage to all the aspects of
Quantum Regulation a nova's life, ranging from the personal (an inability to form
(Mega-Willpower) healthy romantic relationships) to the global (the upcoming
Mega-Willful novas with this enhancement enjoy an devastation of the Aberrant War).
increased ability to control their own quantum energies. A Mega-Willful nova with Restraint suffers from none
With incidents such as the death of Mu Lung in 2006 of these problems, for she has attained complete mastery
(Aberrant: Year One, pp. 27-31) likely to become more over her own ego. Not only does she have a clear and
common, this ability can greatly enhance a nova's chances objective understanding of what events are taking place in
of survival. her environment, but she can respond to those events in
System: The nova receives + 3 automatic successes a superhumanly effective manner. Ironically, this enhance-
on all rolls made to maintain control over her own quantum ment does nothing to ease the nova's alienation from the
energies. Aside from allowing the nova to better resist the masses of baseline humanity (most of whom are just as
effects of quantum-related powers such as Disrupt or Disi- egocentric as the novas); and she's likely to be alienated

APPENDIX #1: MEGA-WILLPOWER 127


ABERRANT
from the egocentric novas as well. costs no quantum except where noted above and can be
System: A nova with Restraint automatically has her switched on or off at will.
difficulties lowered by [Mega-Willpower] points on any roll
in which being able to subordinate her own ego could be
Solitaire (Mega-Willpower)
of benefit to her (Storyteller's decision). Difficulties cannot
To many in the Nova Age, novas with the Adaptability
be reduced below zero, however. While this obviously
enhancement seem to embody the ideal of self-sufficiency.
lends itself to attempts to empathize with other people
Without any need to eat or drink, food and beverages
and resist the effects of ego-stroking, there are many other
become luxuries that can be set aside instead of neces-
situations where the effects of this enhancement can be
sities. Without the need to breathe, fresh air becomes a
applied to the nova's benefit.
pleasant part of the environmental background instead of
The other major factor of this enhancement is the
vital life support. Add on the capability to survive in hostile
effect it has on the nova's psychology. A nova with
environments that would quickly kill an unprotected base-
Restraint will have no need to show off, won't have an
line (and many other novas), and it's easy to see the reason
"attitude", won't brag about herself endlessly or swagger,
for this idea. Ironically, these novas aren't truly as indepen-
and won't take pride in ignorance or violence. She won't
dent as they would like to think. Deny them the ambient
feel any special need for the favorable, fearful, or fawning
quantum energies that they're used to having around and
attentions of other people beyond a simple respect for her
they'll soon suffer from quantum deprivation, which is
as a person; nor will she be affected by the attempts of
much like starvation and is just as unpleasant. Deny them
other people to influence her with flattery or other forms
access to the ambient "ordered" noetic energy produced
of ego-gratification. She won't let her ego blind her to any
by thriving biospheres and healthy baseline humans, and
potential threats to herself or other people; especially if
they will be more likely to develop Taint. Deny them the
such threats are disguised with feigned friendship, love,
chance to ally themselves and interact with other people
respect, or adoration. She won't commit herself totally to
in difficult circumstances, and their personal growth will be
an ideal, concept, or endeavor (which is only a more subtle
stunted.
form of ego-gratification); but can discard them the instant
A Mega-Willful nova with this enhancement is the
they prove to be ineffective or detrimental. Close personal
exception to those rules; as he is able to survive in telluric
relationships cannot be discarded so easily, but the nova
environments that would quickly cause other novas to
will have an easier time with severing her attachments
perish, lose control of their quantum powers or become
after an unforgivable betrayal. Her own sense of personal
Taint-wracked abominations. The Solitaire nova also enjoys
worth won't be affected by the opinions (good or bad) that
an enhanced resistance to attempts to disrupt or hinder
ignorant and shallow people have of her. It's a difficult role-
his quantum powers by telluric means, as well as greater
playing challenge to portray such a nova, but well worth it
control over his own quantum energies.
if you're interested in portraying a true transhuman instead
System: The nova with this enhancement can provide
of your average egomaniacal nova.
for all of his own telluric needs for an indefinite period,
This enhancement has no quantum point cost and is
as long as he retains at least one quantum point in his
always on.
Quantum Pool. A Solitaire nova enjoys a stronger link to
the quantum level of reality than other novas, which allows
Sobriety (Mega-Willpower) him to replenish his Quantum Pool wherever he is, even
Mega-Willful novas have achieved levels of self-con- in regions that are seemingly devoid of ambient quan-
trol that other novas, much less ordinary humans, simply tum energies. The nova is also capable of converting his
cannot match. Novas with Sobriety have achieved levels of quantum energies into "free" noetic energy, allowing him
self-control that make even other Mega-Willful novas seem to both continually emit "ordered" noetic energy at levels
diffident. identical to those of an equivalent number of baseline
System: A nova with Sobriety can ignore any instances humans (see "General Guideline: The Work Hour" in
where the Storyteller would ordinarily require her to spend Aberrant: The New Flesh, p.253 for comparative noetic
a point of temporary Willpower to avoid giving in to either output rates) and replenish his own noetic template by
her instinctual responses or the base temptations of her himself - in game terms, a Solitaire nova is at no risk of
Nature (Aberrant core book, p. 145). Also, if the nova ever developing Taint if he should forego regular contact with
runs out of temporary Willpower and risks falling prey to baseline humans and vigorous biospheres. The Solitaire
her Compulsion, she can spend 1 quantum point to make nova can also survive indefinitely in hostile telluric envi-
a Willpower roll as an automatic action. Each success will ronments; such as areas contaminated with taint energies,
restore 1 point of temporary Willpower. This enhancement regions with excessive amounts of ambient noetic (psi)

128 APPENDIX #1: MEGA-WILLPOWER


ABERRANT
energy, natural phenomena that can hinder quantum use thoughts should ever fall under the influence of a mentalist,
(such as certain forms of stellar activity), regions seemingly she can spend 1 quantum point to automatically shake off
devoid of ambient quantum and/or noetic energy and the the effect of any thought-influencing power that has a dot
detrimental effects of telluric vortices (such as the Hammer- rating equal to or lower than her Mega-Willpower rating.
smith Effect of 1922, the Galatea Incident of 1998 and the This enhancement is always on and has no quantum point
Venezuela Phenomenon of 2122). cost except where noted above.
The Solitaire nova is also automatically immune to
the effects of any substances or devices meant to directly
Stoicism (Mega-Willpower)
impair novas' use of quantum energies. This would include
Over the centuries, certain yogis and ascetic mar-
all sorts of Inspired technological power dampeners and
tial artists have learned to refine their self-control to a
inhibitors. He also gains six extra soak, Resistance dice,
degree that most people find astounding. A nova with this
Willpower successes, or automatic successes in resisted
enhancement has outdone those ascetics several times
actions (as applicable) against noetic interference with his
over, as her control over herself allows her to resist sensa-
quantum powers and use of the Disrupt or Disimmunize
tions that others would find overwhelming.
(Aberrant: Teragen, p. 127) quantum powers against him.
System: The nova receives + [Mega-Willpower] extra
Finally, the Solitaire nova can stimulate his own
dice on all rolls made to resist the effects of physical or
personal growth without requiring close contact with
emotional sensations, including pain and pleasure. The
others - in game terms, he can gain experience points from
nova can also spend 1 quantum point and make a Will-
adventuring solo as if he was actually part of a group. This
power roll. Success allows the nova to remain completely
enhancement is always on and has no quantum point cost.
motionless for days on end (1 day per success) without
cramping or tiring, even while in the most uncomfortable of
Steadfast (Mega-Willpower) positions. The first use has no quantum point cost.
Novas with Mega-Willpower can be some of the most
tenacious and intransigent people on the planet when it
Strong Matrix (Mega-Willpower)
comes to influencing them through social means. Novas
A Mega-Willful nova with this enhancement has such
with this enhancement are even more difficult, as they bring
a strong belief in her self-image that she actually becomes
new meaning to the term "willfulness" once their minds are
somewhat resistant to powers that would alter her body in
set on a given course of action.
ways run counter to her self-image.
System: The nova gains + [Mega-Willpower] extra dice
System: The nova's quantum matrix is even more
for any resisted roll when someone attempts to persuade
strongly bonded to her noetic template than is typical for
her to act against her own wishes. The extra dice provided
novas, making her extremely difficult to alter with quan-
by this enhancement can also be applied to resist Inspired
tum or psionic powers. Any such power that has a direct,
forms of mind control. This enhancement has no quantum
physical effect on the nova or items that are attuned to her
point cost and is always on.
suffers an additional + [Mega-Willpower] difficulty penalty.
On the other hand, any attempts made to detect the nova
Steel Will (Mega-Willpower) by means of psionic attunement will receive 1 automatic
Many mentalists have found the enhanced ability of success unless the nova can somehow hide her quantum
Mega-Willful novas to resist their psychic control to be a energies. This enhancement costs no quantum points and
most unpleasant surprise. Given how the psychic manipu- is always on.
lation of other peoples' thoughts has become increasingly
common in the Nova Age, it's only natural that some
Sufferance (Mega-Willpower)
Mega-Willful novas have become even more resistant to
While all Mega-Willful novas enjoy an enhanced resis-
that particular tactic.
tance to pain, a few of them have developed their innate
System: A nova with Steel Will receives +3 automatic
pain resistance to disturbing new heights.
successes on all rolls made to resist powers that would
System: The nova's wound penalties are reduced by -2
influence her thoughts; such as Dominate, Mirage, and
points per dot of Mega-Willpower, instead of just -1. This
most forms of Telepathy. This doesn't provide any pro-
enhancement has no quantum point cost and is always on.
tection from effects that would influence her emotions,
such as Mega-Social effects or powers such as Empathic
Manipulation. This bonus is also effective against mundane
mind-control and brainwashing techniques. If the nova's

APPENDIX #1: MEGA-WILLPOWER 129


ABERRANT
Temperance (Mega-Willpower) Unbreakable (Mega-Willpower)
Quite a few novas have had to deal with the problem While all Mega-Willful novas enjoy a superhuman
of addiction, most often to the Quantum-regulating drugs resistance to all forms of torture and brainwashing, a few
(such as adrenocilin and moxinoquantamine) administered have developed this resistance to a degree that would
by Project Utopia. Then there are the recreational drugs make Big Brother himself admit defeat.
offered by organized crime to consider, along with the System: This enhancement doubles the number of
powers of novas such as Marcel "the Apostle" Delorim- extra dice the nova receives from his Mega-Willpower on
ier. A nova with this enhancement enjoys an augmented all Willpower rolls made to resist the effects of any form
resistance to the effects of addiction, which is a good thing of torture or brainwashing that is inflicted on him. Further-
considering how many such traps a nova can expect to more, the nova is effectively immune to mundane brain-
encounter. washing and mind-control techniques. This enhancement
System: Whenever the nova is exposed to an costs no quantum points and is always on.
addictive substance or effect, the Addiction Rating of the
substance or effect is automatically lowered by [Mega-Will-
Yugen (Mega-Willpower)
power] points. If the Addiction Rating is lowered to zero in
The Japanese have long known of and appreciated
this manner, the substance or effect in question is consid-
a kind of beauty that does not depend on the outer
ered totally non-addictive as far as the nova is concerned.
appearance of an object or person. Instead, it radiates
This enhancement costs no quantum points and is always
from within as a kind of highly attractive spiritual essence.
on.
A Mega-Willful nova with this enhancement has the same
quality, as she has an aura of superhuman spiritual appeal
Tranquility (Mega-Willpower) and desirability that transcends physical good looks and
Certain Mega-Willful novas have cultivated an inner charisma.
peace that is almost palpable. Where other people would System: The nova can use her Willpower to either
be driven over the edge, Tranquil novas can take life in augment or use in place of her Appearance and/or Cha-
stride, even when it becomes crazy and weird. They can risma on all Social rolls that involve attracting people who
also shrug off the stresses of daily life, to the point that know her on closer terms than a mere short-term acquain-
even major events like losing a loved one cannot make tance. This enhancement costs no quantum points to use
them lose control. and is always on, unless the nova deliberately switches it
System: A nova with Tranquility enjoys a firmly estab- off for a time.
lished sense of self, a bulwark against experiences that has
been amplified to a superhuman level. The emotions of a
Tranquil nova are just as relevant to him as anyone else's,
but he simply doesn't give much rein to things like surprise
or fear. In game terms, the nova gains + [Mega-Willpower]
extra dice for any Willpower roll that involves remaining
calm or not overreacting to unusual stimuli. This enhance-
ment has no quantum point cost and is always on.

130 APPENDIX #1: MEGA-WILLPOWER


A B E R R A N T
DeVries Files

DeVries Report (Hardcopy Only - Eyes Only)

Re: Operation Welcome Wagon


To: Anna DeVries
From: Taproot
Date: 2012-10-31
Here is the current status of my ongoing meet and greet crusade, Boss. To date, I have verified that none of the novas publicly known to
claim that they hail from parallel worlds have any real evidence to back their supposed origins. Of the said novas, eight were delusional due to
mental aberration. Theyve all been flagged as potential future liabilities if - or when - they become even more aberrated. Six were con artists
looking to scam wealthy and foolish baselines out of their money by selling them fake works of art and historical artifacts. The remaining four were
scammers posing as bearers of wisdom from other Earths and had set up minor nova cults around themselves. By the way, those four cults seem
to be pretty harmless as these things go - theres no violence or criminal activity involved that Ive found. Instead, theyre crosses between beatnik
academic communes from the 1950s and hippie sex cults from the 1960s.
In light of these findings, I think we can safely say that Dr. Roches idea that immigrants to our universe would publicly announce their status is
optimism taken to the point of Pollyannaism if not clinical delusion. If any such visitors are living among us, theyre doing their best to stay incognito
and blend in with us locals. From their point of view, it would only be common sense. Not only are they effectively illegal aliens, but the means for
traveling to alternate universes would be a treasure beyond price for anyone on this planet. I understand your wanting to be that person, but it will
take both delicate negotiating and the strictest measures we can take to keep them covert. Assuming, of course, that we ever find any of these
hypothetical cross-time immigrants and that theyd be willing to deal with DeVries.
On a lighter note, what the heck is going on with that new prediction technology that youve got me testing out? Ive kept it to myself so far,
but Im too close to my limit for assorted oddities in my life. Ever since I started working for DeVries when your people helped me with my eruption,
bizarre stuff keeps happening in my vicinity. I keep crossing paths with all kinds of espionage agents, nova cultists and criminals from what seems
like sheer dumb luck. Nova eruptions are becoming commonplace events for me, which would be fine if recruiting them was my job. (The finders
bonuses are nice, though.) Rains of small living creatures - fish, frogs and assorted sea life so far - occur every other week. For crying out loud, Ive
even had a close-range Bigfoot sighting! And thats just the freakiness Ive witnessed that Im willing to go on our record about! Its more than a little
trite, but the Yanks have summed up a life like mine the best. For me, every day for the last two years has been Halloween and its getting old.
Ill send another update next month as circumstances permit. Ill keep at it, but Im starting to get discouraged. This assignment is looking more
like a snipe hunt with every passing day.

DeVries Internal Memo

Re: Operation Welcome Wagon & Taproot


To: Rachel Alinsky
From: Anna DeVries
Date: 2012-10-31
I hate to say it, but Taproots latest report has verified your initial speculations on cross-time immigrants to our universe. If we have such
expatriates living here, theyre keeping extremely low profiles. Ill let you have the pleasure of informing Dr. Roche that youve won the bet you two
had going. Also, your idea of using Taproot as a stalking horse due to his (hopefully not) unique quirk is paying off in several ways, but hes getting
stressed from all the weirdness. Have you made any progress in identifying his quirk in other novas? I know you said that Taproots quirk was not the
result of aberration, but the man needs some serious vacation time if not full-fledged therapy. We need someone else to take over for him ASAP.
Also, you should break the news about his quirk to him yourself. My reputation would only be a handicap if I tried to do so myself.

131
A B E R R A N T
Directive File

Mission Log, Fyodor Pashkevich Bakulev, 10/31/12 [translated from Russian]

Why exactly has my career gone off the rails so badly? My service record at the FSB was spotless, with two commendations for service above and beyond the
call of duty and three promotions. Being invited to join the Directive seemed like such a godsend at the time. Now I find myself riding herd on a team composed
of what must be the agencys screwups and charged with a mission thats nothing short of punishment detail. Whose ass do I have to kiss or shoot to get myself
reassigned to a less nerve-wracking position?
Enough with the bitching, Fyodor Pashkevich. Time to start reporting on the latest shitloads of lunacy that our unwitting stalking horse has uncovered for us.
At least this nova also has the unerring power to find the best restaurants in his vicinity for us. Small comfort, but Ill take whatever I can get at this point.
Mission Report: 7 July, 2012, 0437 hours. Taproot has uncovered a dangerous gentlemens club for the aristocracy operating out of Bristol,
England. In addition to planning to subvert the British government, they were also engaging in the kidnapping and cannibalization of lower-class college students.
We tipped off MI-6 to the threat, which has since been neutralized. The investigation has also revealed an entrenched corrupt element within New Scotland Yard,
which has also been purged as of this writing. Also notable were the unexplained rain of small living squid at 4 May, 1104 hours and the Mayor of Bristol suffering
from a psychotic break while attending a Bristol City Council meeting at 1440 hours that same day.
Mission Report: 18 August, 2012, 1542 hours. Were in Seattle this time. While shadowing Taproot, we had what the Americans call a close encoun-
ter of the second kind. My team has made photographic and audiovisual recordings of the UFO in question, and also acquired samples of some local foliage
damaged by the object. All such evidence was sent to Omsk via the Directives current nova courier as per our standing orders. Our later encounter and subse-
quent dispute with a pair of Men in Black was also recorded and sent to Omsk. This is going to be a jurisdictional nightmare, and Im glad to have no further
part of it. Also, Taproot encountered some kind of unknown animal at one of the nearby national forests. My current forensics agent has recovered anomalous hair
samples from the scene for analysis at Omsk.
Mission Report: 5 September, 2012, 0034 hours. And now were in Boston. Taproot is beginning to show signs of weariness and stress - whatever it
is that Anna DeVries has him looking for, hes clearly having no luck finding as of yet. Our own interrogation of one of Taproots local passing acquaintances went
just as badly, as the man was suffering from what I can only describe as demonic possession. Aside from exhibiting psychotic behavior completely at odds with
his personality profile, the man manifested several dangerous and disturbing powers - most notably pyrokinesis - in his attempts to harm my agents. The subject
has no detectable M-R node or other aspects of nova physiology, and so has been remanded to CIA custody via Director Harris contacts. An explanation of this
incident would be welcome, but Im not optimistic.
Mission Report: 22 October, 2012, 1355 hours. Its good to be back in Russia, even if St. Petersburg is a far cry from my hometown of Vladivostok.
Taproot is visibly despondent and has been overheard muttering about being on a snipe hunt more than once. His errands in the city apparently have turned
up nothing once again. Would that my team were so lucky! At 0928 hours we noticed what appeared to be a bar of light crossing the sky, similar to the scanning
lights used in photocopiers. My team and I found the city around us transformed into a scene from the 16th Century; complete with wooden buildings, medieval
squalor and archaically-dressed townsfolk. Even worse, the roads were unpaved and muddy as it seemed we were now in the middle of the rasputitsa. We ducked
into a convenient alley hoping to avoid notice, only to encounter what I swear was an honest to God Oprichnik and his personal gang of hired thugs. Our weapons
allowed us to dispose of the thugs and capture the nobleman with minimal trouble. The man - whose name was David Pakovlev - stated that the year was 1565
after some quick and dirty interrogation. Then we noticed the bar of light crossing the sky again, causing our surroundings to revert back to the modern city of
the 21st Century. We found ourselves in the middle of a closed-down clothing store. The thugs had disappeared with the rest of 16th Century, yet Pakovlev had
somehow accompanied us back to the present. His now dead body had become a dessicated mummy, yet his personal effects and regalia - including the real sev-
ered dogs head that the Oprichniki carried as a badge of office - were still in pristine condition. All the evidence has once again been shipped to Omsk for further
analysis. For myself, Im planning on buying a bottle of the best vodka I can find and getting blind stupid drunk tonight.
Overall, this ongoing assignment to discover whatever Taproots mission may be has been a fools errand. The man himself isnt finding whatever Anna
DeVries had hoped he would find, and no longer cares to hide that fact. I am sure that Taproot will be taken off his own assignment soon. I would ask that the
same happen to me and my team. Watching this sort of weirdness on a television show like The X-Files is all well and good, but actually living it is nothing short of
a drunkards nightmare. My only consolations are that we will have learned something from all this madness, and that it will go away when Taproot does.

132
Appendix #2:
Telluric Weirdness
In Aberrant and Trinity, much is made of the Inspired a slight advantage as they might be able to perceive the
capabilities of novas and the various psionic beings. What mingled quantum and noetic energies directly or through
they failed to mention is that Inspired effects can manifest Inspired sensor technology. Fortean events occur without
in the natural environment without any actions by Inspired the aid of any guiding consciousness - they merely happen,
beings to act as a catalyst. While such effects were brought with any beneficial or detrimental consequences being
to the attention of the Aeon Society and others in the after- entirely coincidental. As they also depend on environmental
math of Hammersmiths Telluric Vortex in 1922, they had conditions in order to manifest, certain areas can be identi-
always been happening long before and ever since that fied as regions ripe for Fortean events to occur. Geological
time. Popularly referred to as Fortean events, these are a factors such as tectonic plate faults, latitude and local geo-
great way for the Storyteller to inject a little natural mystery magnetic fields are often - but not always - good indicators
into her Aberrant chronicle. of where such regions will tend to be. Otherwise, they can
only be discovered by witnesses of the Fortean event surviv-
ing the experience and having their tales recorded for later
The Basic Nature Of Weirdness analysis instead of being dismissed as mere tall tales.
At its core, a Fortean event is a natural phenomenon
not too dissimilar from thunderstorms, ocean tides or earth
tremors. The only differences are that Telluric energies are Strange Attractors
more directly involved in their creation, and that the main- These are what can only be called weirdness mag-
stream scientific establishment of the Nova Age still hasnt nets; passive foci of the ambient Telluric energies in the
any clue at all about them. Inspired researchers will have environment which spawn Fortean events. There are three
categories of weirdness magnets: places, objects and living
sapient creatures. Places are locally considered accursed
Chronicler Of The Damned sites in Fortean circles. The largest ones include the
In 1919, the North American writer and researcher
famous Bermuda Triangle, the Dragons Triangle near Japan,
Charles H. Fort (August 6, 1874 May 3, 1932) wrote
Germanys Black Forest and the Zone of Silence in Mexico.
The Book of the Damned, which was his first collection of
Smaller sites of this nature can be created - or destroyed -
accounts of anomalous events. As those accounts dealt with
by natural Telluric forces or the actions of sapient beings.
phenomena that the science of his time could not find any
Objects with passive Telluric foci are also thought to be
serious explanations, they were rejected and/or ignored
cursed, and usually affect anyone and everything in their
by the scientific establishment and thus damned. Fort
immediate vicinity. The only difference with sapient passive
worked throughout the 1920s, writing three more books
Telluric foci is that they cannot ever have or develop any
- New Lands (1923), Lo! (1931) and Wild Talents (1932) -
control whatsoever over this effect. One last thing: weird-
before his death. His final work was a posthumous printing.
ness mangets can and will either attract - or in some cases
Aside from providing inspiration - pun intended - for
repel - one another much as natural magnets will. When two
Storytellers to use Fortean events in their Aberrant and
or more weirdness mangets reinforce each other, the weird-
Trinity chronicles, those running Adventure! chronicles have
ness that they attract will increase accordingly. Exactly how
the option of using Charles Fort as a background Storyteller
weird things can get is left up to the Storyteller and what
character. The man was quite colorful, maintained regular
her players will tolerate.
contact with a wide range of people researching anomalous
For those who are interested, a listing for Weirdness
events and was a one-man clearinghouse of such informa-
Magnet as both a Flaw and a nova aberration is presented
tion. All of this allows him to fit in seamlessly into an Adven-
at the end of this appendix.
ture! chronicle as a non-Inspired yet still remarkable figure.

APPENDIX #2: TELLURIC WEIRDNESS 133


ABERRANT
Flavors Of Weirdness Spontaneous Telekinesis: Just as it says, these are
What follows is an overview of the general catego- incidents of telekinetic manipulation of objects, although
ries of anomalous events, arranged in progressive levels there is no directing consciousness to guide them. At the
of oddity. Despite the seeming mundanity of the subtler low end is what is commonly referred to as poltergeist
events, they still qualify as Fortean for our purposes as activity, as seen in many accounts of ghosts and other such
they represent a radical skewing of probability towards the entities. (Those are detailed in Appendix #3 of this book.)
bizarre instead of anything consistently detrimental or ben- At the upper end large objects such as massive chunks of
eficial. Most of the effects described below can be applied soil - sometimes with multiple full-grown trees still rooted
to either people - as either owners of weirdness magnet in them! - have been reported as being torn from the land-
items or being weirdness magnets themselves - or places. cape and levitated to a new location. Boulders, vehicles
Mundane Weirdness: Something of a contradiction and other such items of a similiar size can also be affected
in terms, these are extremely odd events based on highly in this manner with the results being either completely
unlikely flukes of probability instead of the other blatantly random or whatever the Storyteller desires.
paranormal varieties of Forteana. Technology will exhibit Out Of Place Artifacts: These are artifacts found in
inexplicable malfunctions or dysfunctions. Freak accidents places in which there is no logical reason for them to be
become everyday mishaps. Notable people - the Inspired, there. Most credible items of this variety are found while
celebrities, government agents, members of criminal orga- mining or exploring long-sealed ancient tombs, as its far
nizations, secret societies, cultists, comspiracy members, too easy to explain other locations as the result of human
the mentally ill, etc - will be encountered by sheer chance. negligence and/or mischief. In a few cases these are
Potential romantic interests will inevitably have some sort rediscovered evidence of forgotten advanced technolog-
of odd, possibly undesirable personality trait - obsses- ical devices, such as the famous Antikythera mechanism.
sive, neurotic, has a possibly unpalatable fetish, etc. - that Most often, these items are displaced from alternate time
prevents them from being considered as whatever passes periods or alternate universes in a similar fashion as those
for normal. People tend to commit extreme and often items displaced by skyfalls as mentioned above. Most out
senseless acts - murders, suicides, seductions, etc. - when of place artifacts will be nonfunctional and/or badly dam-
they are in the vicinity. Animals will behave in strikingly aged from their entombment, but this isnt always the case.
unusual and/or inappropriate ways. Recorded information This also makes a handy means for Storytellers to introduce
about the weirdness magnet will become confused with mysterious new Devices and Artifacts - as per the Adven-
other records in computer databanks and in bureaucratic ture! core book - into their chronicles with a minimum of
files. Unusual messages - coded reports from spies, threats fuss.
intended for others, and other sort of incriminating or Cryptids: These are animals that are either unknown
embarrassing things are received on a regular basis. Offi- to mainstream science or whose existence dismissed as
cial hassles and other bothersome social interactions due hoaxes by the scientific establishment. The most well-
to mistaken identities are commonplace. known cryptids during the 20th and 21st Centuries are as
Skyfalls: Although the name is a misnomer since it follows. First off is Bigfoot, a.k.a. Sasquatch, Yeti, Orang
sometimes happens indoors, it describes a natural Telluric Pendek and Yowie; which are suspected to be descen-
event that has characteristics of both the Warp quantum dants of the extinct Gigantopithecus. Others include lake
power and a noetic Transmassion effect. Many small monsters such as those said to inhabit Loch Ness , Lake
objects are teleported from elsewhere through this effect Tahoe and Lake Champlain, giant sea serpents, giant
to a random elevated destination, where they fall to the carnivorous bats (said to inhabit Central America and the
surface normally. Skyfalls are either large and stationary rainforests of Java in Indonesia), giant octopi large enough
over a certain location or are small and fixated on an unfor- to threaten sailing vessels, mapinguari (possible giant sloth
tunate person. Skyfalls have produced rains of fish, frogs descendant said to inhabit the rainforests straddling the
and toads, jellyfish, worms, spiders, blood (actually water border between Brazil and Bolivia), thunderbirds (giant
contaminated with reddish dust and/or microbes), stones, North American raptors reported to have unsuccessfully
flower blossoms or petals, nuts, fragments of animal flesh, attempted to prey on small human children), living dino-
small live sharks, grain, butter, dead monkeys, cylinders of saurs (of various types, reported in Africa, Australia and
stone, golf balls, various unidentified gelatinous and resin- the North American Southwest), giant anacondas in South
ous substances, fruit, crabs, shellfish, turtles, snails, lizards, America which dwarf the green anaconda (thought to be
snakes, and insect larvae. Aside from the hassle of cleaning the largest variety known) and giant river fish capable of
up the resulting mess, there are seldom any negative con- preying on adult humans. Other cryptids can be found
sequences of experiencing a skyfall. worldwide and are far too numerous to list and describe

134 APPENDIX #2: TELLURIC WEIRDNESS


ABERRANT
here. Encounters with such beasts can be rewarding for Centuries take them very seriously. Aside from the national
novas who manage to kill them or capture them alive for security implications of alien space travelers intruding into
presentation to the global scientific community. One point their controlled airspace, those governments have long
of interest: in the 19th Century, gorillas were considered known the technological advances to be gained from
to be cryptids until explorer Paul Du Chaillu brought dead reverse-engineering advanced alien technology. This was
gorilla specimens to the UK in 1861. This prompted serious especially evident during the Cold War as both NATO and
scientific investigations, as the scientific establishment of the Warsaw Pact nations were always seeking to gain any
the time was forced to accept the existence of gorillas as possible military advantage over each other. To this day, all
an authentic group of primate species. of those governments seek to either cover up or debunk
Surreal Beings: Unlike cryptids, these creatures are any and all evidence of close encounters their citizenry
cannot be considered to be products of mundane evolu- might come across. Muddying matters further are the Men
tionary processes and are likely Inspired in some manner. In In Black, some of whom are government black ops agents
some cases, they may actually be low-powered aberrants and others are alien biocontructs. In both cases, they seek
(in the Trinity sense of the term). A few examples from to silence obstinate UFO witnesses by any means they
North America include the Mothman (West Virginia, U.S.A.), deem necessary. All of this can make for great conspiracy
the Jersey Devil of the Pine Barrens (New Jersey, U.S.A.) and espionage plots to add to an otherwise-typical Aber-
and the Lechuza of the Rio Grande valley (Southern Texas, rant chronicle.
U.S.A. and Northern Mexico). Worldwide, such beings Dimensional Rifts: The second-rarest kind of Fortean
include figures out of any mythology ever developed by event, these are incidents when the surrounding Tellu-
humans - centaurs, werewolves, vampires, fey creatures, ric forces distort local spacetime. While most often this
dragons and other things which are clearly not of any Aeon creates effects equivalent to the Teleport or Warp quantum
Continuum Earth. Aside from those which are actually aber- powers at varied ratings, sometimes full-blown portals
rants as mentioned above, surreal beings are considered between universes - equivalent to the Portal technique of
to be omniversal flotsam as described in Chapter Two of the Crosstime Interface quantum power on p. 100 - will
this book (p. 41). Whether or not the latter variety of beings manifest. In all cases, there will be little or no warning signs
have become permanent residents of Aeon Continuum of these effects before they are learned of in the hard way.
Earth instead of temporary visitors is left to the Storytellers Teleportation and Warp incidents have been responsible
discretion. for several notable and unexplained vanishings of people,
Discarnate Beings: Familiar from centuries of folktales, regardless of whether they were in a vehicle at the time.
legends and ghost stories; these are beings consisting Portal incidents are less common and are mostly associated
solely of noetic templates, most often those formerly living with long-known Fortean locations such as the Bermuda
humans or alien sapients. Others will have had no prior Triangle. Warps and Portals located in midair often cannot
existence as material lifeforms; and can be beneficial and be escaped from due to the fact that few 20th and early
protective, neutral and aloof or dangerous and predatory 21st Century aircraft aside from helicopters are capable
where the living are concerned. See Appendix #3 of this of sustained hovering or extremely sharp banking. Those
book for details. located on the ground or in subterreanean passages can
Close Encounters: These need little explanation, as often be found by retracing ones original path, allowing
the concept of encountering unknown alien spacecraft - the unfortunate(s) to return to the original location. Aside
and their occupants, on occasion - has become part of the from being a source of surreal beings, Portals are also an
popular global culture of the early 21st Century. This cat- interesting method to introduce Aberrant: Nexus material
egory covers everything from simple sightings to outright into your Aberrant chronicle.
alien abduction - and sometimes dissection - of Terran life- Timeslips: The rarest kind of Fortean event, timeslips
forms. Its important to note that these beings should not are nothing less than naturally-occuring brief incidents of
belong to any of the known xenosapient civilizations found uncontrolled time travel. A timeslip has limited duration
in the Trinity setting. As these beings can be intergalactic, - anywhere from 20 seconds to 2 days, on the average
extratemporal or from alternate universes, the Storyteller - but can send one or more people either backwards or
has carte blanche to let her imagination run wild here. That forwards in time. The temporal range of a timeslip can be
last option is especially convenient if the Storyteller desires anywhere from years or decades to centuries and millennia
to introduce near-human aliens. at the extreme. Regardless of the temporal displacement
The most remarkable difference between close involved, the location of the affected person(s) is never
encounters and other kinds of Fortean events is that the changed relative to the locale. People who are experienc-
governments of Aeon Continuum Earth in the 20th and 21st ing a timeslip at the corner of Elgin and Nepean Streets in

APPENDIX #2: TELLURIC WEIRDNESS 135


ABERRANT
Ottawa, Ontario, Canada will remain at that same physical Using Fortean Events In
location instead of being flung off into interplanetary or
interstellar space. Witnesses undergoing a timeslip may or Your Chronicle
may not sense that something unusual is going on during At their base, Fortean events are defined by two fac-
the incident. If a timeslip occurs at night, the witnesses tors: their rarity and their seemingly inexplicable bizarre-
might observe a glowing white bar of light - similar to that ness by the standards of 20th and 21st Century witnesses.
of a copy machines scanner - stretching to the horizons While the first factor can be lessened somewhat if the
and passing overhead. In daytime conditions, the effect Weirdness Magnet Flaw/aberration is in play, using Fortean
is most often drowned out by the sunlight. After the light events in an Aberrant chronicle is much like cooking with
passes, witnesses will typically notice an odd brief quiet- hot peppers. Use too much of either, and the players (or
ness, which is a byproduct of being temporally shifted. diners) will not be able to enjoy what the Storyteller (or
Then the sounds of their new surroundings are heard as chef) is offering them. Storytellers are strongly encouraged
the inadvertent time travelers arrive at their destination. to find out what their players consider to be a desirable
Upon their arrival, the witnesses can interact with their weirdness level and adjust their use of Fortean events to
new surroundings normally. They can and will perceive and their players collective taste. For purposes of information,
be perceived by the locals - if any are around - and may a chart detailing said levels of weirdness is provided below
even take solid matter from the alternate time period back in the Weirdness Magnet Flaw/aberration listing.
with them when the timeslip ends and they return to their Once that matter is settled, the next question is
native time period. Food eaten during the timeslip will be this: how can the Storyteller make the best use of For-
metabolized normally without any odd effect aside from tean events? In the hands of a creative Storyteller, they
possible food poisoning, if the timeslip takes witnesses make for an excellent source of plot devices, red herrings
back to a time before modern food inspection was in and adventure hooks. They are also an excellent way
practice. Inanimate objects brought back from a past for the Storyteller to jolt overly-complacent players out
time period will tend to age - if not outright disintegrate - of whatever rut their thinking is currently stuck in. That
rapidly due to being shifted forwards through time. If the said, Fortean events should never be trivial, silly or overly
witnesses are in a position to notice - such as looking into disturbing to the chronicle. They are also not a way for lazy
a past-time clothing store which is currently a bookstore Storytellers to disguise plot holes in the chronicle, deus ex
- they will see their immediate surroundings change in a machina for fixing problems in the chronicle or a substi-
flash of white light once the timeslip ends and they are tute for actual roleplaying. Fortean events should provide
returned to their original time period. From the perspec- inconvenience and opportunities for emotional reactions,
tive of the locals, timeslip witnesses will vanish once the but not to the point where they alter the course of the
temporal displacement ends. Depending on the amount of chronicle - unless that is what the Storyteller desires.
time crossed by a timeslip, the reaction of the locals can
range from mild interest to mute astonishment or outright
panic.
New Flaw/Aberration
Timeslips can be very handy for the Storyteller in that
it gives her a means to send characters either backwards Weirdness Magnet (3 point value /
or forwards in time that she will have full and total con- medium level at default)
trol over. Whether or not the player characters are either A character with this Flaw is a natural fluke of proba-
witnesses or locals when a given timeslip occurs is bility - events that would normally happen once in a million
up to her discretion as well. This allows the Storyteller to are instead nine times out of ten whenever he is involved.
inflict all sorts of lovely time travel-related plot twists and The character will encounter unlikely situations - including
plot hooks into her Aberrant chronicle without needing nova eruptions - and Fortean events on a regular basis, and
any player characters to attain Quantum 8 and develop the is often at the center of them. At the default level of this
Time Travel quantum power. One note: if the chronicle is Flaw the weirdness attracted is just highly inconvenient,
set in the Universe 2 or Universe 3 timeline groupings and is only a threat or benefit to the character on rare
(p. 29 of this book) - a.k.a. the main settings for Aberrant occasion. The character gains an additional +1 difficulty
and Adventure! - all timeslip witnesses from future times on all Social rolls with most people who understand both
are considered Phantoms as per the Flaw on p. 119 of this what a weirdness magnet is - a minority of humanity - and
book. that the character is one. Such people will typically want
to avoid the character and the attracted weirdness. The
exceptions will be parapsychologists who want to study the

136 APPENDIX #2: TELLURIC WEIRDNESS


ABERRANT
character, thrill seekers and those rare few who are used Five Points: As above, except that the Fortean events
to frequent encounters with weirdness. The Flaw will take no longer have to be in theme and they will always
effect two to three times per session at the Storytellers directly target the character. As this level of weirdness is
discretion. achieved by having three average Weirdness Magnets in
The effects of this Flaw can change in two ways. First, close proximity, the frequency of the events is tripled.
weirdness magnets of all kinds tend to attract each other Six Points or more: This level of bizarreness can be
much like powerful mundane magnets. This grouping best described as sheer insanity made flesh. Mundane
together will increase both the frequency and the level of weirdness and average Fortean events both no longer
weirdness of the attracted events. Second, novas who gain count against the Flaws event maximum. Fortean events
this Flaw as an aberration will have it increase in strength do not need to be in theme and will always directly target
and have its nature change as their Taint increases. For the character. Incidents generated at this degree of weird-
each dot of permanent Taint accumulated after gaining this ness are utterly bizarre. The Storyteller is encouraged to
aberration, the attracted weirdness will become increas- let her imagination run wild when creating such incidents,
ingly dangerous to the character. The listings for these provided that she keeps the players tolerance levels for
alterations are seen below. weirdness in mind. As this level of weirdness is achieved by
having four or more average Weirdness Magnets in close
proximity, the frequency of the events is quadrupled.
Flaw Value & Weirdness Level
Default: A mix of mundane weirdness and Fortean
events, with most of the latter being in theme. Said Aberration & Weirdness Nature
Fortean events have a 50% chance of directly targeting Default: Mostly just inconvenient, rarely beneficial or
the character. In theme Fortean events indicates some dangerous.
form of weirdness that the character could logically have +1 Taint: 70% just inconvenient, 30% dangerous,
become entangled with in the past. never beneficial.
Four Points: Mundane weirdness strikes at the Story- +2 Taint: 50% just inconvenient, 50% dangerous,
tellers whim and is not counted against the Flaws event never beneficial.
maximum. Only 50% of the Fortean events caused by this +3 Taint or more: 100% dangerous, never just incon-
Flaw are in theme and they all have a 75% chance of venient or beneficial.
directly targeting the character. As this level of weirdness is
achieved by having two average Weirdness Magnets in
close proximity, the frequency of the events is doubled.

APPENDIX #2: TELLURIC WEIRDNESS 137


A B E R R A N T
Internal on Society Missive

TOP SECRET - Babel Dossier - File #03-1964-2-05-Q EYES ONLY

Arena: on Council
Status: Archive
Author: Kimball Mastersson
Subject: The Aguateca Relic, final disposition of
Minimum Security Rating: Epsilon

Now that all the ruckus has finally died down, Ive been chosen to present a final accounting of this mess of greed,
nepotism and blatant stupidity in the hopes that it will not be repeated in ons ranks in the future. It should also serve
as a warning to all those whose worldviews are limited to what society deems to be factual and true. Humans have never
known as much as we think we do, and we ignore the dangers of the unknown at our peril. Two men have just died as a
result of ignoring this truism. They are not to be mourned, instead they are clear examples for future on operatives of
what not to emulate in their endeavors.
The affair started with a Mayan sacrificial obsidian knife uncovered by an on archeological expedition exploring
the Aguateca site in Guatemala in 1925. The relic was discovered to have an oddly malignant Telluric aura (as claimed by
the late Professor Levitz) which alerted them to the presence of a hostile Telluric entity that was connected to it. After a
drawn-out battle with the Aguateca entity, Professor Levitz managed to defeat it using his own mesmeric capabilities to
send it into a state of indefinite dormancy. Afterwards the relic was sealed in a lead case, welded shut and was archived in
one of our most secure vaults for safekeeping. Further analysis by Professor Levitz and other on mesmerists was incon-
clusive. The relic would remain untouched and dormant for the next thirty-four years.

138
A B E R R A N T
Internal on Society Missive

All that changed with the appointment of


[NAME REDACTED] to the position of main admin-
istrator for the secure vaults in 1962. The son of
a sitting on Council member, he proved to be
a somewhat competent bureaucrat if difficult to
work with professionally. His coworkers described
[NAME REDACTED] as petty, needlessly authori-
tarian and having a sense of personal entitlement
due to his fathers connections to the on Council.
Several incidents of harassment of lower-ranking
female on operatives were also noted before
being hushed up by [NAME REDACTED] s father.
This pattern of misbehavior would culminate in
the unsanctioned breaching of the Aguateca
Relics storage case. Upon touching it, [NAME
REDACTED] fell under the influence of the afore-
mentioned hostile Telluric entity, although this fact
would not be discovered for several months.
[NAME REDACTED] s behavior underwent a marked shift during that period, which was initially mistaken by his
co-workers for the onset of delayed psychological maturation. Instead of engaging in his previous offensive actions, he
began searching out locations around the city of [LOCATION REDACTED] that were said to be haunted in his spare time.
The sites he visited ceased exhibiting any Telluric activity immediately afterwards, which the property owners considered
beneficial as all said hauntings were uniformly malignant in nature. [NAME REDACTED] took no payment for these services,
instead asking the property owners to remain silent about the matter. Covert footage (see enclosed photos #014-020)
clearly shows [NAME REDACTED] carrying and likely using the Aguateca Relic during his outings. Several vagrants also went
missing during the last two weeks of this period.
Matters came to a head when an on investigative team under the personal direction of Whitley Styles presented their
findings to the full on Council on 1964-01-05. The Council immediately voted to have [NAME REDACTED] taken into
custody and the Aguateca Relic resealed or destroyed in order to stop the threat it presented. Our other few remaining
mesmerist operatives were called in to join our hunt.
We found [NAME REDACTED] in an abandoned housing tenement, dressed in the garb of a Mayan priest and prepar-
ing to perform a ritual of mass human sacrifice using the missing vagrants as the victims. Sensing our arrival, the Aguateca
entity manifested itself and began fighting us. Even with our advantage of numbers, it was tossing us around like ragdolls
until [NAME REDACTED] used the Aguateca Relic to stab his father in the heart. This act caused a Telluric backlash that
killed both men, shattered the Aguateca Relic and visibly weakened the Aguateca entity. Then, what I can only describe
as the ghost of the late Professor Levitz appeared and stuck the Aguateca entity what seemed to be a mortal blow. Both
entities vanished, although one of our mesmerists somehow divined that the Aguateca entity had been destroyed once and
for all. Our team and the surviving Aeon Council members escaped without any other casualties.
The matter is now considered settled. Organizational reforms have been instituted at all levels of on and the bodies
are buried. Our security protocols have also been drastically improved. Nevertheless, the question of Professor Levitz and
the entity we fought still remains a mystery beyond the remit of this simple former homicide detective.

139
Appendix #3:
The Discarnate
In Adventure!, the existence of ghosts and other be called "none of the above". This results in an environ-
"spiritual" entities was established (Adventure! core book, ment of infinite "sub-realms" that resembles something
p. 75) but no rules for introducing such entities into an best described as one of Jack Kirby's epic fever-dreams,
Aeon Continuum chronicle were ever given. That changes provided that he had ever overdosed on a drug cocktail of
now. What follows is our best attempt at a set of rough LSD, peyote, ayahuasca and absinthe. A small fraction of
guidelines for Storytellers to use to create all sorts of noetic this environment is a funhouse mirror-image of the noetic
entities with which to challenge and perplex their players. space's standard cosm, complete with functional ecologies
on the noetic templates of life-bearing planets.
Aside from the noetic templates that comprise most
Things That Go Bump In The Night of noetic space there are also the memetic entities, literally
For as long as Humankind has been sapient, they have
ideas that have taken on lives of their own. Most of these
been influenced by the belief that they were surrounded by
are little more than analogs of simple animals and plants,
spirits of all sorts. The intangible remainders of deceased
which serve as prey for the noetic templates of living (and
humans always watched the living - sometimes to pro-
formerly living) things. A small fraction of the memetic
tect, sometimes to attack, sometimes just from curiousity.
entities are the equivalent of advanced animals, with a
Entities that were never human were also known, some
percentage of those being fully sapient. Of the sapient
of which were usually best avoided when possible. Ideas
entities, they can be benevolent, malevolent or just plain
and dreams that took on lives of their own and followed
indifferent in regards to humanity and other sapients. That
their own alien logic. All of these "spirits" literally haunted
said, it's always best to be wary of such beings. Many of
the world since time immemorial. However, as science
them are just as capable of engaging in deception as any
advanced and ancient beliefs were disproven, the belief
human, which leads to problems for the living...
in spirits was likewise considered to be the combined
product of overactive imaginations and a lack of proper
education. In most universes where Humanity exists, that The Noetic Menagerie
is true enough. The universes of the Aeon Continuum are The inhabitants of noetic space can be broken down
not "most universes". There, the existence of spirits is - for into the following categories, determined by their eco-
good or ill - a documented if little known fact. logical niche, degree of sapience and inclinations towards
living sapients. Given that the sapient types of these enti-
ties can change their appearance at will, the living simply
The Flipside Of Reality cannot judge them that way. Those foolish enough to do so
To understand a being, one must first understand
should not expect to survive an encounter with them.
its natural environment. In the case of noetic entities,
Ghosts are the surviving noetic templates of deceased
that would be the interior of the psion particle crust that
sapients that have resisted the calling of their species'
covers a standard cosm, hereafter referred to as "noetic
respective noetic massminds. On Earth, most such enti-
space". Nearly everything within noetic space is a "psi
ties are of baseline human origins. As deceased people
form" of one sort or another, patterns of information itself.
- with all that implies - the personalities and motivations
This isn't too different from the objects within a standard
of ghosts can and will vary wildly. Some stay in order to
cosm, which can be thought of as patterns of subatomic
complete some unfinished business from their lives, while
particles and energy. Most of these patterns are the noetic
others don't even realize they've died and carry on with
templates of everything that has ever has, does or could
the routines they followed in life. There are just as many
exist in the associated standard cosm of the noetic space
ghosts who stay on Earth to watch over their loved ones
in question - along with even more things that can only
as there are those who remain to carry on with the type

140 Appendix #3: The Discarnate


ABERRANT
of crimes that they committed in life. Seeking justice - or psychotic break and become rogues, which are described
revenge - for what a ghost considers his or her unjust death below.
is also not uncommon. Others were simply too comfortable Despite proclaiming themselves to be independent
with their surroundings in life to have any desire to leave agents, Rogues are in fact funhouse mirror images of the
just because their bodies died and they legally don't own heralds. Where heralds are the soldiers of the noetic mass-
their former homes any more. Nevertheless; sooner or later mind, rogues serve their noetic massmind as procurers of
all ghosts must eventually give in to the call of their noetic "food", meaning those noetic templates of the massmind's
massmind, leave quantum space for good and face their associated sapient species which it deems unsuitable for
fate for good or ill. The only question is whether they will assmilation into its mindspace. Unlike the heralds, the pre-
do so voluntarily or not. conceptions that living sapients have of rogues as hunters
Though rare in the extreme, Ghost Animals are known of souls is in this case completely accurate. They also pos-
to exist. They are the result of a combination of two factors. sess free will, but that perk comes with a very heavy price.
The first is an animal dying in extreme pain, which is far too Rogues must exist under the constant, very real and serious
common in Nature to be remarkable. The second is for the threat of being consumed and destroyed by their noetic
death to occur in an area with a heightened background massmind if they fail to provide a steady supply of suitable
level of Telluric energies. Ghost animals will generally carry noetic templates in their place. To avoid this fate, rogues
on as they did in life, although some do end up seeking work tirelessly to tempt, trick and deceive those of the
out and attacking whatever creatures caused their deaths. living that they deem offensive into committing whatever
As bestial spirits, their psionic powers will be used instinc- acts their noetic massmind considers worthy of condem-
tively and cannot be improved through experience. It's nation. Unlike the heralds, their mentality is somewhat com-
also important to note that only advanced animals have prehensible by baseline human standards. As free-willed
the potential to become ghost animals. For a selection of beings, rogues have lost the absolute behavior fixations
appropriate Terran animal species that could become ghost of heralds and can begin to comprehend the thinking of
animals, please refer to Aberrant: The New Flesh p. 62. other spirits and the living, although that learning process
Though called different names by different cultures, will take time. They also have an aversion to anything that
Heralds are all the creations and servants of a noetic reminds them of their noetic massmind, which can become
massmind, acting as its agents in both noetic and quantum a full-blown phobia in some individuals. Obsessions geared
space. Usually thought of by living sapients as escorters of towards finding ways to thwart the designs of their noetic
worthy souls into a paradisical afterlife, heralds are in fact massmind and its heralds are also common. That said, all
more like programmed machines psychologically. While that most rogues are truly capable of is delaying their inevi-
they have emotions and social responses that are some- table fate of becoming food for their noetic massmind. The
what similar to those of their associated sapient species, only variable in that equation is how long they can manage
they are limited in that they cannot act against the direc- to do so.
tives of their noetic massmind. What's more, heralds have
absolute behavior fixations that make even considering
alternative actions physically painful for them. If a noetic
massmind directs its heralds to rescue a group of innocent This Is Not (Necessarily) Good Vs. Evil
people from danger, they will do so without hesitation. Going by the preceding two listings, readers may be
Likewise, if they are told to commit mass murder on a inclined to see heralds and rogues as merely angels and
group of innocent people, heralds will obey that order. This demons as described in the Abrahamic religions with new labels
alien mentality makes communicating with heralds a risky applied to them. That is a mistake that we must correct. The
proposition for the living, as their observations and inap- true nature of any cadre of heralds or rogues always depends on
propriate questions can upset a herald as it literally cannot the personality of their associated noetic massmind. If a herald
think in the way of the beings it's talking to. In the final serves a malevolent noetic massmind, its demeanor and actions
analysis, heralds are unquestioning and near-sociopathic could easily lead to it being seen as demonic by living sapients
soldiers of their noetic massmind. For them, their faithful of a religious bent. The rogues of that noetic massmind could
obedience and service is all that matters - everything (and in turn be considered angelic by such sapients, as they would
everyone) else outside of those concerns is irrelevant. On encourage actions that are contrary to their noetic massminds
occasion, a herald will find its emotions conflicting with its desired traits. One cannot simply judge by appearances in this
service to its noetic massmind, creating a degree of unend- situtation.
ing emotional trauma unknown to baseline human psychol-
ogy. Such unfortunates eventually suffer the equivalent of a

Appendix #3: The Discarnate 141


ABERRANT
The Memetics are concepts that serve as the spirit-an- deeply at the same time. Along with ghosts, thoughtforms
alogs of plants, animals and other phyla in the ecologies are the spirits with the closest psychological resemblance
of noetic space. They are created by the normal thought to living sapients. Thoughtforms are always benevolent
processes of living sapients and reproduce through being towards their creators, and will act to help them in any way
communicated to other living sapients. Living sapients possible when their creators are in distress. As they are
can also perceive memetics in certain circumstances, and directly linked to the noetic templates of their creators,
consider them hallucinations. This is fortunate for the thoughtforms gain an automatic success on using any
inhabitants of noetic space, as it provides them with an Telepathic and/or Vitakinetic powers they have on them.
practically infinite food supply - as long as the sapients This also means that most thoughtforms will follow their
whose minds are creating the memetics survive. While creators to meet the noetic massmind upon their deaths;
most memetics are considered the equivalent of wild- with only a few choosing to remain in noetic space for
life and are treated as such by sapient spirits, some are whatever reason.
domesticated by sapient spirits to serve various functions. Then there are the Bedlamites, thoughtforms that
Only the mid- to apex predators pose any possible threat have been spawned by the natural vortices of currents
to living sapients, and that only on the rare occasion that in noetic space. Lacking any direct connection to living
living beings enter noetic space in the flesh. That said, sapients, these entities are insanity made manifest. A
those predators do find large amounts of suffering and bedlamite will vaguely resemble a member of a living (or
negative emotions quite attractive, much as Terran sharks extinct) sapient species in psychology, if only to provide a
are attracted to blood in the water... baseline for its mental disorders to make it deviate from.
Thoughtforms are nothing less than fully sapient Bedlamites are the noetic equivalent of Taint-maddened
memetics, spawned by the intensely focused - or obsessive aberrants (in Trinity terms) in function if not raw power
- thought processes of a living sapient. Creating a thought- and are feared by all other spirits in noetic space. They
form requires a living sapient to have the Meditation cannot be reasoned with, bought off or intimidated by
Ability and is treated as creating an invention (Aberrant: other spirits. It's bad enough that bedlamites can and will
Brainwaves pp. 23-27) based on (Wits + Meditation) rolls. interfere with other spirits for reasons that only make sense
Also known as tulpas and "imaginary friends", these spirits to their own insane thought processes. What's worse is that
"bud off" from the noetic template of their living sapient bedlamites are infamous for feeding on any other sapient
creators. Most sapients create thoughtforms in order to spirit they can overpower; as they cannot gain sustenance
gain the psychological benefits of having a close personal or regain lost Willpower and temporary Psi points in any
relationship when their circumstances don't allow for that other manner. They can band together in (barely) functional
to happen with other living sapients. Thoughtforms have groups in order to hunt spirits cooperatively, but that is
their own personalities and preferences, and they're not the highest point of social organization which bedlamites
completely under their creators' control. A thoughtform are capable of. They are only found in quantum space on
will determine its own appearance and gender (if any), the very rarest of occasions, which is a good thing for the
often choosing what its creator would find appealing. Sus- living.
tenance is gained through social and emotional interaction Finally, the Strangers are spirits that are remarkable
with their creators - or other sapients, if their creators have in that the healthy biospheres found in quantum space
died. They have to use their creator's brainpower to think are their natural habitats. These entities are sometimes
on anything deeper than an everday level, which makes sapient and are produced by the long-term accretion of
for problems when their creators are also trying to think ambient noetic energy in the environment. Most often
known as "nature spirits", "kami", "djinn" and "spirits of
place" among other monickers, strangers tend to embody
Thoughtforms And Novas whatever concepts found in Nature that provokes strong
As their noetic templates have been fused into their quan- emotions in living sapients. Strangers are not only found in
tum matrix by the eruption process, novas are unable to create the wilderness however, as they can also develop from the
thoughtforms as described above. A thoughtforms existence noetic energies produced by sapients. Family heirlooms
depends on a sapients latent (or activated) psionic potential, and historical buildings are prime examples of objects that
which novas lack by definition. It might be possible to create a can develop into strangers once they've been exposed to
thoughtform with a new and currently undefined technique of sufficient noetic energy from sapients. Their psychology
the Pneuma Manipulation quantum power. The answer to that is somewhat comprehensible to sapients who are familiar
question has been left to your Storyteller to decide. with them, as a stranger will have one or more mental
disorders - usually phobias, compulsions and/or obsessions

142 Appendix #3: The Discarnate


ABERRANT
- which reflect its particular orgins and habits. These are not These are objects, structures or people that the spirit in
true mental disorders, but naturally-occuring features of its question uses as lifelines to their home region of noetic
thought processes and cannot be "cured". Strangers can space. If one or more of those lifelines are severed, the
and do sustain themselves on the ambient noetic energy spirit that was relying on them will be banished back to
found in quantum space, but will typically not hesitate to its home region for a variable length of time. That can be
feed on the strong emotional reactions of living sapients if anything from a few days to months or years (Storytell-
circumstances and/or their desire demands it. er's discretion), depending on how powerful the severed
anchor was. If all of a spirit's anchors are severed at once, it
can be permanently banished back to noetic space.
Residuals Their existence as beings of pure noetic energy also
Often mistaken for actual ghosts, these things are more
makes spirits extremely vulnerable to the quantum energies
noetic automatons instead of any kind of spirit. They are created
used by novas and quantum gadgets. Spirits automatically
by the noetic energies caused by intensely emotional events
treat all damage from quantum powers and quantum gad-
experienced by living sapients. Those noetic energies them
gets as aggravated, even if the attack in question would
imprint themselves more or less permanently into the immediate
normally only inflict Stun damage. This includes the "taint
vicinity, resulting in a visible and/or audible apparition that will
radiation" given off by novas with the Taint Bleed aberra-
manifest periodically for centuries or even millennia. Residuals
tion (Aberrant Players Guide p. 96). Sapient spirits that
are non-sapient and will usually reenact a preprogrammed series
know about this fact will be very wary of novas, if not out-
of actions when manifesting. Residuals can be intelligent but
right fearful for their continued existence when confronted
they have no interior lives, no goals other than to follow their
by an eximorph.
programmed actions and only rudimentary personalities. They
cant analyze their own behavior or formulate their own goals
and desires. They are also mindless in terms of telepathy and Discarnates in Noetic and
similar Inspired powers. Residuals do respond to stimuli and are Quantum Space
able to carry out complex instructions. While they can be very On their "home turf" of noetic space, most spirits
unsettling, residuals are essentially harmless and lack any psionic recover Health Levels, temporary Willpower and temporary
powers beyond the Phantasm basic technique of the Manifesta- Psi as a standard psion would (Trinity core book pp. 252-
tion Mode of Pneumakinesis. 253, and 190-193, respectively). This means periods of rest-
ing, acting in accordance with their Natures (or Virtues, if
the system from Adventure! is being used) and consuming
lesser spirits as "food". All spirits will have a minimum Will-
The Nature Of The Beasts power of 6 - a necessity for beings lacking any true flesh to
Despite any of their differences in origins, behaviors protect their noetic templates. They can also be perma-
and means of survival, all of the entities discussed in this nently destroyed in this environment though any method
Appendix are the same thing at their core: "living" patterns of inflicting damage that can overcome their Soak ratings.
of psionic particles/energy. Known as "psi forms" to Aeon's Quantum or psionic powers, Inspired technology and even
highest-ups in the 22nd Century, these entities are made mundane weapons will do the job, although using the
of both information and the transmission medium for the latter method requires spending one point of temporary
same. Inside noetic space, most spirits regain their strength Willpower to "charge" the weapon with noetic energy. In
(temporary Psi, Health Levels and Willpower points) and all other aspects, spirits can be treated as psions for issues
sustain themselves by feeding on ambient noetic energy of Attributes, Abilities, Health Levels, Psi, Attunement and
and/or lesser psi forms. When in quantum space, they using noetic bioware as per the Trinity core book. The
typically must either rely on their personal stores of noetic psionic powers available to spirits will be detailed later in
energy - much as marine mammals rely on the extra this Appendix.
oxygen stored in their muscle tissue - or feed on the noetic In quantum space, most spirits have enough ambient
energy which the living produce through strong emotional noetic energy around them to "breathe", but lesser spirits
responses. This energy can be tapped directly from living suitable for dining on are too rare to be considered a
sapients or absorbed from the ambient noetic imprints reliable "food" source. Thus, spirits in quantum space have
of those emotions in the immediate vicinity. The specific little choice but to feed on the noetic energy produced
strong emotions it chooses to provoke in the living is usu- living sapients as described above. Using the chart found
ally a good indicator of a hungry spirit's true nature. in the listing of the Empathic Manipulation quantum power
One thing spirits will all have in common is the need (Aberrant core book, p. 196), we can provide Storytellers
to establish anchors in order to remain in quantum space.

Appendix #3: The Discarnate 143


ABERRANT
with a rough gudeline as to the "food value" emotions time - as humans understand them - have little meaning
have for spirits. The states listed on the first line count in noetic space. This fact can wreak havoc with a spirit's
for nothing. Emotional states on the second line are like attempts at targeting its arrival point in the spacetime of
snacks for spirits - enough to tide them over for a short the living. Spirits typically do well enough with the spatial
while if they're feeding regularly, but not enough to fend coordinates, as they typically rely on their anchors to guide
off starvation. On the third line are emotional states strong them. Instead, spirits traveling to quantum space some-
enough to serve as full meals for spirits. The emotional time miss their desired point in time, appearing for a brief
states listed on the fourth line can only be considered hol- period (1 to 2 turns) in the past or future of the timeline
iday feasts where a hungry spirit is concerned. Please note they're attempting to enter before being yanked back to
that these values are derived from the emotional states of their departure point in noetic space. Further details can
a single living sapient. If a spirit or some other being is pro- be found in the listing for the Trespass Mode of Pneumaki-
voking strong emotional responses in more than one living nesis, seen below.
sapient, the noetic energy released will imprint itself into That said, having an anchor in quantum space isn't an
the immediate vicinity if it isn't immediately consumed by absolute requirement for spirits wishing to travel. Life-bear-
the spirit. This results in the equivalent of a larder for spirits ing planets in quantum space typically have a balanced
to feed from as needed, and they can last for decades if amount of telluric energy in their background environment;
left undisturbed. meaning equal amounts of both noetic and quantum ener-
Spirits in quantum space are intangible by nature, gies at low levels. When sapient lifeforms begin to tap into
having the equivalent of three to five dots of Density Con- those energies it is almost certain that they will become
trol - Decrease (Aberrant core book, p. 189). To determine imbalanced. The major effects of having too much quan-
a spirit's degree of intangibility, simply divide its Willpower tum and/or noetic energy in an environment have already
rating by 2 and round down. The only functional differ- been described in Chapter Three of this book. Regions that
ences are as follows. First, since intangibility is their natural are imbalanced toward noetic energy are easier for spirits
state in quantum space, spirits do not have to sustain that to travel to, as their Trespass difficulties are lowered by -1
effect with Psi points or temporary Willpower and the dura- or even -2 for especially noetic-rich regions. One addi-
tion is effectively infinite. Second, spirits with the equiva- tional consequence of having too much noetic energy in
lent of five dots of Density Control - Decrease cannot turn the telluric environment is the potential for noetic vortices
parts of themselves solid, as that requires use of the Man- to form. These phenomena are direct conduits to noetic
ifestation Mode. Spirits cannot be permanently destroyed space and also elevate the level of ambient noetic energy
in quantum space except by taking sufficient damage from in their vicinity. Spirits in noetic space can and do use such
quantum-based attacks as noted above. Damage from any vortices as gateways into quantum space without needing
other source will merely banish the spirit back to its home to use the Trespass Mode. In game terms, all attempts by
region of noetic space for a period of time (Storyteller's spirits to travel to (and from) quantum space via a noetic
discretion), much as what happens when a spirit's links vortex receive an automatic success. The excess ambient
to its anchors are all severed. Spirits in quantum space noetic energy spewed out by a noetic vortex also makes
are vulnerable to the equivalent of suffocation (Aberrant the vicinity the equivalent of noetic space, making it
core book, p. 257) if they can be trapped in an area of capable of supporting the "metabolic" needs of spirits for
abnormally low noetic energy - which will also be an area many years. This is not a good thing for anything and/or
of abnormally heightened quantum energy. If spirits are anyone living in the affected region of quantum space, as
denied their "food" of emotion-rich noetic energy, they are they have the hassle of dealing with the spirits in addition
also vulnerable to the effects of starvation (Aberrant: The to their other problems caused by the imbalance. There
New Flesh, p. 175). There is no equivalent to water in the are methods that living sapients can use to remedy such
ecology of spirits, so there is no equivalent to dehydration situations. Unfortunately, they all require the use of quan-
for spirits to worry about. tum energies...

There and Back Again The Arsenal Of The Discarnate


For spirits, travelling between noetic and quantum Due to their nature as noetic entities, spirits are natural
space is almost as easy as walking next door is for an urban users of psionics and will have a number of dots in the
human in a First World nation. We say "almost" as it can psionic Aptitudes comparable to that of a psion of equiv-
be an imprecise process in terms of arriving at their desired alent age and experience. The main differences between
location and time. One major difference between noetic the psionics of spirits and psions are as follows. First, spirits
and quantum space is that the concepts of both space and do not have the artificial Aptitude restrictions of psions,

144 Appendix #3: The Discarnate


ABERRANT
instead having primary and secondary Aptitudes like psiads noetic and quantum space. It is also unique in that all uses
(Aberrant Players Guide p. 61). Second, Teleportation of Pneumakinesis are vulnerable to the noetic disruption
is not automatically a secondary Aptitude. Third, spirits attempts of highly-trained non-psionic living sapients.
cannot ever manifest Quantakinesis. The fourth difference These individuals are typically known as "exorcists" in the
is that spirits will also have an equal number of dots in the Terran cultures, and wise spirits know to step lightly around
Pneumakinesis Aptitude, which is described below. Fifth, them. The foolish among the spirits end up learning that
Pneumakinesis counts as a "free" Primary Aptitude for all lesson the hard way.
spirits. Sixth, spirits are also naturally capable of engaging
in Psi Coordination (Trinity: Aurora Australis pp. 51-53) as
Botching
an automatic action, and it can be applied to any psionic
Botching a Pneumakinesis roll is highly unpleasant for
power that affects others. If two or more spirits each
spirits, as it results in doing damage to their own psion
possess a minimum of five dots in the same Pneumakinesis
particle-based forms. This damage can take whatever
Mode, they can utilize the associated 6 dot Pneumakine-
form the Storyteller deems appropriate, as it's the effect
sis Mode technique via psi coordination. Spirits cannot
that matters. The dot level of the power determines the
perform this feat with the Modes of any other Aptitude.
type of damage inflicted, as botching with a one dot
In all other ways, spirits follow the established rules for psi
power wouldn't cause as much harm as botching with a
coordination.
four or five dot power. The amount of damage inflicted by
botching with this Aptitude has been left to the Storyteller's
Pneumakinesis discretion. A chart of guidelines for botching damage is
presented below:
The province of spirits, this Aptitude uses noetic
energy to deal with the advantages and problems of
being composed entirely of psion particles. Something Dot Level Damage Type
of a counterpart to Quantakinesis, spirits use this power
Basic, One Stun
to manipulate noetic energy - known to the Greeks as
"pneuma" - in ways that living psychomorphs simply Two, Three Bashing
cannot match. This also requires spirits to channel larger Four, Five Lethal
amounts of noetic energy than is typical with other psionic Six Aggravated
powers - think of it as controlling the flow of water from a
fire engine's hose as compared to that of a garden hose.
As a result, all spirits will have having a minimum Psi Rating
of six. This Aptitude allows spirits to interact with the living
On Exorcism
As mentioned earlier, the major weakness of Pneu-
- sometimes in deeply invasive ways - and travel between
makinesis is that these powers can be disrupted by trained
sapients using their own natural noetic energy - in game
terms, their Willpower. Using a psychological focus of
Pneumakinesis and the Living some sort - mysticism and religious faith are two of the
Living psychomorphs who wish to develop their Pneumak- most common ones - an exorcist pits her Willpower in a
inetic capabilities have one major hindrance - the fact that they contested roll against a spirit's Psi Trait rating to combat
are still living. Much of Pneumakinesis functions depend on the it. In this way the exorcist may disrupt a spirit's use of
user either having become a purely noetic being or having been Pneumakinesis and/or drive it out of the vicinity, possibly
created as one. Add in the fact that the physics of noetic space even out of quantum space entirely. Power disruption is
are entirely antithetical to those of quantum space - where handled on a 1:1 basis, with each success achieved on a
living psychomorphs reside - and the handicap such aspirants Willpower + Command roll negating one of the spirit's
are faced with becomes glaringly obvious. Living psiads can successes. Driving a spirit away from a place is a contested
only take Pneumakinesis as a secondary Aptitude. In the Trinity roll against the spirit's own Willpower. Once exorcised, a
setting, only a rare few psions ever manage to develop auxiliary spirit may never return to that place. And to top things off,
Modes in Pneumakinesis. In both cases, they must also have a exorcist can have assistants aid her in her efforts by pooling
minimum Psi Trait rating of six. It should also be noted that living their temporary Willpower and reinforcing the exorcist's
users of Pneumakinesis are using their own noetic templates Willpower Trait rating. This pooling is typically achieved by
to manifest these powers. When using a pneumakinetic power, such methods as being led in prayer or mystic ritual by the
psiads and psions are just as vulnerable to quantum energies as exorcist. In game terms, the aid of each assistant will boost
the spirits themselves. the exorcist's Willpower by +1 or even +2 dots in the case

Appendix #3: The Discarnate 145


ABERRANT
or highly trained assistants. This increase is cumulative. Failing the roll means the spirit arrives at a random time in
Assistants can also donate a number of temporary Will- the past for a few turns - automatically using the Phantasm
power points for the exorcist to draw upon. technique to boot - before being bounced back to its point
of departure. Botching is identical save for the spirit also
losing four points of temporary Psi in the process. In both
cases of effect failure, please note that spirits cannot affect
EVP the past they inadvertently visit in any way.
EVP is short for Electronic Voice Phenomena, a phenome-
non where commercially available electronic recording devices
can record the speech of ghosts and other spirits. Most EVP Manifestation
recordings are brief, consisting of a single word or short phrase. Spirits use this Mode to make their presence and
Depending on your Storytellers discretion, certain Inspired wishes known to the inhabitants of quantum space... by
gadgetry and electrokinetic techinques may also be capable any means necessary. Humans have always found this
of picking up EVP with much greater accuracy. The Medium power disturbing, as it literally makes things that should
enhancement of Mega-Perception (p. 84 of this book) allows not be into vivid - if temporary - reality. Controlling how
novas to perceive EVP with crystal clarity. a spirit's own psion particle-based form interacts with
quantum space is what Manifestation is all about. This soon
grows into the capability to manifest things other than itself
into quantum reality for brief periods of time. Experienced
manifesters can even briefly masquerade as living beings
Basic Techniques and alter the forms of other spirits to their own liking.
Basic Powers: Chimera, Create Ectoplasm, Material-
Phantasm ize, Incarnation, Mayfly, Fusion.
One of the two stepping stones to all other Pneumak- Alternate Powers: Assault, Phantom Fluid, Ectoplas-
inetic powers, this is the inherent capability of spirits to mic Bonds, Mutability, Alter Spirit.
make themselves visible and audible to living beings and Chimera: The spirit can create illusions to confuse
electronic audio/video capture devices. and trick the living, typically to provoke emotional reactions
System: Roll Psi. Success on the roll means the spirit or attempt communication with them. As long as the illusion
becomes both visible and audible for one turn for every created is somewhat plausible, it can be used to influence
success. The spirit also has full control over how it appears the actions of the living with a little forethought. While this is
- orbs of light and shadow beings are as common as the functionally similar to the Electrokinetic Hologram Creation
traditional spectral, angelic, or demonic figures. The one power, the underlying physics involved are entirely different.
thing a spirit can't present itself as with this technique is a Instead of using Psi to manipulate photons (which are quan-
living being. tum particles) into a pattern of coherency, the spirit effec-
tively casts a mold of its choosing and "pours" pure noetic
energy directly into it.
Transference
System: Spend one Psi point and roll Psi. Every
This is the other stepping tone to Pneumakinesis, and
success rolled adds an additional sense that the illusion
while not quite as vital as Phantasm, it can save a spirit's
affects. Furthermore, every dot in Manifestation the spirit
existence when things get dangerous. The spirit can trans-
possesses increases the believability and accuracy of the
fer itself from noetic space to quantum space - and vice
illusion. In game terms, this means adding +1 difficulties to
versa - as an automatic action. The only limitation is that
all Perception rolls to determine the true nature of the illu-
spirits can only travel to locations in quantum space where
sion. If the target's Perception roll fails, she will believe that
one of their anchors resides.
the illusion is real unless something indicates otherwise.
System: Roll Psi. The spirit will always arrive near one
That calls for another Perception roll. If the Perception roll
of its anchors, so the location is irrelevant. Instead, the
succeeds, the target can see the illusion for what it is and
number of successes indicates how close the spirit's time
be unaffected by it.
of arrival conincides with when it wanted to arrive. One
Assault: The spirit can attack living beings and inan-
success means a time lag of a few days. Two successes
imate objects, although the damage done is minor at best.
indicates a few hours, while the time lag is measured in
Although based on noetic energy discharge, this technique
mintues at three successes. The time lag is reduced to
results in what appear to be scratches or the occasional bite
seconds at four successes. Five or more successes allows
mark appearing on the target. While somewhat painful,
the spirit to arrive at the exact moment it was aiming for.
these attacks do no real damage and are used to forcefully

146 Appendix #3: The Discarnate


ABERRANT
demand the attention of the living. make walls bleed and (brief) rains of blood fall, but those
System: Spend one Psi point to roll Psi against a living are only the most clichd uses for this power. Liquids that
target's Resistance. If the spirit gets more successes, a directly damage a target such as stong acids or alkalines
living target will suffer cosmetic damage - typically drawing can be created, but will only inflict one die of damage for
a small amount of blood - and be distracted enough by the every two successes rolled, rounded down. Also, they can
pain to be considered Dazed (Trinity core book p. 246) for only be used against immobile targets. A more effective
one turn per two successes, rounded down. A living target tactic is to create highly flammable liquids such as gaso-
will also be at +1 difficulties for all tasks on his next action. line, alcohol or kerosene, which can then be ignited with
Against an inanimate target, use of this power is treated as Pyrokinesis. Whatever form it takes, the created liquid will
a simple Brawl attack with the spirit's Psi Trait replacing its dematerialize in (the spirit's Manifestation dot rating) turns
Strength Attribute. after being created.
Create Ectoplasm: The spirit can manifest ecto- Materialize: The spirit can manifest itself in quan-
plasm, either as a vapor or as soul-chilling slime. The vapor tum space briefly as a physical being. However, "physical"
is used as a means to gain (or regain, in the case of ghosts) does not mean "can pass for one of the living". While mate-
the capability to touch physical objects in quantum space. rialized spirits have manifested a physical form, that form
While exciting (or comforting) to the spirit, sudden touches cannot bleed, eat, produce body heat or perform any other
out of nowhere can be quite unnerving to living beings. If body functions associated with living sapients. The details
manifested as slime, the spirit can use it to harass a living will vary depending on the spirit using this power, but there
being or even potentially cause said being physical harm. will always be something to tip off living observers that a
System: Spend one Psi point and roll Psi. If creating materialized spirit is something far out of the ordinary. For
vapor, the spirit gains the ability to touch physical objects instance, ghosts can appear as either animate corpses
and beings for the rest of the scene. Ectoplasmic vapor or bathed in heavenly light. Other spirits will have similar
cannot exert any force greater than that required to make a anomalies indicating their nature and true intentions.
keystroke on a typewriter, computer keyboard or elec- System: Spend one Psi point and roll Psi. The number
tronic keypad. Neither can it be used to inflict any kind of successes indicates the number of minutes the spirit has
of damage. If creating slime, the spirit can launch it as a before it reverts back into intangibility. Each extra Psi point
thrown weapon. If the slime hits, the spirit's Psi roll is pitted spent will increase this time by one minute. For purposes
against the target's Willpower in a resisted roll. If the spirit of taking damage the spirit is the equivalent of a psion
wins, the target loses one temporary Willpower point and is in terms of Health Levels, soak and such. Drugs, toxins
Dazed (Trinity core book p. 246) for one turn per success. and diseases mean nothing to a materialized spirit. If the
Alternatively, the slime can be applied to a floor for the spirit loses more than half of its Health Levels from taking
target to step in it. In this case, the target must make a damage (either bashing or lethal), this power's effect will
Dexterity check to stay upright and avoid falling. This can end prematurely. Taking any damage at all from a quan-
be extremely dangerous around staircases, balconies and tum-based attack will do the same. If a materialized spirit
around open pits. If used as a thrown weapon, the slime is "killed", it will simply vanish into the ambient noetic
will completely cover the target and adds one kilogram of background energy to reform itself sometime later.
weight until it is either cleaned off or vanishes on its own. Ectoplasmic Bonds: The spirit can manifest ecto-
Ectoplasmic slime will dematerialize in (the spirit's Manifes- plasmic slime thick enough to act as restraints for physical
tation dot rating) turns after being created. Holy water and beings. These stands of tough, thick slime will wrap a target
similar "blessed" liquids or powders will cause the slime to like a cross between heavy ropes and a boa constrictor,
instantly vanish into nothingness. keeping most targets from breaking the bonds from within
Phantom Fluid: The spirit can briefly create any as they shift and squirm. Some other being cutting or break-
kind of physical liquid that it is familiar with from ectoplasm. ing one of the strands will free the target prematurely.
These will either be highly unpleasant - typically to freak out System: Spend one Psi point and roll Psi against an
and/or drive off the living - or physically damaging in some animate target's Dexterity. Each success the spirit scores
way. The liquid can be biological, mineral or synthetic in reduces the target's effective Dexterity by one, and if it's
origin. Some spirits will even create paint with this power to lowered to zero the target cannot move. Scoring three or
leave graffiti-style messages for the living. more successes means the target's mouth is covered, muf-
System: Spend one Psi point and roll Psi. Each success fling aubible speech, but the bonds will not interfere with
creates (the spirit's Manifestation dot rating) liters of the the target's ability to breathe. This power becomes very
desired liquid, which can be applied to the spirit's immedi- dangerous when used against aerial or swimming targets,
ate surroundings in whatever manner desired. The spirit can who will fall or drown respectively if they can't break free.

Appendix #3: The Discarnate 147


ABERRANT
The bonds will have an effective (the spirit's Psi rating) the spirit can make up to (the spirit's permanent Psi rating)
Health Levels and (the spirit's Manifestation dot rating) minor changes - meaning within the normal body pattern
Soak for purposes of taking damage. Please note that of its associates sapient species - without spending a suc-
creatures much stronger than baseline humans - namely cess if the Psi roll is successful. For purposes of this power,
Mega-Strong novas and many animals - will be able to "cosmetic" changes from a baseline human viewpoint
break free of the bonds with a simple Might roll. Unless would include odd skin colorations, pigmentation patterns,
destroyed, ectoplasmic bonds will dematerialize on their dermal ridges and unusual scents. "Functional" changes
own in one hour. provide advantages to the spirit, and can be anything that
Incarnation: Having mastered the next stage of novas would consider a Body Modification (Aberrant core
the Materialize power, the spirit can manifest itself physically book, p. 184 and elsewhere). The spirit can make a number
as something close to a living being. At this point, the incar- of functional changes equal to its permanent Psi rating.
nated spirit can bleed, breathe and even consume food and Alter Spirit: Spirits who develop this power are
drink. Unfortunately, digestion and all other body functions highly respected - or feared - in noetic space, as they can
are still beyond them - they don't produce body heat and permanently alter the forms of other spirits. While this can
any consumed food and drink will eventually be regurgi- be done to "repair" damage done to spirits that cannot be
tated. Ghosts will manifest as somewhat idealized versions healed "naturally", other times it has been used to reshape
of their former bodies, while others will usually manifest as other spirits into whatever else the spirit-crafter desires. That
generic members of the sapient species they're interacting includes inanimate objects - more than one spirit-crafter
with. has disposed of a defeated foe by turning that spirit into
System: Spend two Psi points and roll Psi. If the roll an insensate trophy commemorating their victory. Ethical
is successful, the spirit can become physical for one entire spirit-crafters use only memetics as raw material, although it
scene per success. The spirit can stay incarnated for longer takes several of them to complete a project. Others happily
periods by rerolling Psi to use this power again at the end use other sapient spirits, viewing them as the equivalent of
of its initial duration. The number of successes scored also raw metal that's already been smelted from the ore. And if
determines how close the spirit comes to mimicking the such high quality material happens to deliver itself to the
form of a living physical body of its choosing. Aside from spirit-crafter's workshop... well, who are they to turn down
the changes listed above, an incarnated spirit is otherwise such good fortune?
identical to a materialized spirit. System: Spend three Psi points and roll Psi in a
Mutabilty: The spirit can make multiple cosmetic resisted roll against the target spirit's Willpower. Each
and/or functional alterations to its form, even while mani- success the spirit-crafter scores can be used to alter or
festing as a physical being. Practically anything outside of negate one functional aspect of the target spirit's form.
the typical sapient body pattern associated with the spirit For purposes of this power "functional aspects" consists
can be added. Despite this power being most often used of the following; Attribute dots, Ability ratings, functioning
by heralds and rogues to conform to the preconceptions of limbs, sensory capabilities, Health Levels - including those
the living sapients they interact with, nearly all sapient spirits lost to aggravated damage - and permanent Willpower.
will find some use for this power when in desperate straits. The spirit-crafter may also add up to (its permanent Psi
System: Spend two Psi points and roll Psi. Each suc- rating) minor changes to the target spirit; such as cosmetic
cess the spirit scores can be used to make either two cos- changes, Flaws and mental disorders. Spirit-crafting can be
metic changes or one functional change to its form. Also, a long process and is typically done as an extended action.
Reducing a sapient spirit into a docile slave could be done
in one or three sessions of spirit-crafting. Reducing that
Mutability vs. Body Sculpt same spirit into a tamed riding animal could take five to six
As written, Mutability may seem like just a souped-up ver-
sessions, while reducing it to an inamimate object might
sion of the Transmogrify 4 Body Sculpt power (Trinity core book,
even take ten sessions. The Storyteller has full discretion as
p. 201). What must be remembered is that these two powers are
to what the spirit-crafting process will require in terms of
altering two very different things: the patterns of psion parti-
the spirit-crafter's Mental Attributes and relevant Abilities.
cles which make up a spirit and the living flesh of a biokinetic
Mayfly: Having mastered the final stage of the
psion. As its working with a body composed entirely of noetic
Materialization power, the spirit can now manifest itself as
energy, Mutability doesnt have to contend with either the del-
a living, fully functional and "normal" member of its associ-
icate functioning of living cells or the quantum particles which
ated sapient species. That said, this power does have some
comprise them. Spirits do have their own problems in using
serious limitations. First off, the spirit loses access to all of
Biokinesis, which will be discussed later on in this Appendix.
its psionic powers and capabilities while using Mayfly, as

148 Appendix #3: The Discarnate


ABERRANT
all of its noetic strength is focused on maintaining its new each success on the Fusion roll negating two of the victim
physical life. This also means that any body alterations made spirit's permanent Willpower points. Once the process is
with the Mutability power are lost for the duration of this completed, the spirit can add a number of Attribute dots,
power. Second, the manifested spirit is now vulnerable to Ability dots, Health Levels or psionic Mode dots equal to its
all of the dangers which can end the lives of members of permanent Psi rating. However, the victim spirit itself must
its associated sapient species. Third, if a spirit is killed while have possessed the relevant traits in order for the spirit to
using Mayfly, that's the end for it. The spirit is completely cannibalize them. For example, if a spirit wishes to increase
and permanently destroyed for all time. Fourth, using this its Pyrokinesis Mode rating through Fusion, the chosen
power successfully is difficult for the spirit, as it must invest victim spirit must also have dots in the Pyrokinesis Mode.
a large amount of its noetic resources to attain this state of Attribute ratings can only be raised to a maximum of eight.
temporary life in the first place. Fifth, ghosts and other spirits Ability dots and Health Levels may be taken from the victim
wanting a taste of actual life find it powerfully addictive. For spirit without restriction, although Ability Specialites also
them, using this power is like a living human junkie taking a count as Ability dots for purposes of this power.
hit of the ultimate high.
System: Spend three Psi points and one temporary
Possession
Willpower point, then roll Psi. Every two successes the
While both prehistoric and ancient humans widely
spirit scores counts as one success for using the Mayfly
believed in spirits, they also feared them. In the Aeon
power, with two successes being the absolute minimum
Continuum, those people had good reason to do so. The
required to achieve this state of being. Scoring three or
powers of this Pneumakinesis Mode represent one of early
more successes has no additional effect. The duration of
humankind's greatest nightmares - the idea that a spirit
this power cannot be extended beyond twenty-four Terran
can invade a person's body and take over. In what amounts
hours. While using Mayfly, the spirit has no access to any
to one of the greatest transgressions known to humanity,
of psionic powers and is considered a fully functional
spirits can use this Mode to inflict great harm among the
specimen of its associated sapient species. It also has all
living, only to abandon their living hosts to face the punish-
the vulnerabilities mentioned above, including the risk
ment for the spirits' deeds. A few of these powers do have
of permanent destruction if killed. Finally, using Mayfly is
benefical uses, yet this Mode has more then earned its dark
highly addictive. Using the Addiction rules (Aberrant: The
reputation.
New Flesh p. 31), Mayfly has an Addiction rating of 3 + 1
Basic Powers: Sense Possession, Hijack, Eviction,
for each use of Mayfly beyond the first.
Daemon, Enslavement, Hivemind.
Fusion: The most advanced Manifestation
Alternate Powers: Animal Possession/Gremlin, Exor-
power - and certainly the darkest - Fusion does just what it
cism, Gird, Lifedrain, Noetic Drain.
says. This power allows the spirit to alter other sapient spirits
Sense Possession: One of the first things a spirit
into new components of its own form, which are then per-
learns about this Mode is how to tell if another spirit is
manently implanted into itself. The spirit grows more power-
possessing a living creature or machine. It's a good way to
ful, and the victim spirits are utterly destroyed in the process.
avoid being attacked by other, likely more powerful spirits
Fortunately, this power cannot be used on other spirits with-
who do not appreciate someone else trying to steal their
out prior preparation, ensuring that only a few spirits will
latest plaything. It's also a good way to locate spirits using
ever become potent enough - and depraved enough - to
Possession as way to hide amongst the living and their
use Fusion. Pity those spirits unlucky enough to encounter
machines.
one of those singular individuals...
System: Roll Psi, success allows the spirit to notice any
System: Attempting to use this power requires certain
possessed creatures or machines within (the spirit's perma-
prerequisites to be met by the spirit beforehand. First the
nent Psi rating) meters. Each additional successes after the
spirit must have five dots of the Possession Mode and the
first provides a further detail. Examples include the variety
Enslavement power, which the spirit must use to bind the
of possessing spirit, its dot rating in the Possession Mode,
mind of the victim spirit to itself. Second, the spirit must
its permanent Psi rating and its identity. This power can
use the Alter Spirit power to reduce the victim spirit's
also be used to detect novas or aberrants using the Dom-
permanent Willpower rating to zero. Once those tasks are
ination quantum power with the Parasitic Possession Extra
complete, the spirit can spend four Psi points and one
and Doyen that have possessed psions.
temporary Willpower point, then roll Psi. Each success the
Animal Possession/Gremlin: The spirit can possess
spirit scores allows it to partially fuse the victim spirit into
an animal or a machine, effectively using it as its new phys-
itself. The victim spirit's former permanent Willpower rating
ical body. As nonsapients and inanimate objects, animals
is used to determine how difficult this process is, with
and machines can make handy tools for spirits wishing to

Appendix #3: The Discarnate 149


ABERRANT
directly intervene in the physical realm. Sadly such tools by the host will be inflicted on the intangible body of the
can only do so much, especially where the social interac- spirit as actual damage.
tions of living sapients are concerned. System: Spend one Psi point and roll Psi in a resisted
System: Spend one Psi point and roll Psi. If successful, action against the victim's Willpower. Each success allows
the spirit can possess the target animal or machine for one the spirit to control the victim for one scene. The victim
scene per success. When possessing an animal, the spirit will have no memory of being possessed, as this power
will automatically know how to move its body around and induces a state that prevents long-term memories from
use its other natural capabilities. If the spirit is careful and being made in the victim's mind. If the victim takes
keeps its behavior in line with that expected of the target experiences any pain while possessed - real or otherwise
animal, the spirit can observe until the moment comes for - the spirit takes actual damage. The Storyteller has full
it to act. If the target animal feels any pain while possessed discretion over the kind and amount of damage the spirit
- and it doesn't have to be from a serious injury - the spirit suffers in this case. The spirit is also automatically ejected
takes actual damage. The Storyteller has full discretion and cannot repossess that person for (14 - the spirit's
over the kind and amount of damage the spirit suffers Possession Mode dot rating) days. Once the spirit attains
in this case. The spirit is also automatically ejected and Possession that limitation vanishes, leaving exorcism
cannot repossess that animal for (7 - the spirit's Possession as the only viable way of getting rid of the possessing spirit
Mode dot rating) days. before this power's duration expires. Hijack has no effect
Once the spirit attains Possession , it may instead on novas or other eximorphic beings.
choose to remove the target animal's noetic template Exorcism: With the knowledge of how to possess
in order to permanently take over the beast's body. The the living also comes the capability to stymie the Pneumak-
spirit spends one Psi point and rolls Psi in a resisted action inetic powers of other spirits. This power allows the spirit
against the animal's Willpower (see Adventure! core book, to cure possessions, banish manifestations and prevent
pp. 247-248). If the spirit's successes match or exceed the trespass; all of which can make that spirit very unpopular
animal's Willpower, the template is permanently removed with its fellows.
and the spirit can inhabit the animal's body without having System: Spend one Psi point and roll Psi. The target
to spend Psi points. Unfortunately, spirits are not the same can resist with its Psi Trait. Each net success scored by the
as the noetic templates of living creatures and cannot spirit negates one dot from the target's Pneumakinetic
sustain a living body permanently. After the animal's tem- Mode rating. Normally, Exorcism can only affect one
plate has been removed, its former body will die after (the Pneumakinetic Mode at a time. If the spirit has attained
spirit's Psi rating x 2) days. Possession , the spirit can instead spend two Psi points
Things are only a little different when possessing a to affect all Pneumakinetic Modes within a radius of (the
machine. The possession roll is made as above. Provided spirit's Psi x 5 meters).
that the spirit knows how to operate the machine in ques- If used to permanently drive off another spirit from
tion - meaning has the correct Ability - the spirit can control a certain place or group of living sapients, the spirit must
the machine as an automatic action as long as the machine spend one Psi point and roll Psi + Command in a con-
is turned on and the power source lasts. Unless the spirit is tested roll against the target spirit's Willpower. If the spirit
exorcised from the target machine, the spirit can repossess is successful, the target spirit is permanently banished from
it at any time. This limitation can be waived if the spirit has either the locale or the living sapients in question. The
four dots in the Technokinesis Mode and the Recharge banished spirit can never enter a location it has been exor-
alternate power (Trinity: America Offline p. 82), as its own cised from ever again. In the case of living sapients, the
psionic power can then activate the machine and act as a banished spirit cannot remain within (The spirit's Psi rating)
temporary power source. Unlike animals, machines cannot kilometers of their current location. These interdictions only
be permanently possessed with this power. That requires apply to the banished spirit itself, and not any spirit allies it
the use of the Trespass Mode to make the target machine might have...
into an anchor. Exorcism can also be used to negate certain other
Hijack: This effect represents what most consider Inspired powers, although doing so requires the spirit to
the ultimate definition of Possession: a spirit invading and spend double the normal Psi point cost and a point of
taking over the body of a hapless and unknowing person. temporary Willpower. The relevant powers include all the
With Hijack a spirit can possess the body of any sapient Telepathic Modes and the following quantum powers;
being without that being's knowledge, using it as a proxy Domination, Empathic Manipulation, Hypnosis, Mental
to act in the physical world of quantum space. That said, Blast, Mirage, Telepathy, and the Possession form of
using this power is not without risk as any pain experienced the Reincarnation power (Aberrant: The New Flesh pp.

150 Appendix #3: The Discarnate


ABERRANT
234-235). At the Storyteller's discretion, Exorcism can also System: Spend two Psi points and roll Psi. Success
negate Social Mega-Attribute effects. lets the spirit give a living sapient a defense against all
In all the preceding cases, the spirit's efforts can be the other powers of the Possession Mode save for Exor-
aided by those of other spirits with the Exorcism power cism. The degree of protection Gird grants depends on
and living sapient exorcists, as described earlier in the "On the number of successes rolled; as each success scored
Exorcism" paragraph seen above. negates the dot rating of Possession Mode powers by one.
Eviction: One of the darkest powers of this Mode, The protections will last for a number of hours equal to the
Eviction allows the spirit to literally kick the soul out of an spirit's Possession Mode dot rating. During that time, other
unfortunate sapient, who then moves into the newly-soul- spirits will have all difficulties on Perception rolls to notice
less husk. The spirit gains a living sapient body and can the protected person reduced by two. Please note that the
enjoy all the pleasures - and the pains - of the living. And spirit does not have to use all of the successes scored on
the only cost for that soujourn is to commit what amounts its Psi roll. Some spirits abuse this power by only using one
to cold-blooded murder. For too many spirits, such a price success, making the sapient a target for all other spirits who
is cheap indeed. might take an interest - possibly lethal or worse - in that
System: Eviction lets the spirit attempt to remove the unfortunate soul.
target sapient's noetic template and permanently take over Daemon: Daemon creates a temporary and
the sapient's body. The spirit spends one Psi point and rolls inferior copy of the spirit's own consciousness within the
Psi in a resisted action against the sapient's Willpower. If mind of a living sapient. This allows the spirit to effectively
the spirit's successes match the sapient's Willpower, the possess the sapient without risking itself. Once installed
sapient's template is only "imprisoned" and the spirit can into a living sapient the daemon will act as the spirit directs,
inhabit the sapient's body for seven days. At that time, the and will follow the spirit's last known commands if they are
spirit must spend another Psi point and roll Psi to reinforce separated.
its control over the sapient's body. Holding onto that con- System: Spend two Psi points and one temporary
trol is another problem, as the imprisoned sapient template Willpower point, then roll Psi in a resisted action against
will have full awareness of what the spirit is doing with its the sapient's Willpower. Each success allows the daemon
body and can initiate resisted Willpower rolls against that to control the victim for one scene. The daemon will have
of the spirit at any time. This often happens whenever Mental Attribute, Willpower and Psi ratings two dots lower
the spirit is at its weakest - such as when the spirit must than those of its creating spirit. It will also have access to
reinforce its control or spend temporary Willpower points all of the creating spirit's non-Pneumakinetic Aptitudes
and/or more than one Psi point at a time. If the sapient is and Modes, although at only half the creating spirit's dot
successful, the spirit is ejected from the stolen body and ratings, rounded down. As with Hijack, the sapient will
can never use Eviction on that sapient ever again. If the have no memory of being possessed by the daemon. If the
spirit is successful, it stays in control of the stolen body... victim takes experiences any pain while possessed - real
for the moment. Eviction has no effect on novas or other or otherwise - the daemon is destroyed and the sapient is
eximorphic beings. freed. Daemon has no effect on novas or other eximorphic
If the spirit's successes exceed the sapient's Willpower, beings.
the template is permanently removed and the spirit can Lifedrain: Spirits with this power have learned
inhabit the sapient's body without having to spend any how to feed on the noetic templates of both objects and
further Psi points. Unfortunately, spirits are not the same as living organisms found in quantum space. Inanimate mate-
the noetic templates of living creatures and cannot sustain rials become brittle and extremely weak, collapsing into
a living body permanently. After the sapient's template has tiny fragments and powder at the slightest touch. Living
been removed, its former body will die after (the spirit's Psi organisms sicken for no discernable reason, possibly to the
rating x 2) days. point of death.
Gird: The only other beneficial power in this System: Spend two Psi points and roll Psi in a resisted
Mode, Gird allows the spirit to place protections on a action against the targeted living organism's Willpower or
living sapient against all forms of possession by spirits. Resistance, whichever is greater. If the target is inanimate
Spirits who use this power on a regular basis are almost as matter, the Psi roll is made against it's estimated Soak
unpopular with their fellows as those spirits who employ rating - the Storyteller will determine that from the Material
the Exorcism power. That said, this power can be abused, Strengths chart (Aberrant core book p. 257). If successful,
as placing only the weakest protection on a sapient can the spirit inflicts one level of automatic bashing damage
be like dumping blood on a human who is swimming in per success scored. Also, the spirit gains that stolen life
shark-infested waters... energy as additional Bruised health levels. These additional

Appendix #3: The Discarnate 151


ABERRANT
health levels are temporary - they will fade away after one manent Psi rating) temporary Willpower points or Psi points
hour - but they are sufficient to heal any damage the spirit from the target, which are then transferred to the spirit's
has taken from attacks, noetic deprivation and similar temporary Psi pool. A spirit using Noetic Drain can store
threats to its existence. If the spirit wishes - or is forced more temporary Psi points than its pool can normally hold,
to by an exorcist, the spirit can return those stolen health up to a maximum of twice its normal amount. This comes
levels to the target provided that the duration has not in handy if the spirit is engaging in heavy use of high-rated
expired. Lifedrain has no effect on novas or other eximor- Psi powers. The extra Psi points are retained by the spirit
phic beings. until they are either used or (the spirit's Possession Mode
Enslavement: This abhorrent power does just rating) days pass. Victims of this power will recover lost
what the name says - it breaks the psychology of a living Willpower and/or Psi points normally. Finally, any attempt
sapient or spirit, making an otherwise independent being to use this power on novas, aberrants and other eximorphs
into a cringing servant for a depraved spirit. While such automatically fail, as their quantum energies overpowers
unfortunates may not wear collars or shackles, their loss of what noetic energy they may have. Noetic Drain has no
personal freedom is all too real. effect on novas or other eximorphic beings.
System: Spend three Psi points and roll Psi in a Hivemind: The ultimate Possession power is a
resisted roll against the target sapient's or spirit's Will- refinement of the Daemon power. Hivemind lets the spirit
power. Each success the spirit scores affects one point of implant multiple daemons into the minds of multiple living
the target's temporary and permanent Willpower, with the sapients. Not only will these advanced daemons function
temporary points being affected before the permanent better than their more primitive analogs, they are also in
points. Enslavement is a long-term process and in most constant mental contact with each other and their creat-
cases is performed as an extended action, meaning the ing spirit. This allows for a frightening level of teamwork
target will undergo several bouts of horrifying psionic among the spirit's temporary thralls as they can employ
assault unless an outside factor interrupts the process. collective tactics and strategies with unnerving ease.
Once the spirit manages to bring the target to zero System: Spend three Psi points and one temporary
temporary and permanent Willpower, the target loses all Willpower point, then roll Psi in a resisted action against
capacity for initiative. Without clear orders from the spirit, the average Willpower of the targeted sapients. The
the target will be confused and incompetent. The target spirit can implant up to (the spirit's permanent Psi rating)
suffers a difficulty penalty of +3 on all rolls for taking any sapients. Each success allows the daemons to control their
action that isn't a direct order from the spirit or is not part victims for one scene. As with other daemons, hivemind
of an established routine. All Willpower rolls made by the daemons will act as the spirit directs and will follow the
target to assert itself or resist the social influences of the spirit's last known commands if their mental contact is
spirit automatically fail. Undoing this power's effects is somehow severed. Hivemind daemons will have Mental
possible, but will require a telepathic nova or psion to alter Attribute, Willpower and Psi ratings one dot lower than
the target's memories. Using either the Telepathy quantum those of their creating spirit. They have access to all of the
power or the Mindwarp power of the Psychbending Mode, creating spirit's non-Pneumakinetic Aptitudes and Modes
three successes is all that's needed to repair the damage. If at half the creating spirit's dot ratings, rounded down.
the process is instead left unfinished, the target will slowly Hivemind daemons also enjoy a permanent Mindspeak
heal the noetic damage this power caused at a rate of two effect (Trinity core book, p. 224) with each other and their
points per twenty-four hours. Of course, exorcism will also creating spirit, allowing them to coordinate their actions.
undo an enslavement, but that brute force approach is Sapients victimized with Hivemind will have no memory
much less effective than the delicate mental surgery that of being possessed by the daemons. Destroying a group
telepaths are capable of performing. Enslavement has no of hivemind daemons before the duration of this power
effect on novas or other eximorphic beings. expires requires exorcism. Hivemind has no effect on novas
Noetic Drain: A refinement of the Lifedrain or other eximorphic beings.
power, this aspect of Possession allows the spirit to literally
steal the noetic energies of living sapients and other spirits
Trespass
and use them as its own. This power can and has ensured
All spirits have the basic capability to travel between
the continued existences of more than a few spirits faced
noetic and quantum space. This Mode expands that capa-
with destruction.
bility into a potent and fairly flexible array of powers which
System: Spend three Psi points and roll Psi in a
help spirits remain where they want to be, which is often
resisted roll against the target's Willpower or Psi, which-
quantum space. Practiced tresspassers can get other spirits
ever is higher. Success lets the spirit steal (the spirit's per-
- and sometimes living sapients! - into and out of their

152 Appendix #3: The Discarnate


ABERRANT
current situations as they please. Whether those situations can vary in size from personal jewelry to large personal
will be acceptable to those who have been relocated in this residences, wise spirits will only make a building into an
way is another matter entirely... anchor if it is somehow protected from legal demolition.
Basic Powers: Forge Anchor, Place Anchor, Spirit Trap, If they are small, inanimate anchors will be hidden away
someplace secure by the spirit in order to safeguard them
if possible. The more devious spirits will have multiple
Trespass and Teleportation inanimate anchors hidden in different secure locations in
At first glance, the Trespass Mode appears quite similar to order to stymie hostile exorcists. Once the spirit attains
the Teleportation Aptitude. Appearances deceive. While they Trespass , it may instead invest two Psi points when
both utilize noetic space for travel, they have different focuses. forging an anchor. If successful, the inanimate anchor
Teleporters take brief dips into noetic space in order to traverse cannot be destroyed through exorcism and must be phys-
huge distances within quantum space, and remain tightly bound ically destroyed. Permanent anchors which are machines
to the spacetime of their realm. Trespassers are hardly bound to can also be permanently possessed by the spirit if it has
quantum space at all, and have to make anchors to ensure that Possession and the Animal Possession/Gremlin power.
they arent ejected from quantum space. Where teleporters are Neither quantum gadgets nor Trinity Era noetic biotech
natives of quantum space - and enjoy all the benefits that come items can be made into anchors.
with that - most trespassers are outsiders seeking to invade If the anchor is instead an active living sapient, the
a reality whose laws of physics are hostile to them. Theres a established anchor link will be somewhat more tenuous.
reason that this Mode is called Trespass. The emotional connection between the sapient and the
spirit is what serves as the anchor link - if the sapient's
Crucible, Haunt, Create Vortex. emotions toward the spirit change in nature or intensity,
Alternate Powers: Sense Anchor, Soul Object, Soul the anchor link is automatically destroyed. Once the spirit
Jar, Abduction, Banishment. attains Trespass , it may instead invest two Psi points
Forge Anchor: The first thing a smart spirit does when forging an anchor link. If successful, the anchor link
when setting up shop in quantum space is to forge an to the sapient will be unaffected by the sapient's emo-
anchor for itself. By investing a physical object with some tions toward the spirit, leaving exorcism as the only viable
of its own noetic energies, the spirit can use the noetic method of severing the link.
connection linking it to itself to remain safely moored in Sense Anchor: Once a spirit masters the art of forg-
quantum space. The nature of the object can be anything
the spirit finds emotionally significant. For example, ghosts On The Necessity of Anchors
will tend to choose items - or people - which they trea- Why are anchors so important for spirits? As mentioned
sured during their lives. Heralds and rogues would choose previously, spirits depend on their anchors in order to remain in
items that they would consider to be either consecrated quantum space. Any time that a spirit without an anchor suffers
or defiled, respectively, in terms of the cultures they are bashing, lethal or aggravated damage in quantum space, it
associated with. Other spirits will choose items to use as must make a Willpower roll to avoid being pulled into noetic
anchors in accordance with their own tastes. space. This includes the damage resulting from psionic Attune-
System: Spend one Psi point and roll Psi. If the spirit ment. Destroying an anchor - or the noetic link between a spirit
scores three or more successes, it can make the target into and a living sapient anchor, which amounts to the same thing
a (more or less) permanent anchor. Aside from mooring it - banishes the spirit to noetic space for a period of time. If all of
in quantum spacetime and providing a navigation beacon, a spirits anchors are destroyed, the spirit is banished to noetic
the spirit can also perceive its anchors and their immediate space more or less permanently. Unless a permanently ban-
vicinities with a Perception + Awareness roll. The spirit can ished spirit can make use of a noetic vortex to re-enter quantum
have a maximum of (the spirit's Willpower /2, rounded up) space - or is somehow summoned there - its gone for good.
anchors at any one time. Anchors also serve as beacons for spirits traveling from of noetic
An anchor must have some serious significance to the space so that they can arrive in the correct point in spacetime
spirit - enough to make events happening to it detectable - a definite bonus considering that neither space nor time as
via noetic resonance (Trinity Players Guide, pp. 144-145) humans know them exist in noetic space.
for this power to function. If the item is an inanimate object
or anything similarly inactive - such as a tree or a sapient in ing anchors, it may then learn to detect the anchors made
suspended animation - then it will remain an anchor until by other spirits. This comes in handy when combating other
it is cleansed of the spirit's noetic energy through either spirits in quantum space, as a hostile spirit's anchors can
exorcism or physical destruction. While inanimate anchors then be discovered and destroyed. Unfortunately, this is of

Appendix #3: The Discarnate 153


ABERRANT
little use in noetic space... all of the spirit's normal anchors. Instead of winding up in
System: Roll Psi, success allows the spirit to sense noetic space when all of its anchors are lost, the spirit will
the location of any anchors within (the spirit's permanent merely haunt the vicinity of its soul object as it regains its
Psi rating x 50) kilometers. Each additional successes after strength and forges new anchors. Second, the spirit cannot
the first provides a further detail. Examples include the be imprisoned by use of the Spirit Trap or Crucible powers,
associated spirit's category, the nature of the anchor, the which are detailed later.
associated spirit's permanent Psi rating and the associated The only way to sever the noetic link between the
spirit's identity. spirit and its soul object is an exorcism directly targeting
Place Anchor: Place Anchor allows the spirit to the soul object, with the exorcist having to spend one
teleport any one if its anchors - or its soul object - wherever point of temporary Willpower to aid the exorcism attempt.
it pleases. This power is typically used to either hide small Physical destruction is less of a threat to the soul object, as
inanimate anchors or to whisk them away from danger. it will become as intangible as its creating spirit for as long
Provided that the spirit has previously scouted out places as it is in danger. The risk of creating a soul object is this:
where such important items are likely to be well-protected, should it be successfully destroyed through exorcism as
it can defend itself from exorcists and other threats with described above, the spirit is destroyed. While the details
relative ease. will vary - ghosts are either subsumed or consumed by
System: Spend one Psi point, roll Psi and declare the their noetic massmind, as are heralds and rogues, respec-
desired destination for the item. If successful, the item tively - it is gone once and for all.
arrives without incident five turns afterward. If there is solid Spirit Trap: Spirits have something in common
matter already there at the desired destination point - such with living sapients - once a discovery is made, it doesn't
as a Ming Dynasty vase having been placed in the empty take long for someone to make it into a weapon. This
spot on the museum storage shelf where the spirit wanted power allows a spirit to make another spirit's inanimate
its item to arrive - the attempt fails and the Psi point is anchor into a trap. If the targeted spirit attempts to
wasted. make contact with the trapped anchor, it is sprung and
Soul Object: While anchors are a necessity for the unfortunate spirit finds itself confined within its own
spirits in quantum space they are also vulnerabilities. Too anchor. More than a few trespassers keep small collections
many spirits have found themselves banished though the of trapped spirits that were unlucky enough to come into
destruction of all their anchors for a countermeasure not conflict with them.
to have been developed. While creating a soul object has System: Spend one Psi point and roll Psi. Success
both risks and costs of its own, some spirits are more than allows the spirit to trap the inanimate anchor of the
willing to pay it in order to remain in quantum space. targeted spirit. The trap is triggered when the targeted
System: Spend two Psi points and 1 point of perma- spirit next interacts with the trapped anchor. The targeted
nent Willpower. If the spirit scores three or more successes, spirit must make a contested Willpower roll against the
it can invest that noetic energy into an inanimate object spirit's Psi. If the spirit wins, the targeted spirit finds itself
of no more than two kilograms in mass. The object in imprisoned within the trapped anchor. In case of a tie, the
question must qualify as emotionally significant to the spirit targeted spirit will merely be at +2 difficulties on all rolls
just like an anchor would. The spirit can only have one soul for the next turn due to disorientation. If the targeted spirit
object, ever. Fortunately, the soul object will not count as wins it avoids the trap, which dissipates into nothingness in
towards the spirit's maximum number of anchors. Wise the next turn. Space and time have no meaning within the
spirits will also choose inanimate objects that are consid- trap, so it can last for a very long time, the exact length of
ered valuable in and of themselves to use as soul objects. which is determined by the number of successes scored as
Such valuables include large precious gems, extremely seen on the chart below.
valuable works of art and priceless historical artifacts that
are kept in the high security archives of major museums.
In this way the spirit can ensure that its soul object will be Success Duration
defended from meddling exorcists by many well-paid and One One month
highly-trained living sapients. Two Six months
The benefits of having a soul object are twofold. First,
Three One year
the spirit can no longer be ejected from quantum space
though loss of its anchors as long as its noetic link to its Four One decade
soul object remains intact. Even the Banishment power Five One century
will be ineffective against the spirit, although it will destroy

154 Appendix #3: The Discarnate


ABERRANT
The noetic energies sustaining the trap do not come scored as seen on the chart below.
from the spirit who initially made it; instead it is drawn
from those of the trap's prisoner. Imprisoned spirits cannot
Success Duration
regain Psi points or temporary Willpower points until they
are freed by outside action. Exorcism of the spirit trap - but One One week
not the anchor it's been placed in - will free the imprisoned Two One month
spirit. Destruction of the trapped anchor will both free the Three Six months
imprisoned spirit and temporarily banish it. Once freed
Four One year
from the spirit trap, the former prisoner will regain their
full amount of temporary Willpower and Psi points. If they Five One decade
aren't banished by destruction of the trapped anchors, such
freed spirits will then seek to either attack their jailer for
The target of a Soul Jar can only be freed by outside
revenge or flee the vicinity.
action. Exorcism or physical destruction of the Soul Jar
Soul Jar: For as long as spirits have been inter-
will free the target's noetic template. Once freed from the
acting with living sapients, spirits have sought to exploit
Soul Jar the target will regain his full amount of temporary
them in one manner or another. After the Spirit Trap power
Willpower and Psi points, which are immediately deducted
became widely known, some inventive spirits wondered if
from the relevant pools of the spirit.
the noetic templates of living sapients could likewise be
Crucible: For spirits, sources of "food" that are
imprisoned in that manner. After many failures and much
safe to exploit on a regular basis tend to be scarce. Feed-
experimentation the Soul Jar power was developed, giving
ing off of living sapients will suffice for a time, but stories
unethical spirits yet another atrocity to inflict upon the
of hauntings can make sensible people avoid such places
living. While more difficult to employ than the Spirit Trap,
and cut off that "food" supply. Worse, if the living sapients
the ability to effectively hold a living sapient's soul hostage
a spirit is feeding from in an unpleasant manner have a
makes for powerful leverage.
legal claim on a spirit's residence, they can bring in trained
System: First, the spirit must acquire a small material
exorcists to get rid of the spirit much like they would have
object of some sort to serve as the Soul Jar. Second, the
vermin removed. Desperation breeds innovation, and an
spirit must steal a small personal item from the living sapi-
alternative "food" source was found. Spirits who use Cruci-
ent with the sapient's Psi print. The stolen item will serve
ble don't talk about it for obvious reasons.
as the link between the Soul Jar and the target's noetic
System: First, the spirit must acquire a small inanimate
template. Third, spend two Psi points and one temporary
anchor of the targeted spirit. Second, spend two Psi points
Willpower point, then roll Psi in a contested roll against
and one temporary Willpower point, then roll Psi in a con-
the target's Willpower. If the spirit wins, the target's noetic
tested roll against the target's Willpower. Success allows
template is trapped inside the Soul Jar. In case of a tie, the
the spirit to turn the inanimate anchor of the targeted spirit
target is at +2 difficulties on all rolls for the next turn due
into a Crucible. The Crucible is triggered when the targeted
to disorientation. If the target wins he avoids the trap and
spirit next interacts with it. The targeted spirit must make a
remains free. This also erases the psi print on the target's
contested Willpower roll against the spirit's Psi. If the spirit
stolen item. This power has no effect on novas, aberrants
wins, the targeted spirit finds itself imprisoned within the
and other eximorphs - don't even bother making the Psi
Crucible. In case of a tie, the targeted spirit will merely be
roll. Their noetic templates are permanently fused into
at +2 difficulties on all rolls for the next turn due to disori-
their quantum matrices, leaving nothing for the Soul Jar to
entation. If the targeted spirit wins it avoids being caught
imprison.
in the Crucible, which dissipates into nothingness in the
A target whose noetic template is imprisoned in a Soul
next turn. A Crucible will last for (the number of successes
Jar is still alive and can function, but loses all capacity for
scored by the spirit / 2, rounded down) months, which is
initiative and personal drive. The target cannot regain tem-
typically more than enough time for a Crucible to serve its
porary Willpower points - or Psi points, if he has any - and
purpose. If the spirit already has an occupied Spirit Trap it
automatically fails all rolls made for actions that would con-
can easily be converted into a Crucible - doing so adds one
flict with the spirit's wishes. The target does not even have
automatic success to the Crucible roll, even if it raises the
to know what the spirit's wishes are - the spirit "hardwires"
total number of successes scored to six.
them into the Soul Jar. The noetic energies sustaining the
Once the targeted spirit is inside the Crucible, it
Soul Jar do not come from the spirit who initially made it;
cannot regain temporary Willpower points, Psi points or
instead it is drawn from the Soul Jar's target. The duration
health levels. Furthermore, the spirit can begin feeding
of the Soul Jar is determined by the number of successes
on the targeted spirit's Willpower, Psi and health level

Appendix #3: The Discarnate 155


ABERRANT
traits in that order. The targeted spirit's pools of tempo- "nearby" noetic space for short periods of time. While the
rary Willpower and Psi points count the equivalent of one malevolent uses of this power are obvious, Abduction can
full "meal" each. The targeted spirit's dots of permanent also be used to rescue valuable items and lifeforms from
Willpower, Psi and its health levels count as one full "meal" danger.
per dot or health level. Alternatively, the spirit can use the System: Spend two Psi points and roll Psi. The number
Crucible as a noetic battery, allowing it to use the targeted of successes rolled will indicate how many hours the target
spirit's Psi points as its own. If the spirit wishes, it can can remain in noetic space before it is automatically shifted
even perform Psi Coordination without the consent of the back into quantum space. The target's reentry point in
targeted spirit. These alternative functions of the Cruci- quantum space will always be within (the Spirit's Psi rating
ble drain one permanent Psi dot from the targeted spirit x 5) meters of the initial Abduction point. If the spirit is
per use. If being used as a battery, a Crucible provides a shifting an object into noetic space, only one success is
number of extra Psi points equal to the targeted spirit's needed. Unfortunately the mass of the shifted object is a
former temporary Psi pool to the spirit. limiting factor, as the spirit's Psi Trait determines how mas-
Once the targeted spirit loses all of its permanent Will- sive an object it can shift, as seen on the chart below.
power, Psi and health levels, it is considered destroyed for
all time and the Crucible dissipates. If the targeted spirit is Psi Mass Limit
somehow rescued from the Crucible before that, its stolen
6 250 kg
Trait dots and health levels are automatically deducted
from those of the the spirit. If that reduces the spirit to zero 7 400 kg
permanent Willpower, Psi or health levels it is destroyed 8 750 kg
in place of the targeted spirit. If the spirit does not have 9 1.25 metric tons
enough dots of the required Traits to restore its former
10 2 metric tons
victim, the freed spirit will have to regain its lost Trait dots
through spending experience points.
Abduction: As proven by the Teleportation Apti- If the spirit is shifting a sapient into noetic space, the
tude, objects and creatures from quantum space can exist circumstances will vary. If the sapient truly wants to move
in noetic space. Spirits that have mastered Abduction can away - to escape from an assailant or a fire, for instance
exploit that fact to shift material objects and lifeforms into - the spirit's Psi roll is made with two additional dice. If

When The Living Visit Noetic Space


Using Abduction does not allow spirits to place material objects and living creatures far from the noetic templates of
their homeworlds. Most subjects of this power wind up on the noetic equivalent of solid ground, usually close to or within the
noetic template of the building in which they were residing. Taking a subject any deeper into noetic space requires the spirit to
physically haul it there itself. There is no equivalent to vacuum in noetic space, as the space between planets and star systems
is instead filled with noetic mist that will serve as perfectly breatheable atmosphere for any living creature.
Functioning in noetic space is only difficult for animals and the weakest-minded sapients. Any being with a Willpower
rating of four or lower will be at +2 difficulties on all rolls while in noetic space due to being unable to adapt to the new envi-
ronment. Inspired beings of all sorts are a different story, as they automatically receive access to Dramatic Editing (Adventure!
core book, pp. 193-197) while in the extremely fluid reality of noetic space. For this purpose, Inspired applies to all beings
with extranormal capabilities - novas, aberrants, psions, psiads and any alien equivalents in addition to the charatcer types pre-
sented in the Adventure! core book. That said, aberrants (in the Trinity sense of the term) and novas with Chrysalis ratings (see
Aberrant: Teragen) automatically lose in any attempt to use Dramatic Editing against any other Inspired when in noetic space.
Spirits cannot use Dramatic Editing at all and have no way to counter it.
The final matter to be considered is the effects of using quantum energies in noetic space. Trinity-era psions are well-
known for stating that taint - meaning all quantum energies - wreaks havoc with the noetic environment. In noetic space, that
statement is the literal truth. Quantum capability use will inflict damage to the novas surroundings in noetic space at a level
of the Storytellers choosing. For most cases, we suggest that the equivalent of the Storm technique of the Elemental Mastery
quantum power (Aberrant core book p. 196) would be appropriate. Effects that are less or more damaging would be associ-
ated with the use of less or more powerful quantum capabilities. Novas with permanent Taint ratings of seven or higher literally
poison noetic space with their presence as if they possessed the Taint Bleed aberration (Aberrant Players Guide p. 96). Small
wonder that wise spirits stay away from novas whenever possible.

156 Appendix #3: The Discarnate


ABERRANT
the sapient is unconscious, asleep or not expecting to Willpower point, then roll Psi at +1 difficulty. The degree
being moved, the Psi roll is made normally. If the sapient is of this power's effect depends on the number of successes
unwilling to be moved, the spirit must make a resisted Psi scored by the spirit. One success merely severs the target
roll against's the target's Willpower, Psi, Quantum or Taint, spirit's links to all of its anchors. Two successes also ejects
whichever is highest. The spirit must score more successes the target spirit from quantum space, but only for the
than the sapient for Abduction to take place. normal conditions described in the "On The Necessity Of
Haunt: One of the most famous Trespass powers Anchors" gray sidebar. Three successes also prevents the
in ghost stories, Haunt allows the spirit to bring a little slice target spirit from returning to quantum space for a number
of noetic space into quantum space. While the associated of decades equal to the spirit's Psi dot rating. This duration
creepiness is useful for keeping most of the living well away is measured in fifty-year increments with four successes,
from the residence of a spirit, that's only a useful byprod- and in full centuries with five successes.
uct. The real benefit to this power is the easy access it pro- Create Vortex: Spirits have always known the
vides to a long-term and nearly endless "food" supply in a potential advantages of using noetic vortices to travel into
reality where such is scarce indeed. Add in the advantage quantum space. The only reason why naturally formed
of not having to feed off the emotional reactions of living noetic vortices aren't often used is that there's no telling
sapients and you have a near-perfect "living" arrangement where or when in quantum space a given vortex will lead.
for the spirit. Spirits known for using this power often find With this power, the spirit can create a noetic vortex at will.
themselves becoming the equivalent of feudal lords, as While creating a vortex makes travel to and from quantum
more than a few less powerful spirits are willing to swear space very convenient, in quantum space it also drastically
loyalty to them in return for a place at the spirit's (meta- imbalances the local telluric environment towards noetic
phorical) dining table. energy, which can be very unhealthy for anything living
System: The spirit must first have a large material nearby.
building - such as an abandoned hotel or upper-class System: Spend four Psi points and one temporary
residence - to serve as its domain. Alternatively, a very Willpower point, then roll Psi at +1 difficulty. If the spirit
large vehicle such as a naval vessel or cruise ship would scores one or two successes, a temporary noetic vortex is
suffice. Second, the spirit must spend three Psi Points and formed that will last for (The spirit's Psi dot rating) scenes
one temporary Willpower point. Success on the Psi roll or days, respectively. Scoring three or more successes will
allows the spirit to create a long-term transit field from create a vortex that is permanent unless destroyed, which
noetic space into the spirit's residence. The transit field typically requires powerful exorcism or the use of quantum
only allows harmless memetics to come through, where energies. If this power is used in noetic space, the spirit
they may be preyed upon by the spirit and its underlings, if can determine the exact point in quantum spacetime that
any. The transit field also "pens in" the memetics within the the created vortex will end in. If instead used in quantum
spirit's domain, preventing any of the mobile "food" from space, the spirit has control over where the entry point of
escaping. The number of successes scored determines how the vortex will form in noetic space, as the exit point will
long the transit field lasts, with each success counting for form in the spirit's immediate vicinity. In both cases the
a decade of continuous operation. Exorcism or physical number of successes scored determines the accuracy of
destruction of the material structure will collapse the transit the spirit's targeting with this power. The effects of created
field prematurely. Having the noetic equivalent of small noetic vortices are identical to naturally formed ones, and
wildlife inhabiting a building also makes for a very creepy are described in "There And Back Again" in this appendix.
experience for any living sapients who enter it. This is best
reflected through Storytelling instead of any actual game
mechanics. Discarnates and Other
Banishment: This power is feared among
spirits who desire to visit or emigrate to quantum space,
Aptitudes
Spirits are infamous for their use of the other psionic
as it strikes at those desires in a horrible way. Banishment
Aptitudes. The German term poltergeist - literally meaning
is more than the simple removal of an offending spirit
"noisy ghost" - became synonymous with the Telekinesis
from quantum space; it also severs all links to that spirit's
Mode in late 20th Century and early 21st Century parapsy-
anchors and prevents it from returning to quantum space
chology. Save for Quantakinesis - which no spirit can ever
for decades or even centuries at the extreme. Short of
manifest - there are few Modes that cannot prove useful to
being outright destroyed, this is one of the worst punish-
a spirit in the right circumstances. Unfortunately, spirits do
ments a spirit can suffer in quantum space.
have difficulties with using Biokinesis and to a lesser degree
System: Spend three Psi Points and one temporary
Vitakinesis. Both of these Aptitudes focus on using noetic

Appendix #3: The Discarnate 157


ABERRANT
energy to influence living biology, as which spirits simply Pneuma Analysis
do not qualify. A spirit must possess a living sapient - using Dice Pool: Perception + Pneuma Manipulation
either Hijack or Eviction - in order to use any Biokinetic Range: Line of Sight
powers it may possess. Spirits have less of a problem with Area: N/A
Vitakinesis as they can use it on the living without prob- Duration: Concentration
lems. The counterpoint to both of these hindrances is the This technique is automatically known by all pneuma
fact that since spirits have nothing but the barest similarity manipulators and does not use up a dot in the power. A
to matter-based biology, they are immune to all Biokinetic nova with Pneuma Manipulation can analyze any spirit or
and Vitakinetic powers that affect biological processes. noetic template in his line of sight to determine a con-
siderable amount of information about it. The amount of
New Quantum Powers information revealed by this technique depends on the
number of successes scored on the power roll and is laid
out on the chart below.
Pneuma Manipulation
Level: 3 Successes Effect
Quantum Minimum: 5, must also possess the Medium
and Psi Sensitivity enhancements. One Subjects true identity, general
Dice Pool: Variable personality, preferences and
Range: Variable intentions.
Area: Variable Two Subjects truthfulness, general
Duration: Variable history and hidden traumas.
Effect: The character can affect spirits and noetic Three Subjects complete history,
templates. Willpower rating and any outside
Multiple Actions: Yes influences.
Description: The nova has the capability to affect Four Subjects loyalties, secrets and any
highly complex organized patterns of psion particles, i.e. plans that others may have for the
both spirits and to a lesser degree the noetic templates subject.
of the living. While this overlaps with the Information
Manipuation quantum power (Aberrant Players Guide pp. Five+ Subjects potential to affect the
115-116), their respective foci are very different. Where greater scheme of things.
Information Manipuation affects noetic particles in their
most basic state - information - this power deals with the
patterns of information that are more complex by several
orders of magnitude. Unfortunately noetic patterns that Aegis
complex are exceedingly fragile when exposed to quan- Dice Pool: Wits + Pneuma Manipulation
tum energies such as novas command. Any botches rolled Range: Self or Touch
for this power are treated as uses of the Blast technique Area: N/A
(see below) on the subject. Unlike Information Manipula- Duration: Special
tion, Taint does not make using this power more difficult. The nova can establish a quantum shell around himself
Instead Taint poses a serious threat to the continued exis- or another living sapient that protects against all forms of
tence and correct function of spirits (as explained earlier in possession. Each success scored on the power roll negates
the Appendix), making use of this power moot. Regardless, two dots' worth of any and all noetic Possession powers
a nova skilled with this power can perform feats that most (see above). Against the Domination quantum power with
spirits simply cannot match. the Parasitic Possession Extra, successes from the power
The nova can automatically make a Perception + roll will negate that powers' dot rating on a 1-to-1 basis.
Pneuma Manipulation roll to accomplish minor feats such One use of this power will last for (the nova's Quantum +
as detecting a spirit's presence and determining which power rating) hours. If used to defend the nova himself
category it belongs to. Doing so does not require the nova against Domination and/or relevant Pneuma Manipula-
to spend any quantum points. tion techniques, this technique may be defaulted to as an
aborted action (Aberrant core book p. 242).

158 Appendix #3: The Discarnate


ABERRANT
Banish other than to follow its instincts and only a rudimentary
Dice Pool: Charisma + Pneuma Manipulation personality. It can't analyze its own behavior or formulate its
Range: (Quantum + power rating) x 10 meters own goals and desires. It is also mindless in terms of telep-
Area: N/A athy and similar Inspired powers. The target will respond
Duration: Special to stimuli and is able to carry out complex instructions.
The nova can disrupt a spirit's ability to remain in The target is also now a prime candidate for possession by
quantum space, ejecting it into noetic space for a variable spirits, who highly value such soulless husks.
period of time. Scoring only one success severs the target
spirit's links to all of its anchors and ejects it from quantum
space as per the normal conditions described in the "On Commune
The Necessity Of Anchors" gray sidebar. Two successes Dice Pool: Perception + Pneuma Manipulation
prevents the target spirit from returning to quantum space Range: Special
for (the nova's Quantum + power rating) decades. This Area: N/A
base period of time is increased to fifty years at three Duration: Concentration
successes, full centuries with four successes and millennia The nova can make contact with any spirit that is either
(thousand-year periods) with five successes. If the target known to him or has an anchor that he has access to. The
spirit is using a soul object (see above), it is automatically communications link formed by this technique is two-way
destroyed with three or more successes. If used on a and is fully audiovisual. The spirit can be reached anywhere
ghost, the effect of this power is somewhat different as it in noetic space as both space and time don't really exist
sends the ghost straight to its associated noetic massmind there, but quantum space is another matter. If the nova has
for judgment and its final fate. In either case, the former one of the chosen spirit's anchors in his possession, he can
ghost will never return to either quantum or noetic space. commune with that spirit regardless of its location in quan-
Alternatively, the nova can use this technique to make tum space. Otherwise he is limited to a range determined
any and all hostile spirits flee his presence by making a by the number of successes scored on the power roll, as
contested power roll against their Willpower ratings. If seen below.
the nova scores even one success, the affected spirit will
flee from him in a blind panic for the rest of the scene. As
Successes Distance
a minor function of the Banish technique, performing this
feat only costs one quantum point. One 2 kilometers
Two 20 kilometers
Blast Three 200 kilometers
Dice Pool: Intelligence + Pneuma Manipulation Four 2,000 kilometers
Range: (Quantum + power rating) x 10 meters Five+ 20,000 kilometers
Area: N/A
Duration: Instant
The nova can project quantum energy that directly This technique cannot be used to help the nova
damages both spirits and the noetic templates of living control a spirit with Domination or similar powers. Instead
creatures. Against spirits, this technique inflicts (the nova's it is best used for conversation, much as baseline humans
Quantum + power rating) levels of aggravated damage. use telephones. Non-coercive Mega-Social Attributes and
When used against the noetic templates of living creatures, enhancements with this technique will function normally.
the nova must make a contested power roll against the tar-
get's permanent Willpower. Each success the nova scores
permanently lowers the target's permanent Willpower by
Daemon
Dice Pool: Manipulation + Pneuma Manipulation
one dot. If the target reaches zero permanent Willpower
Range: (Quantum + power rating) meters
it loses its self-awareness and is functionally non-sapient.
Area: N/A
At this point the nova can choose to either stop there or
Duration: Special
continue inflicting damage, which will be considered lethal.
The nova creates inferior quantum-energy based
Victims killed with this technique will have no explainable
copies of his own mind to possess living sapients. All
cause of death in terms of non-Inspired forensics.
that's required is a power roll in a resisted action against
A living target rendered non-sapient by this technique
the average Willpower of the targeted sapients. The nova
retains its intelligence but has no "interior life", no goals
can implant daemons in up to (Quantum + power rating)

Appendix #3: The Discarnate 159


ABERRANT
sapients. Each success allows the daemons to control their contested power roll against the target's Psi, Quantum or
victims for one scene. The daemons will act as the nova Inspiration Trait. Against psionic targets, each net success
directs and will follow the nova's last known commands if scored by the nova negates two dots from the target's
their mental contact is somehow severed. The daemons Pneumakinetic Mode rating. Against the Inspired, each net
will have base Mental Attribute and Willpower ratings one success scored by the nova negates two levels from the
dot lower than those of their creating nova. They can be target's Knack or equivalent Innovative gadget. Against
used as remote foci for the creating nova's other quantum nova or aberrant targets, each net success scored by the
powers without harming their hosts. The daemons also nova negates one dot from the target's relevant quantum
have a permanent Psychic Link (Aberrant Players Guide, power. Normally, this technique can only affect one of
pp. 64-65) with each other and the nova, allowing them the target's powers at a time. If the nova has a Pneuma
to coordinate their actions. Sapients victimized with with Manipulation rating of or higher, the nova can instead
this technique will have no memory of being possessed by choose to affect all appropriate powers within a radius of
the daemons. Destroying a group of daemons before the (Quantum + power rating) x 5 meters.
duration of this power expires requires exorcism, preferably If used to permanently drive off another spirit from
by another nova with Pneuma Manipulation. a certain place or group of living sapients, the nova must
make a contested power roll against the target spirit's Will-
power. If the nova is successful, the target spirit is perma-
Drone nently banished from either the locale or the living sapients
Dice Pool: Perception + Pneuma Manipulation
in question. The banished spirit can never enter a location
Range: (Perception + power rating) x 20 meters
it has been exorcised from ever again. In the case of living
Area: N/A
sapients, the banished spirit cannot remain within (the
Duration: Concentration
nova's Quantum + power rating) kilometers of their current
By taking control of a non-sapient spirit - typically a
location. These interdictions only apply to the banished
residual or memetic - the nova can use it as an intangible
spirit itself, and not any spirit allies it might have...
observation drone. Residuals are preferred, as they have
Exorcism can also be used to negate the effects of
no wills of their own and have both human-equivalent
certain other Inspired powers. The relevant powers include
senses and psionic Attunement. The nova may also use
all the Telepathic Modes and the following quantum
the drone once as a remote focus for one of his other
powers; Domination, Empathic Manipulation, Hypnosis,
quantum powers, destroying the spirit in the process. This
Mental Blast, Mirage, Telepathy, and the Possession form
technique is best used to covertly investigate places that
of the Reincarnation power (Aberrant: The New Flesh pp.
are too hazardous for living sapients and machines. It's also
234-235). At the Storyteller's discretion, Exorcism can also
handy when investigating people, provided that they have
negate Social Mega-Attribute effects. In all the preceding
no awareness of spirits. Finally, it can serve as a particularly
cases, the nova's efforts can be aided by those of other
underhanded means of assassination or similar crimes if the
novas with the Exorcism technique and living sapient exor-
nova has an appropriate quantum power.
cists, as described earlier in the "On Exorcism" paragraph
seen above. It is possible for this technique to be used
Exorcism in concert with psionic Exorcism, but the innate conflict
Dice Pool: Charisma + Pneuma Manipulation between the two power sources will impose an additional
Range: (Quantum + power rating) x 10 meters +1 difficulty on the power roll.
Area: Special
Duration: Special
The nova can use quantum energies in a way designed
Mark
Dice Pool: Intelligence + Pneuma Manipulation
to disrupt the psionic Pneumakinesis Modes and simi-
Range: (Quantum + power rating) x 5 meters
lar Inspired powers. In all cases, the nova must make a
Area: N/A
Duration: Special
On Religion The noetic patterns of a spirit's form or a living sapi-
As the writers of this book it is not our intention to make ent's noetic template have a surprisingly strong role in their
any statement one way or the other on the religions of humanity ability to socially interact with other beings. By imprinting
and other sapient civilizations. That has been left entirely to the a special subpattern into a spirit or living sapient's noetic
Storytellers discretion, who may or may not address that ques- template, the nova can augment or hinder that capability
tion in your Aberrant chronicle as she sees fit. as he pleases. Augmentation makes the target be seen as
safe, pleasant and harmless by spirits and living sapients,

160 Appendix #3: The Discarnate


ABERRANT
provided that the target's actions don't do anything to con- tance" has no real meaning there. The trouble is finding
tradict said feelings. Hindrance makes the target be seen where one wants to go in an environment that is so alien to
as disturbing, disgusting and a possible threat, and there's quantum space. The nova must roll Perception + Pneuma
little the target can do to counteract that. Manipulation to accurately find his way to his desired des-
To use this technique the nova must make a contested tination. One success means the nova can find the specific
power roll against the target's Willpower. Each success sub-realm in noetic space he wishes to go; which is much
scored either adds or lowers the target's difficulties by like finding one specific nation on Earth. Two successes nar-
one on all of the its subsequent Social rolls with spirits rows it down to a general area comparable to a large city.
and living sapients for the duration of this techniques' Three successes lets the nova arrive in the general vicinity
effect. The duration of this technique is determined by the of his target destination, comparable to a large neighbor-
number of successes scored by the nova, as seen on the hood. With four successes the nova arrives within a one
chart below. block radius of his target. Five or more successes lets the
nova arrive very near to his target, which is a good thing if
said target is unsafe to be around. The construct will have
Success Duration
the equivalent of the Movement technique (Aberrant core
One One week book, p. 193) at his power rating, unless the nova has a
Two One month form of Flight that the Storyteller thinks should function in
Three Six months noetic space. The construct is also essentially a "spiritual"
copy of the nova's physical body and is a remote focus with
Four One year
full access to his physical Mega-Attributes and quantum
Five One decade powers.
In both cases the construct will be an idealized repre-
sentation of the nova's self-image and may not resemble
the nova's actual body, especially if said body is crippled
Projection in some way. The construct will have "spiritual" simulations
Dice Pool: Perception + Pneuma Manipulation
of any clothing and equipment the nova has on his actual
Range: Special
body which are created by this technique. If the construct
Area: N/A
is damaged or destroyed, the nova's mind will immedi-
Duration: Maintenance
ately reawaken in his actual body, both of which will be
The nova can create a "quantum spirit" form for his
undamaged. The real danger in using this technique is if
mind to remotely operate, similar to early 21st Century
the nova's actual body is left unguarded, as the nova will
telepresence technology. This construct allows the nova's
have no awareness of anything around it while his mind is
mind to travel in both quantum and noetic space, leaving
traveling elsewhere.
his comatose body behind.
In quantum space, the nova may travel up to (Quan-
tum + power rating) x 1,000 kilometers from his body while Sculpting
inhabiting the construct. The construct will have permanent Dice Pool: Manipulation + Pneuma Manipulation
versions of both Invisibility and Density Control - Decrease Range: (Quantum + power rating) meters
at the nova's power rating, although it cannot turn parts of Area: N/A
itself solid. The construct will only be visible to spirits and Duration: Instant
novas with the Medium Mega-Perception enhancement. The nova can reshape spirits and the noetic templates
While the construct is composed of quantum energy its of living sapients. The nova a must make a resisted power
structure is mainly in the subquantum strata of reality, which roll against the subject's Willpower. Each success the nova
few novas are even aware exists. If the nova wishes to make scores can be used to alter or negate one functional aspect
the construct visible in quantum space, he has to make a of the subject. Against spirits, "functional aspects" consists
power roll. Each success will grant one minute of visibility. of the following; Attribute dots, Ability ratings, functioning
The construct can also act as a remote focus for the nova's limbs, sensory capabilities, Health Levels - including those
Mega-Attributes and quantum powers that are not purely lost to aggravated damage - and permanent Willpower.
physical in nature. As a permanently intangible thing, the The nova may also add up to (Quantum) minor changes
contstruct can only be attacked as per the equivalent dot to the subject spirit; such as cosmetic changes, Flaws and
rating in the Density Control - Decrease listing (Aberrant mental disorders. Against living sapients, only changes to
core book, p. 189). the subject's Willpower, Flaws and mental disorders may be
In noetic space, the nova may travel anywhere as "dis- made, and none of them count as "minor changes". Note

Appendix #3: The Discarnate 161


ABERRANT
that in both cases, the changes the nova makes can be After the duration of the summoning has expired, the
either beneficial or detrimental to the subject as the nova spirit will usually return to wherever it was before the nova
wishes. Sculpting can be a long process and is typically summoned it. There are two exceptions to this. First, if the
done as an extended action. The Storyteller has full discre- nova has bound a spirit to perform some long-term duty it
tion as to what the sculpting process will require in terms will leave the nova's presence to begin that task upon expi-
of the nova's Mental Attributes and relevant Abilities. ration. Second, the spirit will be unable to go anywhere if
it's been imprisoned with the Vault technique (see below).
It should also be noted that this technique is an excellent
Summon way for the nova to make enemies among the spirits if
Dice Pool: Perception + Pneuma Manipulation
used unwisely.
Range: Special
Area: N/A
Duration: Maintenance Transplant
The nova can summon a spirit to him and - if all goes Dice Pool: Manipulation + Pneuma Manipulation
well - temporarily restrict its behavior so that it does not Range: (Quantum + power rating) meters
become an immediate threat to the nova and those around Area: N/A
him. A contested power roll is made against the target Duration: Instant
spirit's Willpower. If the nova scores even one net success, The nova can remove and reinstall the noetic tem-
the target spirit is brought into quantum space within plates of living creatures, much like baseline humans
(Quantum) meters of the nova at a pre-chosen point of his remove and install the operating systems of computers.
choosing. The degree of behavioral restriction depends The nova can also convert noetic templates into ghosts
on the number of net successes scored, as per the chart and do the reverse with any spirit. All changes made with
below. Note that the nova has full control over how much this technique are permanent.
restriction he applies to the target spirit. This technique The process of removing a noetic template from a
can be used to confer with and aid friendly spirits as well as living creature only requires a simple power roll if the
to bind hostile ones. subject is unconscious. If the subject is conscious and
unwilling, the power roll is contested and made against
Successes Restriction the subject's Willpower. Only two successes are required
One The spirit cannot act against the to remove a noetic template. A removed noetic template
nova in any way; any others present can be held in stasis by the nova for (power rating) hours
are fair game. before it must be installed in a body, converted into a
ghost or imprisoned with the Vault technique (see below).
Two The spirit must truthfully answer any
Installing a noetic template only requires scoring two
and all questions put to it by the
successes on the power roll and a suitable lifeform for it
nova or others.
to inhabit. Said lifeform must be alive and can be either
Three The spirit must perform one action an empty sapient or a sufficiently complex animal. Only
of the novas choosing, following animals that can be boosted to near-sapience (Aberrant:
the order closely both in spirit and The New Flesh pp. 61-62) can house a sapient noetic
to the letter, without twisting the template. On Earth, that category includes most mammals,
intent in any way. birds, cephalopods and certain species of monitor lizards.
Four The spirit must perform a long-term A sapient noetic template installed in an animal can either
duty of the novas choice with the posess the animal or have no control over it at all as the
same restrictions as above, with a nova desires. If installed into an empty sapient body, a
maximum duration of (Quantum + noetic template will retain all Abilities from its previous
power rating) decades. incarnation, although regaining full Physical-based Abilites
Five+ The spirit must perform a long- will take (10 - successes) days as it gets used to its new
term duty as above for (Quantum body. Psionic and Inspired capabilities are also carried
+ power rating) centuries. over, and are regained in (10 - successes) hours.
Alternatively, the spirit can be Converting a noetic template into a spirit - and the
permanently prevented from reverse - requires only a power roll if the subject is willing
taking any action against a chosen or unconscious. Otherwise a contested power roll against
individual or group. the subject's Willpower is required. The number of suc-
cesses scored determines how well the conversion from

162 Appendix #3: The Discarnate


ABERRANT
noetic template to spirit goes. With one success the new The noetic templates of living sapients are much
spirit loses some memories of its previous existence. At two harder to retain within a vault, as reflected on the duration
successes there is no memory loss and the new spirit is the chart below. A target whose noetic template is imprisoned
equivalent of a beginning psion. Three successes doubles in a vault is still alive and can function, but loses all capacity
the number of psionic Mode dots the new spirit gains. for initiative and personal drive. The target cannot regain
That is tripled at four successes and quadrupled at five temporary Willpower, Psi or Inspiration points and automat-
successes. The nova has full control over whether the new ically fails all rolls made for actions that would conflict with
spirit gains any expanded psionic capability beyond the the nova's wishes. The target does not even have to know
two success level, however. Converting a spirit into a noetic what the nova's wishes are - the nova "hardwires" them
template follows the same formula but removes psionic into the vault.
Mode dots. Once the spirit has lost all of its former mode
dots, only one additional success is required to convert it
Success Duration
from an extremely weak spirit to a noetic template suitable
for installation. One One week
Two One month
Vault Three Six months
Dice Pool: Ability + Pneuma Manipulation Four One year
Range: (Quantum + power rating) meters Five One decade
Area: N/A
Duration: Special
The nova can imprison a spirit or living sapient's noetic Aside from locking up bothersome spirits and gaining
template within a small material object. This requires a extreme leverage over living sapients, the main benefit of
contested power roll against the target's Willpower. In the using this technique is that it allows the nova to quickly
case of a spirit, using one of its anchors adds +1 to the purge his own temporary Taint or that of other novas.
spirit's difficulties on its Willpower roll. In both cases, if the This process requires the nova to spend twice the normal
target wins it is automatically Dazed (Aberrant core book quantum point cost for this power and make a power roll.
p. 229) but remains free. In case of a tie, the target is at For every two successes scored the nova - or his patient -
+2 difficulties on all rolls for the next turn due to disorien- will lose one point of temporary Taint. As the process uses
tation. If the nova wins, the target (or its noetic template) is the noetic energy inside the vault as a catalyst, it is very
drawn into the vault. This technique cannot be used against destructive to the prisoner. That spirit or noetic template
novas, aberrants and other eximorphic beings, even if the will lose one dot of permanent Willpower, Psi or Inspiration
nova has the "Affects Novas" Extra. Due to their noetic for every point of temporary Taint purged by the nova. If
templates being fused into their quantum matrices, there's a spirit reaches zero permanent Willpower or Psi in this
simply nothing there for this technique to catch. Don't even manner, it is destroyed. If a noetic template reaches zero
bother making a power roll, it's wasted effort. permanent Willpower, Psi or Inspiration it is destroyed and
As spirits have only a tenuous link to quantum space- the targeted sapient dies for no reason readily apparent to
time, it is essentially held in stasis inside the vault. The conventional medical science.
number of successes scored by the nova determines how In both cases, a prisoner of a vault cannot regain
long the vault will function while holding a spirit, as seen temporary Willpower points, Psi points or Inspiration points
below. until it is freed by outside action. Exorcism of the vault will
free the prisoner, although exorcists who are not novas
with Pneuma Manipulation will have a difficulty penalty of
Success Duration
+2 on their Exorcism rolls. Physical destruction of the vault
One One year will also work, although it will also banish an imprisoned
Two One decade spirit. Freed prisoners will have to regain their temporary
Three Fifty years Willpower, Psi or Inspiration points naturally, as regaining
their freedom will have no ill effect on the nova.
Four One century
Five One millennia

Appendix #3: The Discarnate 163


ABERRANT
Ward Willpower Corruption
Dice Pool: Intelligence + Pneuma Manipulation Dice Pool: Manipulation + Pneuma Manipulation
Range: N/A Range: (Quantum + power rating) x 5 meters
Area: (Quantum + power rating) x 10 meters Area: N/A
Duration: Maintenance Duration: Special
The nova can set up an intangible barrier that dis- This technique turns the Willpower of spirits or living
suades spirits and/or living sapients and animals from sapients into a weapon that the nova can use against
attempting to pass through it. The successes scored on them. The nova spends the required quantum points
the power roll determines the strength of the ward, which and makes a power roll in a resisted action against the
has two layers. Subjects attempting to pass through the victim's Willpower. If the nova scores more successes, he
first layer must make a contested Willpower roll against can cause a temporary dysfunction in a spirit's form or the
the ward. Failing the roll means that the subject imme- noetic template of a living sapient. If the target spends any
diately leaves the vicinity and will now consciously avoid temporary Willpower points, they count as botches instead
the warded area. A tie indicates that the subject does not of automatic successes. Nova targets with Mega-Willpower
flee but won't go any closer. If the subject wins, it can pass are automatically immune to this technique. The duration
through to the second layer. If the subject is a spirit, it of this technique is determined by the number of suc-
suffers (power rating) levels of aggravated damage as long cesses scored as per the chart below.
as it remains in contact with the ward. If the subject is a
living creature, it must immediately make another con-
Success Duration
tested Willpower roll against the ward. If the ward wins, the
subject loses (power rating) dots of permanent Willpower. One One turn
Animals will die as a result of being reduced to zero per- Two One scene
manent Willpower. Living sapients will become functionally Three One episode
non-sapient and possibly dead as described in the Blast
Four One year
technique listing seen above.
Five One decade

Extras: Affects Novas (All techniques that can affect


living sapients except Vault can be used on novas).

164 Appendix #3: The Discarnate


Appendix #4:
The Doyen
Doyen: noun, originally French. rytellers may use them in any Aeon Continuum chronicle,
1- the most respected or prominent person in a partic- with special attention paid to the Nova Age.
ular field, or As they have for aeons, the Doyen are waiting.
2- the senior member, as in age, rank, or experience, of
a group, class, profession, etc.
The Elders
As fans of the Trinity gameline well know, there is a Little is known about the evolutionary origins of the
more or less covert agency behind much of the intrigue primitive Doyen. They were once flesh and circulatory
and conflicts of Earth's 22nd Century - the advanced alien fluid of some sort like other biological xenosapients, and
species known to the Proxies, a few other psions and the were carbon-based. The early Doyen were intensely social
higher echelons of Aeon as the Doyen. These beings sapients with a verbal language and basic senses similar to
of almost-pure noetic energy are near-immortal. Many those of Humanity. Their psychology was somewhat alien
individual Doyen are older than Terran multicellular life, as to that of humans, though. The proto-Doyen were fairly low
a civilization they predate the ignition of Earths Sun. Their on their planet's food chain, and shared their environment
original star system was abandoned long ago, as their with many predatory species that saw them as tasty prey. In
home star is likely now a white dwarf. They are powerful practical terms, a quick death was waiting for them at every
psions, and their noetic biotechnology is understandably turn. This resulted in four major psychological develop-
far in advance of anything produced by either the alien Qin ments. First, they developed a sense of group identity so
or by the human psions of Earth's Noetic Era. These aliens strong that it reached the point of xenophobia. Anything
are one of the most important threats to humanity in the and everything outside the group was seen as either a
entire Aeon Continuum, and they have not been outlined in potential threat or a disposable resource. Second, the
anything but the broadest of details. proto-Doyen developed what humans would consider an
Until now. inborn pathological cowardice. Risks were never to be will-
Here we will put forth our best attempt to describe ingly taken, as doing so was the Doyen equivalent of play-
these behind-the-scenes puppetmasters, their civilization ing Russian Roulette. Third, paranoia became a hallmark of
and their technology. Their biology and psychology are all Doyen thought, which was inevitable given their environ-
examined, complete with the consequences both have for ment. Fourth, their mental development was accelerated.
their culture. Finally, we offer suggestions as to how Sto- Only the smartest could think of new ways to survive, only

Untold Origins
We have chosen to keep many details about the Doyens origins as vague as possible for one specific reason:
to give the Storytellers as much free rein as possible when using them in their own versions of the Aeon Continuum.
As far as their impact on your chronicle is concerned, knowing exactly which star system and biosphere the primitive
Doyen evolved in simply does not matter very much. Keep in mind that both as a species and a civilization, the
Doyen have existed for five billion years, which is impossibly old by human standards. Likewise, while they are not a
true intergalactic civilization, the Doyen have had the entire Milky Way Galaxy and its associated dwarf galaxies to
explore and exploit for quite some time. Within that huge region, the Doyen can be wherever the Storyteller wants
them to be. This also applies to the Doyens evolutionary origins. They are or were naturally psionic, products of
an alien evolution, carbon-based organic lifeforms and had genetic material that is somewhat compatible (through
genetic engineering) with that of Humanity. Aside from that, there are no constraints as to what the Doyen could
have been like before they transformed themselves into noetic energy beings.

Appendix #4: The Doyen 165


ABERRANT
the most quick-witted could adapt to new threats as they First Contact and Xenocide
presented themselves. Personal charisma and the ability to It is said by some that ignorance is bliss. That was
manipulate other proto-Doyen were also strongly selected certainly true for the early Doyen, as their ignorance was
for, as they both aided group survival. Thus these alien irretrievably shattered when their clairsentient astronomers
beings eventually managed to invent technology, mastered noticed the arrival of a spacecraft into their home star
their environment and developed a civilization. system. The Doyen had not yet developed any "manned"
The culture of the proto-Doyen was viciously com- space travel capabilities, as they thought of space travel
petitive, although conflicts within a group were almost as being extremely dangerous and best left to unmanned
always political and non-violent. The rationale was that probes. This event brought their dormant xenophobia
the larger one's group was, the less likely one would have back into full flower, as they saw the alien vessel only as an
to risk doing anything dangerous. Even at this primitive immediate threat to their species. Old records of inter-
stage, only a rare few psychotics among the proto-Doyen group conflicts between groups of the pre-Unification
were capable of committing violence - much less murder - period were re-examined, and a typically Doyen plan was
within their own groups. Exile was the favored method of made. Whoever these alien intruders were and whatever
dealing with such individuals, and considered worse than their reason for traveling to the Doyen's home star system,
a simple execution. A proto-Doyen alone in the wilderness they could not be allowed to leave... ever. The attack was
would die a thousand deaths from fear before meeting swift and brutal, as the Doyens' most skilled telepaths used
its eventual demise. Such examples served to strengthen augmentation bioware to remotely infiltrate the aliens'
the bonds of a group's social hierarchy quite well. Con- minds. After programming the vessel's autopilot to settle
flicts between groups were more a matter of negotiation, into an orbit around the Doyen home planet, the enslaved
with direct violence between groups being rare. Indirect aliens shut down their own life support systems. With the
violence - especially causing harm through traps or decep- aliens safely dead, the Doyen readied themselves to study
tion - was always the preferred method of Doyen warfare. this novel threat and the wealth of knowledge their ship
Managing to manipulate another group to fight against a carried. What they learned would change the course of
group that threatened one's own was seen as an especially galactic history, and not for the better.
praiseworthy tactic. The captured alien vessel hailed from one of several
Sometime later in their development, certain pro- starfaring civilizations that roamed the ancient Milky Way
to-Doyen began manifesting psionic powers. These Galaxy. These star cultures explored, traded or fought with
beings quickly came to dominate their groups, which now one another, leaving the galaxy a chaotic wilderness rem-
had advantages that the non-psionic proto-Doyen had iniscent of the proto-Doyen's earliest days. After learning
no hope of matching. It did not take many generations all they could from their alien prize, the Doyen leadership
for the psionic proto-Doyen to outcompete their rivals, debated over what to do. A consensus was eventually
leading to the point where the non-psionic proto-Doyen reached, and the Doyen used their new knowledge to
became extinct. This development also led to a new view form a plan for galactic dominance. As the most powerful
of themselves as one great group instead of thousands of psionic species in the galaxy the Doyen had an edge over
competing groups. War between these early Doyen ceased their unknowing foes, and they exploited it ruthlessly. It
as they turned their efforts towards achieving total control was long, tedious and difficult in the extreme, but the plan
over their world's ecology. With their world's wildlife no was executed without serious error.
longer a threat, the early Doyen discovered how to exploit Over the next several millennia the Doyen waged a
those creatures' biology to serve their own ends. And so covert war of espionage across the galaxy. Doyen clairsen-
the early Doyen developed noetic biotechnology. For a tients found isolated alien spacecraft whose crews could
time life was good for the early Doyen as they raised their be telepathically manipulated into becoming unknowing
civilization to new heights of development in culture, tech- quislings. Interstellar wars between targeted civilizations
nology and psionic prowess. They had broken their world were fomented whenever feasible. Other civilizations were
like a wild beast and tamed it to their desires. Their rate of pushed to the edge of extinction - and over it - thanks to
reproduction also declined by this time, as Doyen young some well-placed Doyen sabotage. Only one civilization
were no longer likely to die from disease or predation managed to survive the Doyens' indirect warfare, escaping
as they were in the past. As a unified civilization, they no from their dying homeworld to the stars using a vast fleet
longer had any outside groups to threaten their continued of colonization arks fitted with an experimental stardrive.
survival. They were correct about the former, but deeply That fleet vanished from the Milky Way Galaxy, which
mistaken about the latter. suited the Doyen just fine. At the end, all of the targeted
civilizations had been shattered, their accumulated wealth

166 Appendix #4: The Doyen


ABERRANT
and knowledge picked over by the Doyen like Terran vul- achieving political dominance at the time. Development of
tures. There were no advanced sapients left in the galaxy to their noetic biotechnology was almost as important, as the
threaten them. use of hard technology became stigmatized. That in turn
The Doyen had prevailed. required Doyen scientists to develop biotech equivalents
of every hard technology known to them. Combined, these
two endeavors bore fruit as the most psionically potent
Renaissance and Dominion Doyen began the transcendence process. These volunteers
The Doyens' scientific and technological prowess
also happened to be elderly, so their fear of dying over-
grew in leaps and bounds as they learned from the stolen
whelmed their fear of the risky and untried noetic transfor-
archives of their victims. Their skill in creating noetic bio-
mation. With their entire species watching them over the
technology rose to new heights as technical data from the
Doyen information networks, these first pioneers entered
stolen alien archives was used to match the hardtech-based
their biotech conversion tanks. The transformations were
might of their fallen enemies. A handful of extrastellar
successful, and the incarnate Doyen were awed to see the
colony worlds were founded, resulting in a brief flowering
pioneers rise up from the tanks as one-meter-diameter
of Doyen cultural progress as established hierarchies on the
spheres of charged plasma sheathed in telekinetic force.
homeworld had to either readjust or collapse. For a time,
Such was the debut of the Doyen as beings of (almost) pure
the Doyen surveyed their newly-won territories - namely the
noetic energy in the Aeon Continuum.
entire Milky Way and all of its attendant dwarf galaxies and
With the transcendence process proven to be safe
star clusters - taking careful note of the young biospheres
and successful, even the youngest Doyen made achieving
likely to produce sapient life in the future.
it their lives' goal. With a stable population of a few billion
When primitive sapients were encountered, Doyen
individuals and death from old age no longer a factor,
xenologists would attempt to steer their development in
Doyen culture took a sharp turn towards what humans
directions where they would not pose any future threat to
would consider a monastic way of life. It took a few million
the Doyen. When that was not possible, they engineered
years, but the day did come when the last few flesh-bound
all sorts of disasters to weed out recalcitrant species. Spe-
Doyen went into the conversion tanks to join their tran-
cies with nascent psionic potential were subtly groomed
scended peers. The Doyen had finally overcome their own
to become Doyen servitor races, to handle future threats
biology and were now beyond the reach of time, ageless
that the Doyen considered themselves too advanced to
immortals - or so they thought. Now that they could plausi-
deal with directly. In other words, they wanted disposable
bly present themselves as higher beings to unsophisticated
cannon fodder to act as janissaries for them. One such spe-
sapients, the Doyen sent agents to the dozens of primitive
cies that the Doyen would mold in later times was the pro-
alien civilizations that had sprung up during their Great
to-Qin, from the 47 Tucanae cluster. Planets which lacked
Transcendence. Presenting themselves as gods - Doyen
life with the potential for sapience - at that time - would be
had always favored using religious belief as a means of
given only sporadic surveys over the coming epochs.
social control and manipulation - they sent their message
The Doyen now had more pressing concerns than
to priests, shamans and "wise ones" throughout the Milky
keeping close tabs on primitive alien lifeforms. They had
Way and its dwarf galaxy neighbors. Saying that the results
become masters of the galaxy and were the pinnacle of
of this galactic public relations blitz were mixed is an under-
evolution - or so they thought - yet they were still prey to all
statement. While this evangelization effort found fertile soil
the frailties of organic lifeforms throughout the galaxy. They
in some alien cultures; it was ignored, rejected as a bad
were still at risk of suffering injury or sickness, they grew
joke or condemned as heresy in the others.
feeble with advanced age. Worst of all, they were still living
After having more or less sequestered themselves from
under the threat that had haunted the lives of their earliest
contact with other alien sapients, the Doyen were taken
sapient ancestors - death. Spurred on by their most ancient
aback at their failure to convince all of the primitives of
dread, they sought a way to achieve immortality through
their authority. Having adapted their thinking to operate
psionics. After a million years of noetic research, they finally
on the scale of Deep Time instead of the frenzied pace
found a method that seemed to be everything the Doyen
of mere organic lifeforms, the Doyen leadership debated
desired - a means to escape their own mortality.
for several centuries over what to do with the recalictrant
xenocultures. They were currently too primitive to pose
Transcendence and Transgression any sort of immediate threat to the Doyen, yet they would
Preparation for the transcendence process became an develop quickly enough to do so if left unmolested. They
all-consuming obsession among the Doyen. The pursuit of decided to turn certain of the compliant xenocultures into
reaching their fullest psionic potential even overshadowed more servitor races to do battle on the Doyen's behalf as

Appendix #4: The Doyen 167


ABERRANT
needed. Under the guise of advancing the cultures of their dependent on their noetic templates and autonomic uses
"disciples", the Doyen imparted psionic potential and of their psionic powers serve in place of cellular walls,
primitive biotechnology to them. With corrective measures muscle tissues and nervous systems. The Doyen are now
put into place, the Doyen returned to what would become convinced that their current state of being is only an inter-
their eternal - and impossible - quest. mediary step in the transcendence process, which can be
refined still further to achieve their ultimate goal. This task
has consumed the efforts of the Doyens' best noeticists
Plus a Change, Plus C'est La ever since the obvious flaws of the original transcendence
Mme Chose process became self-evident. As of yet, no substantial
From the Doyen perspective, all has gone more or progress has been made.
less smoothly from that point up into recent times. Finding
out that they weren't truly immortal was a shock, as tran-
scendence did nothing to curb the occurrence of either Doyen Civilization Now
lethal disease or violent psychosis among the Doyen. The What follows is a brief overview of the major aspects
first murder among the transcended Doyen shocked the of the Doyen as they currently exist.
species as a whole, as they had thought themselves to
have grown out of such savagery. The ancient practice of Territory
exile from the group's territory - now defined as the Doyen The Doyen occupy six planets - called the Core
home systems - was revived to dispose of such deviants. Worlds - in a close group of five star systems and main-
Exile also became popular as a way to remove dissident tain manned strategic outposts in a few dozen other star
factions (read: the losers of the Doyens' political conflicts) systems. One of those planets is the Doyen homeworld,
from proper Doyen society and its resources. Many of the which was teleported into its current star system before its
least obssessive Doyen even committed suicide out of original star could engulf it in the process of becoming a
sheer ennui. Combined with the expected deaths result- red giant. Most Doyen have only a passing proficiency with
ing from accidents involving extremely powerful biotech the Teleportation Modes and consider travel by spacecraft
devices, this has made for a gradual decrease in the Doyen to be a necessary evil. Combined with the end of Doyen
population over the millennia. By the time period in which population growth when they transcended, these factors
the Aeon Continuum gamelines are set, their total popula- have prevented much in the way of manned space explo-
tion hovers at approximately one billion Doyen. ration. Surveys of the Milky Way, its dwarf galaxies and star
Doyen culture has remained monastic and obsessed clusters are all performed by clairsentient astronomers.
with furthering their own psionic development and evolv-
ing beyond the material level of reality. Doyen beliefs
on the noetic level of reality hold that it is an empty void Biology
of random noetic patterns that only they are advanced As stated in several Trinity books, the Doyen are now
enough to have any hope of entering. Once there, they will beings mostly comprised of noetically-charged plasma.
be able to shape that reality in any way they see fit. This bit Their biological component can no longer exist without a
of self-serving dogma has effectively become the basis of a highly developed noetic pattern. In turn, the noetic pattern
species-wide delusion among the Doyen, as they have no of a Doyen cannot exist without its biological component.
hard information or experience with noetic space. Likewise, Doyen do not age, but they can still suffer and die from
memetics are the only true discarnates (see Appendix #3) injury and disease. Likewise their physical needs are slight.
they have ever encountered. In the absence of hard evi- They do need an atmosphere warm enough to keep their
dence, belief became a substitute for empirical truth. biological fluid from freezing, cool enough to keep them
While their current disembodied state is effective from evaporating and with enough pressure to keep from
at providing life without aging, the Doyen have found overstressing their skins of telekinetic force. Doyen also
it less than ideal. Their plasma-forms are not quite what use their biotech devices to synthesize liquid nutrients
they had aspired to become. As they still have a physical to replenish their biological fluid, which is only required
component to their bodies - an information-rich organic every few centuries barring injury or disease. They can
fluid - they remain vulnerable to disease, injury and death. and do sleep, but only to refill their Psi point pools and
Beings wholly composed of noetic energy would suffer regain temporary Willpower instead of any actual physical
none of that - or so Doyen thought and dogma hold to requirement.
be true. They came very close to becoming that with their Only one of the drawbacks to this state of being is
initial transcendence effort; their new physiology is directly known to the Doyen in all the Aeon Continuum timelines:
the Doyen have lost the capability to reproduce them-

168 Appendix #4: The Doyen


ABERRANT
selves. "Transcended" Doyen are naturally sterile; it is speculations.
unknown just what form of sexual reproduction the Doyen Another important thing about Doyen psychology
used during their incarnate times. The early attempts to is that their transcendence reformatted their minds to
create new Doyen through artificial means failed miserably perceive time differently from the younger xenospecies.
and were quickly abandoned. This didn't bother the Doyen This lets them operate over extremely long periods of
very much - like everything else in their society, breeding time, which is a necessity for being ageless. Doyen are the
young was an intensely political affair. Parents were often among the best deliberate long-term thinkers in the Aeon
grouped together for arranged matings, with the resulting Continuum, capable of making master plans that span
young being raised in a communal creche of their political centuries. Unfortunately for them, that benefit came with
faction. The human concepts of family, mate-bonding and two heavy costs. First, the Doyen have lost the capacity
parent-child bonding are utterly alien to the Doyen. With for quick mental reactions, meaning that they're horrible
the apparent immortality granted by the transcendence at things like "on the spot" thinking, adapting to rapid-
process, all but a few Doyen were glad to be finished with ly-changing conditions, dealing with surprises and making
the wretched business. Having spent millennia as noetic correct snap decisions. In game terms, they have an effec-
energy beings, most Doyen now find the concept of bio- tive Wits rating of one dot for all rolls where quick mental
logical reproduction to be completely revolting. Xenosa- reactions are required. They still use their normal Wits
pient species that still practice such methods are seen as Attribute for all other purposes including initiative. Second,
primitives at best and near-beasts at worst. they no longer comprehend the apparent "impatience" of
the younger xenospecies, most of whom are evolved to
perceive time similarly to humans.
Psychology
By the period of Earth's Inspired, Nova and Noetic
Ages, the Doyens' psychology has hardly changed at all Culture
from ancient times except for growing ever more egotis- As it is both geared to operate continuously over
tical, manipulative, stodgy and self-serving than before. long periods of Deep Time and is instinctively fearful of
Xenophobia, utter cowardice, obsession and paranoia change, Doyen culture can only be considered reactionary
remain their most notable psychological traits. Among and stagnant by human standards. Maintaining the status
themselves, Doyen don't put much stock in concepts of quo always comes first in this society, even at the cost of
trust, loyalty, friendship or personal honor. At its very core, preventing changes that would be beneficial coming from
a Doyen truly cares for nothing but itself. Keeping their within society. The only exception to this is when adopting
own (telekinetic) skins intact, improving and/or maintaining a change to society must be done to ensure its survival
their social position, getting others to do anything danger- as a whole. In most Aeon Continuum timelines this hasn't
ous and refining their psionic powers is all that matters. The happened since their mass transcendence event. A handy
former three "values" have resulted in the Doyen becom- visual metaphor for Doyen culture would be the movement
ing master manipulators, although they are at their best of glaciers - they can sit still for centuries or even millennia
when manipulating their own kind. They have an imperfect before internal pressures and gravity forces them to shift.
understanding of alien psychology, which is a limiting factor As stated earlier, Doyen culture is now monastic in
when they attempt to manipulate xenosapients such as nature, somewhat similar to the Taoist monasteries of
humans. Ancient China on Earth. Doyen daily life is austere but not
Other "charming" traits of the Doyen psyche include ascetic, as their transcended state has left them with only
hypocrisy, arrogance, conceit, pretension, vanity, nar- intellectual and social pleasures to enjoy. Attaining their
row-mindedness, vengefulness, dogmatism and paternal- ultimate psionic potential is what their culture has deemed
ism towards the younger xenosapient species. The Doyen to be the life goal of every right-thinking Doyen. All other
consider themselves to be far superior to all xenosapient activity is intended to enable that activity. This includes per-
species and take offense at the idea that such beings would forming maintenance and upkeep of their biotech, fulfilling
question their "wisdom". From the Doyen point of view, and invoking social obligations, performing noetic research,
only they can see the big picture of what is going on in the dealing with aliens and anything else that would keep the
universe and their actions are always in the best interests Doyens' attention focused away from their obsession. All
of the younger xenospecies. And as said xenospecies are art is psionic in nature and intended to convey accepted
mostly ignorant of what's actually going on in the galaxy, Doyen thought and provide greater insight into the noetic
their opinions are just not worth listening to, much less Totality. Anything that deviates from accepted Doyen
considering. The idea that those opinions might actually be thought is considered both heretical and treasonous and is
correct never crosses a Doyen's mind, even in their wildest quickly suppressed.

Appendix #4: The Doyen 169


ABERRANT
Politics plays an extremely important part in every Instead they are drafted into it by their superiors in the
Doyen's individual life. It determines which civilian order civilian orders, for any number of reasons. The methods
they belong to, their access to certain forms of intellectual used to ensure the compliance of new conscripts include
pleasures (approved and otherwise) and their basic place in invoked social obligations, the repayment of social favors,
the pecking order of Doyen society outside of their mon- the threat of exile for losing in a political conflict or being
asteries. Despite their species-wide policy of non-violence accused of being a criminal (falsely or not), telepathic
towards their own kind, Doyen paranoia ensures that the control and simple blackmail. Tours of duty can last for
concept of trust simply does not apply to Doyen outside of hundreds of millennia, which means endless time spent
their own political faction. Things are only somewhat better training, doing maintenance and performing monitor duty
within one's own faction, as while trust can be established, at their extrastellar observation outposts. On the other
it's always conditional at best. pseudopod, all of that makes for excellent ways to practice
their psionics and further develop their noetic templates. It
is no surprise that all Military Order members who survive
The Ruling Council to muster out - which is almost all of them - get to join
As a collection of what can only be considered
a hermitage order immediately afterwards. All in all, this
monastic orders, the Doyen are ruled by an interlocked
makes for more than a little disaffection with Doyen ortho-
collection of "religious" hierarchies with a Ruling Council
doxy in the Military Order. They are some of the Criminal
of faction leaders at the highest level of government. Indi-
Order's best customers for contraband of all sorts, just as
viduals must scheme, connive and backstab their way up
often out of sheer mind-numbing boredom as from actual
in order to advance while keeping a close watch on their
need. Familiarity with combat drugs - which the Ruling
own underlings. Often, the best a Doyen can do is "tread
Council doesn't even know exist - is an well-guarded secret
water", expending serious effort to maintain its position
within the Military Order.
and rank. As the Doyen no longer age, this leaves only
All that said, the Military Order dreads having to
three ways for one of them to lose its social rank. In order
face an actual threat. The only reason they've become
of frequency, those ways are: losing in a political conflict,
so adept at simulated combat is that they know that it is
being proven incompetent and voluntary retirement to a
not real. Engaging in physical combat is seen as a des-
hermitage order. The latter option allows Doyen to join an
peration move, as Doyen much prefer to pilot biotech
ascetic order where they can focus on their psionic devel-
fightercraft, other battlecraft and VARGs when in combat.
opment to the exclusion of all else.
Using biotech weapons of mass destruction is even more
In practice, Doyen government is corrupt in the
preferable as it allows them to remain far away from the
extreme, with the equivalent of "old boys' networks" and
killzone that they are targeting, especially if those weapons
underhanded dealmaking in metaphorical smoke-filled
are delivered by teleportation. It is for this reason that the
back rooms being where the actual work is done. Those
Military Order has entered into a covert alliance with the
Doyen with government positions are allowed to enjoy
Doyen Scientific and Criminal Orders so that they will have
things that are prohibited to common civilian Doyen. This
access to new weapons and military-grade technologies
mainly means license to possess contraband intellectual
that the Ruling Council would prohibit from being devel-
pleasures and is a double-edged gift. While Doyen do
oped if they knew about them. Whenever an actual threat
find such enjoyable, it also provides their superiors with a
arrives, the Military Order knows that they will be the ones
handly means of disposal should their underlings pose any
to face it. They want to have whatever edges that can be
sort of threat to them.
acquired on hand and ready to be used, regardless of what
the Ruling Council thinks.
The Military Order
Though seemingly a contradiction in terms, the Doyen
actually do have a Military Order that answers directly to
The Intelligence Bureau
As with the Military Order, no Doyen willingly becomes
the Ruling Council. Aside from maintaining their biotech
an agent of the Intelligence Bureau. Unlike the Military
arsenals and performing in virtual reality combat simu-
Order, conscripts for the Bureau are not those who are
lations, they haven't had to actually do anything that a
merely unfortunate enough to be tricked, coerced or
human military would consider "real soldiering" - or even
blackmailed into service. Instead, they are those Doyen
slightly dangerous - for many millions of years. Which is
who their superiors consider to be too clever, devious and/
exactly how the Military Order prefers things to be. Even
or manipulative for their own good. In short, they're the
without any actual danger to face, no Doyen has ever
most likely threats to their superiors' own positions and
willingly joined the Military Order throughout its history.
ranks, and must be culled from the civilian orders in order

170 Appendix #4: The Doyen


ABERRANT
to preserve the status quo. Most Bureau agents serve as a case a period of rapid technological progress will ensue.
combination of police officers, domestic spies and censors After the threat is dealt with the Doyen leadership allows
among the civilian orders. They are always on the lookout their scientists' efforts to be milked for all they're worth.
for signs of heresy and treason (which the Doyen consider Once that's finished and a new status quo of Doyen society
to be the same thing), criminal activity (although officially, is established, they return to controlling and censoring any
crime does not exist among the Doyen) and contraband. and all scientific research that could disrupt it.
The rare incidences of violent crime among Doyen are also For Doyen scientists, this state of affairs is only barely
under their jurisdiction. tolerable. Their scientific curiosity is constantly being driven
All of that is straightforward enough except for one to new heights by their innate paranoia, which is exces-
thing: the Bureau is corrupt and has long been compro- sive even by Doyen standards. They can easily imagine
mised by the Criminal Order. Those Doyen too clever, the appearance of new threats to the Doyen that their
devious and/or manipulative for their own good make leadership will have no idea how to deal with. The Ruling
excellent recruits for the Criminal Order, as they see it as Council are considered the equivalent of Terran ostriches,
a safe means of revenge against their former superiors. In burying their metaphorical heads under the sand instead
theory, the Bureau enforces Doyen law & dogma to the of keeping watch for novel threats to their people. Some
letter. In practice, they look the other way when non-violent Doyen scientists even speculate that the Ruling Council has
"crimes" are committed if the perpetrators are sufficiently been compromised by hostile alien agencies. This shared
discreet about it. Those they do catch are sometimes level of paranoia ironically makes for an unheard-of level
offered advice on how to better keep things under wraps of mutual trust, loyalty and even friendship in the Scien-
if they are savvy enough not to have bought into the tific Order; as they consider themselves (rightly) as being
official propaganda produced by the Ruling Council and under perpetual siege by orthodox Doyen society. As a
the Civilian Orders. The price for this is to become covert result, they've become extremely skilled at dissembling,
associates of the Criminal Order and to be on call for the especially where their research is concerned. In public,
exchange of reciprocal secret favors. The rest are accused they present a bland appearance of compliance with the
and sent off to join the Military Order posthaste. Violent Ruling Council's restrictions. Among themselves, those
criminals are dealt with by the book and exiled, as the restrictions are flouted without a moment's hesitation.
Criminal Order considers their continued existence in They have developed enough new technologies to push
Doyen society as bad for business. Doyen technology up into T13 in some areas, but have
The few Bureau agents who are not recruited by been prevented from doing so due to the requirements of
the Criminal Order are instead trained to infiltrate alien keeping their researches as covert as is possible. Hence
civilizations, gather intelligence and perform all sorts of their covert alliance with the Military and Criminal Orders
covert operations in hostile territory. While the quality of - when the threats the Scientific Order has been expecting
their training hasn't diminished over the millennia - Doyen finally arrive, they intend to be ready. They will do this by
paranoia and xenophobia saw to that - they have been out whatever means necessary.
of action for quite a long time. Most of their reconnais-
sance missions amount to little more than "check out how
The Criminal Order
the primitives are destroying their own pathetic excuse for
According to the official doctrine of the Ruling Council,
a civilization this time". Only rarely are they directed to
crime among the Doyen simply does not exist. Therefore,
intervene with a primitive civilization, typically to either aid
there is no such thing as a Criminal Order as far as the
one that has accepted Doyen guidance or deal with one
majority of the Civilian Orders are concerned. Members of
that hasn't. Those missions are more akin to gardening than
the Criminal Order gladly espouse that official opinion in
anything else; aiding the "useful" plants and removing the
public, as it helps them and their operations stay under-
weeds.
cover. Even their true allegiance to the Criminal Order is
kept secret, as they maintain positions in the other Doyen
The Scientific Order Orders as cover identities. Most members of the Criminal
All Doyen with scientific training end up in the smallest Order are found in the Intelligence Bureau and the civilian
civilian order, where Doyen censors can more easily watch Computation and Transport Orders, although they can be
over them. Given how high a priority their culture places on found throughout the other Civilian Orders. Only the Scien-
maintaining the social status quo, all but a few Doyen view tific Order is free from infiltration due to the fact that they
technological progress with suspicion. Unless of course, face far too much official scrutiny for the Criminal Order to
embracing that change allows the Doyen to escape or feel comfortable with.
eliminate something dangerous to their survival, in which The operations run by the Criminal Order is pretty

Appendix #4: The Doyen 171


ABERRANT
The Civilian Orders
Contraband These groups comprise the bulk of Doyen society and
Orthodox Doyen society is hidebound, repressive and are differentiated by their functions. The Architect Order
reactionary. Nowhere is this most evident as in their efforts to handles all aspects of building design and construction.
suppress the spread of contraband among their own citizenry. The Entertainer Order produces works of art, government
In Doyen terms, "contraband" is defined as the following - propaganda and inspirational entertainments, all of which
recreational drugs, any works of art that deviate from accepted are tailored to the tastes of orthodox Doyen society. The
Doyen thought, unapproved (read: factual) historical records, Roboticist Order creates and maintains biotech robots of
data on proscribed (read: hard) technologies and all recovered all sorts, which perform all the required physical labor in
information from alien civilizations. Investigative journalism is Doyen society. The Conservator Order maintains most of
also taboo to orthodox Doyen, as it could cause untold social the original Doyen homeworld as one big habitat for all
disruption if the practice was left to spread unchecked. All of of their native biosphere's surviving (and non-threatening)
this makes contraband highly desirable to those Doyen who are wildlife. They also provide specimens of the plant-analogs
not content to accept the propaganda and pablum that ortho- for many Doyen monasteries who enjoy having ornate
dox Doyen society approves of and distributes. It also gives the meditation gardens within their walls. The Crafter Order
Criminal Order serious political leverage in the most surprising produces and maintains biotech devices of all sorts except
places... for weapons, vehicles and robots. The Healer Order is
responsible for all kinds of medical services - including
much limited to the production, smuggling and distribution psychiatry - and has the authority to deal with any and all
of what orthodox Doyen culture deems contraband. Iron- threats that could endanger the Doyen public health. They
ically enough, this has made the Criminal Order the only are also charged with maintaining mental institutions to
organization where accurate historical research, authentic house the few Doyen who succumb to nonviolent mental
cultural conservation and honest investigative journalism disorders. The Terraformer Order evaluates, implements
can be practiced. The leverage that this provides the Crim- and maintains the changes required to alter alien planets
inal Order is considerable, but their leadership has kept it to Doyen tastes. The Computation Order produces and
in reserve. Several select members of the Ruling Council's maintains all aspects of Doyen computer science, includ-
subordinates have been replaced with deep-cover agents ing the Doyen computerized communications network.
of the Criminal Order. Instead of exposing a few members The Transport Order handles all of transportation outside
of the Ruling Council to public disgrace, loss of their social of personal Translocation, including all aspects of space
rank and possible exile, the Criminal Order means to do travel. Production and piloting of spacecraft, asteroid
that to the entire Ruling Council in one lightning-quick mining and creating unmanned probes are just a few of the
coup d'etat. They have the covert support of the Intelli- activities falling under their purview. The Computation and
gence Bureau (most of whom are secretly Criminal Order Transport Orders also differ in that all of their members are
members) along with that of the Military and Scientific also secretly members of the Criminal Order.
Orders. Whether this gambit will be successful or not is The Civilian Orders derive most of their social influ-
anyone's guess. ence by tirelessly promoting Doyen orthodoxy. As their
members all live on the Core Worlds and have easy access
to all the benefits of Doyen civilization, they have every

Doyen And Drugs


Doyen orthodoxy frowns on recreational drug use of all kinds, as it is considered a distraction from the ultimate goal of
attaining ones ultimate psionic potential as soon as is possible. Unfortunately, the stresses of Doyen life require some safe way
to vent all of that frustration to prevent the development of mental disorders. The recreational drugs created by the Criminal
Order provide that necessary relief and help Doyen society to function more or less smoothly. The Criminal Order is particular
about what drugs their agents will sell to certain customers. Most Doyen drug users are sold non-addictive and safe drugs that
are comparable to the products of the Nora of 22nd Century Earth. They have also developed what can only be called combat
drugs for the Military Order, the most common one of which is called Instant Courage and temporarily negates a Doyens
innate cowardice. Customers in positions of political influence are sometimes sold highly addictive drugs in order to gain lever-
age over them. Then there are the customers whose activites threaten the Criminal Order and/or its secret allies. Those wor-
thies are given hot doses of drugs intended to produce irreversible mental disorders, with catatonia being a popular choice.

172 Appendix #4: The Doyen


ABERRANT
reason to do so - dissenting from Doyen orthodoxy is seen
as both treason and heresy, and is a quick way to be con- What The Doyen Know About Earth
scripted into the Military Order. This has rendered Doyen The Doyen are not totally unaware of Earth; they know
cultural life bland and somewhat similar to the Stalinist Era where it is, theyve visited it before and have performed
of Soviet Russia on Earth. The fact that Doyen orthodoxy clairsentient surveys of the primitive lifeforms they found. The
also makes the masses all the more pliable to the wishes Doyen have visited Earth three times in its entire history. The
of the Ruling Council is considered a classic example of first visit was during Earths Devonian Period. The results were
Doyen social engineering and a complete triumph. The of no interest to Doyen society as a whole and only of passing
Ruling Council is correct on the former, at least. interest to Doyen xenologists, who noted some slight potential
in the primitive amphibians humans would later call ichthy-
Outside Relations ostegans.
In a word, "antagonistic". While millennia of life in The second visit was slightly before the end of the Cre-
their disembodied state has made most Doyen dismissive taceous Period, as Doyen clairsentients had dimly foreseen a
of outside threats, their own political and social conflicts vague possible threat arising from primitive Earths biosphere.
have kept these natural cowards all too familiar with the The survey team noted that both Saurornitholestes and Troodon
emotion of fear. They have decided on a policy of covert had evolved larger brains for their body sizes than was average
reconnaissance of the "unenlightened" (read: not sub- for dinosaurs and appeared to be evolving toward sapience.
verted) xenocultures throughout the vicinity of the Milky The Ruling Council of the time decided to take no chances
Way, and have prepared countermeasures for those most and ordered the obvious threat to be nipped in the bud. The
likely to pose any possible future threat to the Doyen, such Doyen survey team altered the orbital trajectory of a convenient
as the Zeps. Even the subverted xenocultures are seen as asteroid large enough that its impact would wipe out Saurorni-
potential threats, given that they can still reproduce them- tholestes and Troodon before either species could evolve any
selves, sometimes at exponential rates. Fortunately their further. Lacing the asteroid with a generous amount of radioac-
schedules for surveying primitive xenocultures is infrequent tive minerals was the icing on the cake. The resulting Chicxulub
at best. Impact triggered the CretaceousPaleogene extinction event,
which killed off much of the biosphere of the time. As insur-
ance that the threat could not reappear, the survey team was
Doyen Technology instructed to hunt down and exterminate any large dinosaurs
As befits a determinedly stagnant culture, the tech- that survived. Their x-ray laser weapons made short work of
nology of the Doyen has not really advanced - as far as the that task, and the survey team reported a completely successful
Ruling Council knows - ever since their mass transcendence mission before heading back home.
event. Prior to the 2060s C.E., they are officially a T12 The Doyens third visit to Earth occured in the late Pleis-
civilization (see "Technology Ratings", on pp. 114-118 of tocene and was prompted by another clairsentient vision,
this book) with retardations in the fields of gravity technol- foretelling the appearance of a new naturally psionic proto-sa-
ogy (T11) and artificial intelligence (T10). One other point pient xenospecies. The survey team arrived in haste, only to
of interest is that due to widespread cultural prejudice, all personally witness the extinction of the new servitor race they
current Doyen technology is noetic biotech in nature. had hoped to discover. A mutant psionic australopithecine male
The Scientific Order has developed several secret had evolved and sired psionic offspring. Unfortunately for the
technologies that are much more advanced than what the mutant, gaining psionic capabilities was not accompanied by
Ruling Council would prefer. One historical example of such any increase in intelligence. The mutants offspring had formed
a covertly-developed technology was the World-Shifter, their own small troop by the time of the Doyens visit, only to
a massive Teleportation biotech device that was used to be ambushed and devoured en masse by a bask of crocodiles
move the original Doyen homeworld out of its original as the survey team watched. The survey team gave the mental
star system and into its current one by means of a gigantic equivalent of a shrug, wrote off the mutant australopithecines
Transportal effect. This device pushed the Doyen up into as too stupid to survive and transmitted the bad news back to
the earliest stages of astronomical engineering and T13. the Ruling Council. After being ordered to set up a few shielded
Unfortunately, the successful use of the World-Shifter also bunkers for possible future operations, the survey team did their
destroyed it, as Doyen power generation technology wasn't work and went home. Since then, the Doyen opinion of Earth
quite up to the task of powering such a hyper-powerful can be summed up as harmless and not of the slightest inter-
artifact in a non-destructive manner. After the World-Shift est. Doyen in the Trinity timelines have known better since the
was accomplished the plans for the device were classified 2060s, but that will be detailed later.
on order of the Ruling Council, sealed away and placed in a

Appendix #4: The Doyen 173


ABERRANT
secure archive, where they remain to this day. she sees fit. This will be especially necessary if they are
The Scientific Order has covertly developed working to be encountered in an Aberrant chronicle. If the Doyen
prototypes of certain T13+ technologies, with the following are to provide any real challenge to powerful novas and/
provided as a few examples. Medical nanotechnology that or aberrants, they will need to have extremely powerful
can assemble full-grown bodies from a genetic sample in biotech "on hand", so to speak. The only limits on this are
days. Biotech equivalents of cybernetic implants, which the needs of your chronicle and the Doyens' own taboos
can be grown inside the host's body without any need for regarding certain technologies, as seen below.
installation surgery. Teleportation biotech that does not A few aspects of Doyen noetic biotechnology deserve
require transceivers to either receive or retrieve passen- closer attention. As should only be expected of products
gers and/or cargo. Telekinesis-based force fields, some bettered through extreme long-term improvement and
of the projectors of which are small enough to be worn refinement, all Doyen biotech devices are practically the
into personal combat. Directed energy weapons using ultimate definitions of reliability and ruggedness. They
gamma radiation and disintegration weapons that atomize also consume less power, require less maintenance and
unprotected matter. There is simply no telling what else have remarkably lower Tolerance ratings (Trinity core book
the Scientific Order may have developed in secret - they've p. 193) than the equivalent devices produced by either
had millions of years of unsupervised R&D time in their lab- the Qin or Trinity Era human psions. Doyen biotech is
oratories, after all. Covert production facilities have been also capable of entering a state of indefinite suspended
established for all of the Scientific Orders' covert products animation, which was a necessity as their makers have
by the Criminal Order. From there they will be used by essentially unlimited lifespans. If left undisturbed they can
members of the Military Order and agents of the Criminal easily be reawakened with a small burst of noetic energy
Order within the Intelligence Bureau and Civilian Orders after any indefinite period of Deep Time and function at
as appropriate. Given an event that could panic their full capacity. Unfortunately, Doyen biotech devices that are
entire civilization - such as discovering eximorphs - these "awake" also require specialized maintenance just like any
renegade Orders could propel the Doyen solidly into T13 other form of noetic biotech. If they do not receive that
territory, barring the already mentioned retardations. maintenance, they will die and become useless after a few
Storyteller Note: The covert R&D activities of the years or until they run out of power, whichever comes first.
Scientific Order provides carte blanche for the Storyteller
to equip the Doyen with whatever advanced technologies

Taboo Technologies
Despite being part of a highly advanced technological civilization, the Doyen Scientific Order has refused to develop
certain technologies for various reasons, as described below. Not even the most radical Doyen scientist will dare explore these
fields, as their cultural abhorrence of them is far too great. Breaking these taboos is grounds for a Doyen scientist to be sum-
marily mindwiped and exiled upon exposure.
Gravitic Technology: Ever since their mass transcendence event, the Doyen have felt an instinctual revulsion for any grav-
ity-controlling technology more advanced than their own equivalent of Trinity Era pseudo-gravity. This is due to the conflict
between gravity (one of the four quantum forces) and noetic energy, which the Doyen can sense on a deeply visceral level.
Artificial Intelligence: As paranoid xenophobes with few equals, Doyen scientists have long recognized - and feared - the
possibility that careless tinkering with computer technology might cause it to develop some degree of actual sapience. It is for
this reason that all Doyen computer systems are regularly inspected for signs of spontaneous self-awareness. Theyve only had
one incident of such - about 200 million years ago - but that was one instance too many as far as the Scientific Order is con-
cerned. As a result all Doyen computer technology lacks any capacity for self-direction and is incapable of becoming sapient.
Dry Nanotechnology: Doyen scientists have no trouble with wet nanotechnology, which can only operate in special-
ized vats and requires premade chemical feedstocks in order to function. Such technology is very easy to closely control in a
large variety of ways. As dry nanotechnology requires none of that in order to function, Doyen scientists consider it a disaster
waiting to happen. No Doyen scientist to date has ever been desperate enough to defy the edict against this form of nano-
technology.
Hardtech: The pride the Doyen take in having achieved their transcended state has caused them to place undue cul-
tural significance on noetic biotechnology. While they did possess hard technology of their own in the past, the use of it soon
became unfashionable in the extreme. Using such devices is now equated with heresy against the Doyen belief of psionic
supremacy.

174 Appendix #4: The Doyen


ABERRANT
The Doyen Dilemma Take away their psionic powers and advanced technology,
and all that remains is a tribe of paranoid, xenophobic
According to their own self-serving dogma, the Doyen
cowards. If their strength as a civilization is ever shown to
have become higher beings than all other sapients found in
be lacking, there will be nothing to keep them from selling
their universe. They see their transcended state, advanced
each other out in order to stay alive, even if only for one
psionic capabilities and immense age as self-evident proofs
more day.
of that statement. That is their justification for warping
some younger xenocivilizations to eventually serve Doyen
needs, and for eliminating those others who pose any Transcendence... In Name Only
sort of threat to their so-called "betters". They see their When the fleshbound Doyen discovered their tran-
billion-year plus dominion of the Milky Way galaxy as scendence process, they thought that they had found the
necessary for them to continue their quest for a final tran- means to become immortal beings of pure noetic energy.
scendence into beings of pure noetic energy. Which the They based their entire scheme on a fatally flawed under-
Doyen think that they can achieve, given enough effort and standing of how the universe functions at both the quan-
dedication to their mastery of psionics. tum and subquantum levels. What they acually managed
Unfortunately for the Doyen, the actual truth of the to do is transform themselves into a state that has only the
matter is quite different. Their beliefs are not and have absolute minimum of living material to avoid death and
never been in accord with the realities of Doyen existence becoming a discarnate. This unnatural state of being has
on four important points as described below. done more than just make them unable to age - they can
no longer reproduce themselves and are no longer capable
of evolution. Without any new Doyen being born, there
On "Higher Beings", A.K.A. The is no way for their population to replenish their numbers.
Great Faade Finally, as the transcendence process is irreversible, the
The Doyen like to think of themselves as the responsi- Doyen are blindly traveling down a path with only one
ble elder race of the galaxy, whose authority the younger possible destination: extinction.
xenosapients must defer to due to their experience and There is another hidden cost to the Doyens' transcen-
superior knowledge. This is nothing but Doyen egotism writ dence that they have yet to learn of in the Adventure! and
large and is used as an excuse to interfere with other xeno- Aberrant timelines - their utter vulnerability to the quantum
civilizations as they see fit. The reason why the Doyens' energies wielded by novas, aberrants and other eximorphic
collective ego has managed to become so massively over- beings. As beings mostly comprised of noetic energy, they
inflated is that they have never dealt with a serious threat feel the disruption of quantum energy far more intensely
on anything less than terms favorable to themselves. When than human psions or other psionic aliens. Not only will a
they caused the downfall of their competitor xenociviliza- Doyen find it harder to manipulate noetic energy in regions
tions prior to their mass transcendence, they did so though of elevated quantum energy, it will be disrupted both
subversion and skullduggery. Not once have they ever physically and mentally. Such an unfortunate Doyen would
faced an alien foe in direct combat. find itself literally flickering in and out of existence, much as
The Doyen constantly surround themselves with a person can flicker into and out of visibility when viewed
reminders of how great they have become, how far they under a strobe light in a darkened room. Suffering a quan-
have advanced both as a species and a civilization. In tum-based attack is even worse, as all such attacks that
human terms, they are always selling their own hype to all inflict bashing or lethal damage will instead inflict aggra-
who will listen. This usually means other Doyen, who have vated damage (Aberrant core book, pp.253-254) when
made not buying into said hype both heresy and treason. used against Doyen. Taint energies such as produced by
They do not do this in order to impress the primitive xeno- the Taint Bleed aberration (Aberrant Players Guide, p. 96)
species that they infrequently deal with, although many also inflict aggravated hard radiation damage to any Doyen
are credulous enough to take the Doyen at their word. No, unlucky enough to be exposed to it. Doyen in the Trinity
they have to do this since their toughest customers are timelines know all of this. While they do fear novas/aber-
the Doyen themselves. They have to do this in order to rants and their power intensely, there is one fact that has
conceal the essential, horrifying truth behind their faade kept them from breaking out into total hysterical panic. As
of advanced enlightenment, which all Doyen know deep far as they can tell, no nova or aberrant knows anything at
in their metaphorical hearts. Although they will never will- all about the existence of the Doyen. This ignorance on the
ingly admit it - even to themselves - their base nature has part of what those Doyen regard as their natural enemies
remained unchanged from their earliest days spent avoid- has given them enough metaphorical distance to attempt
ing predators in their homeworld's primeval wilderness. to deal with the threat in their typical fashion, as detailed in

Appendix #4: The Doyen 175


ABERRANT
the Trinity gameline books. If the Doyen are instead found again radically different from what the Doyen believe to be
by nova space travelers in the early to mid-Nova Age, true. The Doyen have taken their transcendence process as
their shock at a face to "face" close encounter is certain far as it is possible to go and remain living beings. It simply
to explode into full-blown hysteria. Unthinking and foolish no longer matters how further they manage to develop
"knee-jerk" hostile actions on the part of those Doyen are their psionic powers - they cannot advance their transcen-
certain to follow. dence at all. Like King Sisyphus from the Greek mythology
of Earth, the Doyen are past masters of deceitfulness and
are consumed with hubris. Also like Sisyphus, the Doyen
The Sisyphean Quest are condemned to an eternity of pointless, useless and
While the Doyen certainly take undue pride in their
ultimately wasted toil. Fanaticism and zealotry are the only
current disembodied state, they also see it as just a
outlets the Doyen have for their neverending frustration in
transition point in the process of truly becoming beings of
pursuit of an impossible, unattainable goal. The true irony
pure noetic energy. They have convinced themselves that
of the Doyens' situation is this: they did it to themselves.
furthering their already advanced mastery of psionics will
The Doyen have no scapegoats to take the blame and final
allow them to attain that goal. Never mind the fact that
reponsibility for their predicament. And they will never
increasing their psionic capabilities now takes eons of dili-
accept that fact.
gent work to achieve where it only required mere years of
effort for the fleshbound Doyen. Never mind the fact that
by reducing the material aspect of their bodies - the part Big Fish In A Small Pond
that is supported by the quantum forces and allows beings As a consequence of their innate xenophobia, the
to change - to such a minute fraction of what it once was Doyen have never truly felt safe whenever the slightest
has retarded their psionic developmental rate to almost nil. possibility existed that something might threaten their
They have all of eternity - barring lethal misfortune - to per- lives. This manifested itself as an urgent need to control
form this necessary task. Doyen orthodoxy makes a point everything in their environment. It is for this reason that
of constantly reminding the less faithful among them that the Doyen warped their native biosphere into a pattern
their ultimate goal can be achieved. The Doyen believe of their own choosing, ensuring their own safety. That this
this, as they are by their own definition the ones who know destroyed any chance of a new sapient species arising
best in all the known universe. from that biosphere was considered irrelevant. It is why
Once again, the empirical truth of the matter is once the Doyen destroyed all of the advanced xenociviliza-
tions they learned of after their First Contact. That those
xenocivilizations had no knowledge that the Doyen even
In Case Of Doubt existed was irrelevant - they had to be done away with to
Like authoritarians throughout the Omniverse, the Doyen
end the potential threats they presented. This is why after
are sure that they know how all other sapients should live,
achieving total dominance over the Milky Way galaxy and
and will do whatever is necessary to make those sapients
its associated regions that the Doyen started to "garden"
live according to their static view of the universe. The Doyen
the younger xenocivilizations. The fact that this has caused
think - incorrectly - that they know all there is to know about
serious cultural damage to the compliant xenocivilizations
everything. They desire to control the course of the history of
and meant the eventual premature deaths of the recalci-
sapient life in the entire Milky Way galaxy, preventing its natural
trant ones is regarded by the Doyen as the necessary price
development. They want to keep the current galactic hierarchy
of long-term galactic stability.
as it is - with themselves at the apex - until they succeed in their
From the Doyens' perspective, they are only doing
quest to completely transcend the physical universe. As that
what they must in order to protect themselves and their
quest is impossible, this means they will be imposing their will
way of life. From an informed outside perspective, they are
on all sapient life in the Milky Way practically forever.
nothing more than stagnant - if still potent - authoritarians
This is a proven recipe for disaster, as the Aeon Contin-
who are addicted to their position as "top dogs of the
uum timelines are organic things, and not static as the Doyen
galaxy", seeking to inflict their own self-serving ideals and
mistakenly believe. This is proven by the emergence of novas
desires on everyone else. The Doyen are so emotionally
and aberrants from humanity, which had no precedent in all
invested in their self-image as the dominant civilization of
the history known to the Doyen. There can be no negotiation
the Milky Way galaxy that any proof to the contrary will
or compromise with such beings. They are a straight-up enemy
be a massive blow to their collective ego. That blow will
race for any sapient species that are not Doyen themselves, and
be even greater if they are "dethroned" by a younger
must be destroyed if interstellar and galactic civilization is ever
xenospecies - such as humans - whose unimaginably rapid
to establish itself and thrive.
(by Doyen standards) development they had ignored. If the

176 Appendix #4: The Doyen


ABERRANT
younger xenospecies in question also lacks psionics and grounds are the only stats of a Doyen that can experience
noetic biotech yet has powers matching and exceeding rapid change, as their actions cause their political fortunes
those of the Doyen in potency, the perceived insult will be and social status to rise or fall. Adversarial Backgrounds
of legendary proportions. Once the Doyen understand the (Aberrant: Forceful Personalities pp. 39-46) are also
ramifications of eximorphs and Quantum manipulation, recommended for Doyen, as they reflect the drawbacks of
they will view erupted humanity with a degree of horror failure in their intensely political society.
and terror that H.P. Lovecraft could have only dreamed of Willpower: The Doyens' monastic lifestyle lends itself
evoking through his writings. to meditation, strengthening one's drive and increasing
Problem is, the Doyen are also psychologically one's emotional stability. Doyen will have Willpower ratings
addicted to their self-perceived collective social status. of 9 or 10.
Their entire culture is set up to endorse and exalt that Psi: Most Doyen will have a Psi rating of 9, with the
addiction, among other aspects of Doyen life as noted most powerful rated at 10.
previously. Combined with all of the preceding factors, it Special Abilities: Doyen manifest their Physical Attri-
should be clear that the Doyen are not going to gracefully butes as focused telekinesis.
step aside and give up their long-held dominance to any Psi Mastery: Doyen are advanced Psi manipula-
young upstarts that come along. Conflict - which will likely tors and have 75 dots to use for Modes in all the psionic
reach the point of xenocide - is assured. Aptitudes except Quantakinesis. Doyen will always have
equal Mode ratings within an Aptitude to avoid psionic
dysfunction as a matter of course. Exactly which Aptitudes
Doyen Supporting Cast a given Doyen specializes in - read: has all Mode ratings
The only two examples of individual Doyen shown with at 5 - depends on the Order it belongs to, as described
stats in the canon Trinity books are both members of the later. The most powerful Doyen - those with Psi 10 - will
Intelligence Bureau's alien infiltration section, and should sometimes have Proxy-level powers in their specialized
not be taken as examples of what all Doyen are like. Below Aptitudes. Unfortunately the canon material has left most
we offer a basic Doyen template with a variety of alter- of those undefined and relegated to the status of plot
ations to represent Doyen in all walks of life, from the Order devices. A good way for Storytellers to fake proxy-level
Masters on the Ruling Council to the Doyen equivalent of psionics is to use a Level 3 quantum power that has no
Joe Hologram. suite of techniques and redefine it as a psionic power. This
was done in Trinity: Terra Verde ("Split Personality", p.
The Basic Template 103) as the Biokinetic proxy Guiseppe del Fuego has the
Attributes: Doyen have (14/14/11) dots for their pri- psionic equivalent of the Clone quantum power. What
mary, secondary and tertiary Attributes. special powers the other proxies might possess has been
Abilities: Doyen receive 60 Ability points for their Abil- left to the Storyteller's discretion.
ity groups and anywhere from 20 to 50 points to be spent Reduced Damage: All mundane attacks - both
as desired. The older the Doyen, the more "extra" Ability bashing and lethal - inflict half damage after soak, rounded
points it will have. The Doyen seen in Darkness Revealed: down. Psionic attacks are applied normally.
Ascent Into Light was a relatively junior agent taked with a Psi Pool: Doyen are mostly composed of concen-
simple retrieval mission. As the one seen in Alien Encoun- trated noetic energy, allowing them a considerable amount
ter: Invasion was in charge of a much more important task of power to fuel their psionic powers. A Doyen starts with
- ensuring that the Chromatics retained their antagonism 25 current Psi to spend and can make a Psi recovery roll
for Humanity - it had the training expected of a senior every 15 minutes.
agent. One note: Due to their obsession with their psionic Weaknesses
development, all Doyen will have the Meditation Ability at Quantum Energy: The downside of being mostly
5 dots. They will also have the Survival Ability at 5 dots due composed of concentrated noetic energy is an increased
to a paranoid fear of being without food-producing biotech vulnerability to quantum energy. Quantum attacks - both
and/or caught in perilous circumstances without adequate bashing and lethal - inflict aggravated damage against
life support. Doyen. They also take aggravated hard radiation damage
Advantages: Doyen receive 26 points for Back- from exposure to actual taint energies. In areas of elevated
grounds, most of which will reflect their duties to Doyen quantum energies - which already interfere with Mode
society. The monastic nature of Doyen culture and their use - a Doyen will flicker into and out of existence. Doyen
own disembodied nature has reduced the importance of in these circumstances will flee the vicinity for fear of their
material objects that are not relevant to one's duties. Back- lives if possible. For further detail, Storytellers should refer

Appendix #4: The Doyen 177


ABERRANT
to "Psi and Taint" on pp. 146-147 of the Trinity Players Military Order
Guide. Aptitudes: Psychokinesis plus the Aptitude of their
Long Term Focus: Doyen are geared towards former Order.
thinking in the extreme long term, and have no capacity for Abilities: Athletics, Awareness, Brawl, Pilot, Demoli-
thinking correctly in the extreme short term. Doyen have tions, Endurance, Engineering, Firearms, Gunnery, Heavy
an effective Wits rating of one dot for all rolls where quick Weapons, Martial Arts, Navigation, Resistance, Science.
mental reactions are required. They still use their normal Notes: As conscripts, Military Order members retain
Wits Attribute for all other purposes including initiative. the Aptitude specialites and Abilities of their former
Also, they no longer comprehend the "impatience" of Orders.
younger xenospecies, most of whom are evolved to per-
ceive time similarly to humans.
Innate Psychological Flaws: All Doyen are nat- Intelligence Bureau
ural intolerant xenophobes, obsessives, paranoids and Aptitudes: Telepathy.
cowards. They suffer from the Intolerance (all aliens), Abilities: Athletics, Brawl, Command, Etiquette,
Obsession (developing their psionic potential) and Phobia Firearms, Interrogation, Intrusion, Linguistics, Martial Arts,
(xenophobia) Flaws (Aberrant Players Guide pp. 72-74). Subterfuge, Xenology, Xenorelations.
They also suffer the equivalent of the Paranoia aberration Notes: As conscripts, Intelligence Bureau agents
(Aberrant Players Guide p. 94) and a version of the Fearful retain the Aptitude specialites and Abilities of their former
Flaw (Aberrant: The New Flesh p. 240) that allows them Orders. Only agents trailed to deal with aliens will possess
to have Willpower ratings above 4. These are natural fea- Xenology & Xenorelations. All other agents are also Crimi-
tures of the Doyen psyche and cannot be "cured". Doyen nal Order members.
receive no bonus points for these Flaws. Doyen can take
these Flaws separately to reflect a higher level of dysfunc- Scientific Order
tion than is typical for the species. Aptitudes: Electrokinesis.
Experience Hock: Doyen are not suitable as player Abilities: Academics, Astrophysics, Awareness, Engi-
characters, due to astronomical experience point costs for neering, Intrusion, Investigation, Linguistics, Noetics, Savvy,
improving Traits and gaining new ones. Where the younger Science, Subterfuge, one learned Ability, one technical
species can develop rapidly over the course of a few years, Ability.
a Doyen requires millennia to accomplish the same. In Notes: All Scientific Order members will have stronger
practical terms, a Doyen character might as well not be than typical Paranoia, and are at +2 difficulties on Will-
given experience points at all, making playing one a waste power rolls made to avoid overreacting to any "suspicious"
of good gaming time. things they notice. Also, the atypical organizational struc-
ture of their Order leaves most of these "mad scientists"
Doyen Allegiances ill-equipped to deal with the bureaucracy found in the rest
In Doyen life, the Orders are the equivalent of political of Doyen society.
faction, trade union and social caste. A Doyen's Order also
detrrmines which psionic Aptitudes it will specialize in. The Criminal Order
relevant Aptitude(s) and Abilities associated with the orders Aptitudes: Clairsentience plus the Aptitude of their
are listed below. cover Order.
Abilities: As per cover Order plus Academics, Brawl,
Ruling Council Bureaucracy, Etiquette, Firearms, Intrusion, Investigation,
Aptitudes: Telepathy. Order heads will also specialize Savvy, Stealth, Subterfuge.
in the Aptitude of their Order. Notes: All Criminal Order members will have the
Abilities: Bureaucracy, Command, Etiquette, Rapport, Secret Flaw, representing the drawbacks of their illegal
Subterfuge, one Combat Ability, one Commumications activities.
Ability.
Notes: As government workers and bureaucrats, Architect Order
underlings of the Ruling Council should invest heavily Aptitudes: Clairsentience.
in the appropriate Backgrounds and Adversarial Back- Abilities: Academics, Arts, Awareness, Bureaucracy,
grounds. Demolitions, Engineering, Investigation, Savvy, Science,
Subterfuge, one learned Ability, one technical Ability.

178 Appendix #4: The Doyen


ABERRANT
Notes: Investigation in this Order is tailored to Healer Order
determining existing and potential sources of damage to a Aptitudes: Vitakinesis.
given structure. Subterfuge is also interpreted as disguising Abilities: Academics, Awareness, Bureaucracy, Com-
deliberate design flaws in said structures. mand, Engineering, Investigation, Medicine, Rapport,
Resistance, Science.
Entertainer Order Notes: As a group that handles the health care of all
Aptitudes: Clairsentience. Doyen, the Healer Order routinely finds itself under a lot
Abilities: Academics, Athletics, Arts, Awareness, Engi- of work-related stress. Therefore they are given special
neering, Etiquette, Investigation, Medicine (psychology), consideration by the Intelligence Bureau, who allow them
Perform, Rapport, Savvy, Science (memetics), Style, Subter- carte blanche for discreet use of contraband as a way to
fuge, one Combat Ability, one Commumications Ability. relieve that stress. Those few agents who did not go along
Notes: Investigation in this Order is tailored to deter- with that found themselves suffering from incapacitating
mining existing and potential sources of social tension diseases. The Healer Order takes care of its own, even
in Doyen culture. Subterfuge is used for detecting when before the rest of Doyen society.
other Doyen have heretical opionions on Doyen ortho-
doxy. Science focuses on memetics, essentially the art of Computation Order
propaganda and shaping public opinion distilled into a Aptitudes: Electrokinesis.
hard science. Abilities: Academics, Awareness, Bureaucracy, Com-
mand, Engineering, Investigation, Linguistics (computer
Roboticist & Crafter Orders code), Noetics, Savvy, Science, one learned Ability, one
Aptitudes: Electrokinesis. technical Ability.
Abilities: Academics, Awareness, Bureaucracy, Notes: All Computation Order members are sanc-
Engineering, Investigation, Linguistics (computer code), tioned to hunt down and destroy developing spontaneous
Noetics, Savvy, Science, one learned Ability, one technical artificial intelligences. They have the right to inspect all
Ability. computer systems and production facilities at any time
Notes: These Doyen focus on the production & main- for signs of their quarry. They also belong to the Criminal
tenance of proven, time-tested devices instead of doing Order.
anything that would break new technological ground. They
approach their work much like medieval human necroman- Transport Order
cers - they follow the directions as accurately as is possible, Aptitudes: Teleportation.
as to deviate from them is to invite disaster. Investigation Abilities: Astrophysics, Awareness, Bureaucracy, Com-
in this Order is tailored to determine existing and potential mand, Engineering, Firearms, Navigation, Pilot, Science,
design flaws in a given device, allowing for slow refine- Xenology, one learned Ability, one technical Ability.
ment. Notes: All Transport Order members also belong to
the Criminal Order.
Conservator & Terraformer Orders
Aptitudes: Biokinesis.
Abilities: Academics, Astrophysics, Awareness, Engi-
Doyen Throughout The Ages
As ageless alien beings, the Doyen can appear in any
neering, Linguistics (Terraformers only), Savvy, Science,
Aeon Continuum chronicle the Storyteller wishes to run. It's
Xenology (Terraformers only), one learned Ability, one
only a question of how they would best fit into the different
technical Ability.
themes of the three gamelines. Offered below are our best
Notes: For two Orders that are so very similar, they
suggestions on how to use the Doyen.
have a great deal of animosity towards one another. The
Conservators despise the Terraformers for "giving up" on
maintaining the artificial stasis of the Doyen homeworld's
biosphere. The Terraformers loathe the Conservators for
Using The Doyen In
attempting to dictate to them, which is the main reason Adventure!
they left the Doyen homeworld as soon as they felt it was In the best traditions of the pulp adventures of the
safe to do so. 1920s and 1930s, the Doyen are best used in an Adven-
ture! chronicle as an offscreen presence. This lets the
Doyen fill the same role as H.P. Lovecraft's Elder Things,

Appendix #4: The Doyen 179


ABERRANT
as written in At The Mountains Of Madness. The only aware of each other in your Aberrant chronicle? Second,
difference is that no Doyen should ever be encountered what will the Doyen do to respond to the apparent - to
on Earth in the Inspired Era. As they have no reason to them, anyway - threat posed by eximorphic beings? Third,
develop a renewed interest in Earth in the early 20th Cen- how will the novas handle their end of the situation?
tury, the Inspired will only learn of their existence second-
hand through finding and investigating their long-sealed
First Contact
ruins and the biotech devices found within. With their
There are three main ways that novas and the Doyen
last visit to Earth having taken place almost three million
could make First Contact. First is the least dramatic option,
years before the 20th Century, their shielded bunkers make
in where the Doyen detect the quantum manipulations of
for excellent pre-human alien ruins to be sought out and
nova space explorers from a distance. While this method is
explored by doughty archaeologists. The Doyen noetic
somewhat logical - it's the method the Doyen used to dis-
biotech devices stored within will serve as excellent Gad-
cover about eximorphs in the Trinity timelines - using it in
gets for daring mesmerists, with some of them surely being
a chronicle can be seen as ambushing the player characters
of Artifact caliber.
if the Storyteller isn't careful. Foreshadowing is the Story-
When describing Doyen ruins, the Storyteller must
teller's best tactic here, as many novas have some form of
keep in mind the advantages the Doyen enjoy and how
precognition. A few well-timed visions of the danger that
that has affected their ways of building structures and
awaits them should alert the players that they're about to
producing technological devices. First off, any xenosapient
step into a metaphorical minefield.
species that's as long-lived as the Doyen will build to last
The second option is dramatic in the "ancient mys-
over multiple geologic eras, which explains why their ruins
tery" vein, where nova space explorers happen upon
on Earth are still around to be discovered. As a naturally
evidence of one of the Doyen's past "gardening" opera-
flight-capable race, Doyen buildings will only have stairs,
tions. Given their very long track record of manipulating
ladders or elevators for use by service robots. Doors
or exterminating younger xenosapient civilizations, the
that are strictly for Doyen use may be placed wherever is
Storyteller can come up with any sort of world - living or
convenient - such as in a ceiling. As they use telekinesis
dead - to show the players that All Is Not Well In The Milky
to manipulate physical objects, devices made by Doyen
Way. Having the player characters find a dead xenocivili-
for their own use are going to be awkward at best when
zation that's been murdered by the Doyen is ironically less
a human attempts to use them with hands of flesh and
disturbing than letting them discover a living one that's
bone. Even worse is the fact that as with their art, all device
been warped to the Doyen's specifications. The dead don't
readouts and displays are either telepathic or photoki-
suffer the way that the living can. Both cases should be as
netic in nature. The Doyen can hear just fine, but they
creepy and unnerving as possible, but in all other ways the
use telepathy instead of vocalizations to communicate.
Storyteller is encouraged to let her creative process run
Added up, one gets a flying race with almost no discern-
freely. The only limitation is that the result would have to
able physical needs, no depictive art that baseline humans
be acceptable to the Doyen.
would recognize and no recognizable written language.
The third option is the most dramatic, as it involves
Their technology is only barely fit for human use at best,
nova space explorers encountering a functional - and pos-
and functions - usually - in near-complete silence without
sibly manned - Doyen installation or exploration craft. If the
any of the normal visual tell-tales humans would use. This
installation or spacecraft is unmanned, the explorers have
should be enough to drive home the utterly alien nature of
an excellent chance to gain vital information about the
the Doyen to the players without one of them ever having
Doyen, preferably with the Doyen gaining either falsified
to make an appearance in the chronicle.
information from the explorers or none at all. Depending
on the explorers' quantum capabilities, they might even
Using The Doyen In Aberrant be able to pose convincingly as extragalactic explorers - a
possibility that only the hyper-paranoid members of the
In Aberrant, the Doyen are most suited for use as
a galactic-scale foe to threaten Humanity's continued Doyen Scientific Order have been open-minded enough to
existence. Putting it bluntly, they are the established, worry about. Even so, nova space explorers attempting this
stodgy, self-satisfied & opportunistically malign Forerunner sort of misdirection must make no mistakes. Doyen noetic
civilization that will serve as a natural foil for nova space biotech uses a clairsentience effect that allows for a Doyen
explorers, some of whom will certainly be foolish enough operator to have exceedingly long-range and instanta-
to rush in where angels fear to tread. The only questions neous telepresence without any time lag in the transmis-
are as follows. First, how will the Doyen and novas become sion. Cautious explorers must treat any Doyen unmanned
installation or spacecraft as having active security surveil-

180 Appendix #4: The Doyen


ABERRANT
lance at all times. Even so, any successful misdirection will lifeforms that have evolved to directly manipulate quantum
only buy the explorers - and Humanity, in turn - more time. energy instead of noetic. Finally, the Doyen will panic, as
Whether that time is used productively or is wasted will should be expected of a species of cowards. That said,
depend on Humanity. Doyen don't fit the stereotypical image of the cringing,
If the Doyen installation or spacecraft is manned, all honestly timid and non-threatening coward. Instead their
bets are off. The innate xenophobia, paranoia and intoler- cowardice is sly and aggressive. Doyen are capable of com-
ance of the Doyen guarantees that any such encounter is mitting any atrocity against aliens in the name of self-pres-
a potential flashpoint for xenocidal war. It matters little if ervation.
the Doyen involved are Order members or exiles - both will All of these feelings among the Doyen point to the
be hostile, if for slightly different reasons. Order members same conclusion: war against Novakind and Humanity.
will see nova space explorers as a powerful, unexpected Exactly how that war will be fought is still an open question.
threat to the Doyen race that must be extinguished in Their first option is their favored method of indirect warfare:
order to maintain their galactic dominance. Exiles will seek fomenting armed conflict within the target xenospecies
to flee and bring news of the explorers back to the Core until it reaches apocalyptic levels. Once they have analyzed
Worlds in hopes of being readmitted to Doyen civilization. the geopolitical situation on Nova Age Earth, the Doyen
Most encountered Doyen will flee if they can - as expected will seek to exacerbate the existing tensions between novas
of cowards - and only fight if forced to. Military Order and unerupted Humanity, ensuring not only that the First
members will fight if necessary, as they have the "Instant Aberrant War comes to pass but that it causes complete
Courage" combat drug, which will be detailed later. If the nova and human extinction. This will not only divert the
Doyen manage to escape from the explorers - and worse, attentions of nova space explorers back to Earth, it will
have an accurate idea of their probable origins - Earth will hopefully prevent the spread of novakind throughout the
be in serious trouble as the Doyen seek to drive Humanity Milky Way Galaxy. Unfortunately for them, this gambit
into extinction. If the explorers prevail - meaning that they will work only if the majority of novas and humans remain
manage to kill all the Doyen present and leave behind unaware of the threat posed by the Doyen. Against an
no identifying traces or other evidence - they will then be informed and vigilant Terran populace, other ways to wage
faced with the question of what to do next. war must be employed.
The Doyen's second option is to use one of their
psionic servitor xenospecies as janissaries. This tactic is
The Doyen Response well-thought of by the Doyen, as it allows them to wage
Overall, the Doyen's reaction to learning of the "Nova
shooting wars by proxy without having to risk their own
Threat" will be a mixture of panic, offense, disbelief and
near-immortal lives in actual combat. It also allows the
false moral outrage. The offense is to be expected consid-
Doyen to mask their own involvement in the subsequent
ering their pomposity and egotism. As a Precursor species,
invasion of Earth, as acting behind the scenes is much more
they've always held the younger xenospecies in a pater-
preferable to their tastes. The fact that the alien janissaries
nal contempt. From their point of view, being seriously
are more or less expendable if such is necessary to achieve
threatened by such beings would be like modern humans
human extinction is an acceptable price to pay by Doyen
finding themselves facing a shooting war against evolved
standards. The only known servitor xenospecies in the
cockroaches. The disbelief will be focused on the apparent
Trinity books are the Qin and the Chromatics, with the
superiority of quantum powers. Doyen are obsessed with
latter being both still undiscovered and far too primitive in
psionics and have believed it to be the ultimate power in
the Nova Age for the Doyen to boost them to a feasible
the universe. The discovery of quantum powers disproves
technological level in time to be of any use. That leaves the
that belief in ways that even the most stubborn Doyen
Storyteller with the choice of either using the Qin as the
cannot fail to realize. The false moral outrage is due to
Doyen's latest janissaries or another psionic xenospecies of
the moral weight that the Doyen have mistakenly applied
her own design. The Qin may be able to serve as credible
to psionics and its antithesis quantum. Put simply, Doyen
threats given Doyen biotech weaponry, but their weak
equate psionics with all that they consider "good", making
psionics means that they will have to rely on numerical and
quantum "evil" by nature of their opposition to each
technological superiority when pitted against the powers of
other. This surprisingly primitive superstition has also been
novas. It also lets the Storyteller showcase the Qin and their
imparted to all psionic xenocultures that the Doyen have
civilization in a far different light than is used in Trinity. On
influenced over the millennia. Thus the Doyen and their
the other hand, using an original xenospecies will prevent
unwitting lackeys will regard novas as Horrors That Should
the players from knowing just what to expect from their
Not Exist. In reality, both psi and quantum are morally
alien foes. Psionics, alien biology and Doyen biotech can
neutral and impersonal forces, and novas are only sapient

Appendix #4: The Doyen 181


ABERRANT
be mixed and matched in whatever ways the Storyteller interference with Terran society. People will take notice
sees fit in providing a worthy challenge to Novakind and when novas begin disappearing for no apparent reason,
Humanity. especially if some of them fail to reappear in Terran
The Doyen's third and final option is what these society. That will make for very fertile ground for all sorts
cowards will dread the most: having to fight for their own of conspiracy theories to sprout and grow like kudzu. That
lives in a direct shooting war against armies of novas. The will serve to increase tension between baselines and novas
Doyen have enjoyed a peaceful existence for several billion in turn, making the Aberrant War that much more likely to
years. As a result, saying that they are out of practice at happen. If the public remains unaware of the threat the
bringing their civilization to wartime readiness is a heinous Doyen pose to their lives, they are left wide open to action
understatement. While Doyen society has been extremely by Doyen provocateurs, who will be only too happy to
stable over the eons, it also has not been subjected to fan the flames of the nova-baseline conflict to apocalyptic
any serious external pressures ever since their Dominance levels.
War. The Doyen lack the bonds of family and spouses that A second and better option is for the nova space
humans enjoy, as they have only loyalty to their Orders explorers to go public with news of the Doyen threat. The
and political cliques instead. This makes the social bonds benefits of this approach are sevenfold. First, it allows the
that hold their vaunted unified civilization together fragile novas a comforting degree of transparency in the eyes of
in the extreme. An external stress to that structure at the baseline society, who otherwise would've been left in the
right place and time could shatter the Doyen into several dark about the aliens plotting to wipe out all human life.
fragment societies without any overarching loyalty to their The second benefit is that it allows the baseline govern-
own species. Even worse, their panic over the Nova Threat ments, agencies and corporations to protect themselves
will reach new heights of hysteria when it sinks in that the against any Doyen influences. Third is the necessary
Doyen will have to fight against the novas on their own. unification of all baseline governments under the aegis
If the Doyen are ever forced into this situation, they will of the United Nations. If unerupted Humanity is going
have lost any chance to make their enemy self-destruct. to assist the nova population in waging war in extrasolar
They will have no alien servitor species on hand to act as space, political unification simply has to happen. Not even
cannon fodder. This state of affairs is a recipe for extreme, China can go it alone, especially as they aren't in the best
ill-considered actions on the part of the Doyen. Given their of economic shapes circa the 2010s. Nationalism will be
access to hypertech weapons of mass destruction, the forced to take a backseat to ensuring Human (and Nova)
Doyen could wreak damage on Earth and other inhabited survival. The fourth benefit is the vast reduction in nova/
worlds that only the most powerful novas could match. baseline tensions that the war effort will cause. Alien
invasion and the threat of human extinction is a threat
severe enough that all other conflicts will be dwarfed by
The Human Reaction it. With novas more obviously a boon to human survival
As for the nova space explorers, they are likewise
that a threat, anti-nova operations such as those perpe-
faced with the dilemma of waging war on the Doyen.
trated by Project Proteus and the Directive will be shut
Even given the egotism that most novas suffer from, the
down immediately. The agents and leaders of Proteus in
prospect of having to fight an interstellar war against a
particular will likely face execution as traitors to Humanity
living Precursor xenocivilization should make them realize
for their atrocities. Certain members of the Aeon Council
that they cannot do so alone. Those who fail to do so are
will face trial for crimes against Humanity at the Hague.
either too stupid or too insane to be competent space
These actions will in turn remove much of the abuse of
explorers in the first place. The two options available to
novas that drives sympathy for the Teragen, who will face
Novakind in this situation are as follows.
an unenviable choice: enlist in the war effort against the
The first option is for Earth's novas and their allies
Doyen or face permanent exile from human-held terri-
to fight a clandestine war aginst the Doyen, with most of
tory. Benefit #5 is the massive technological leap that will
common Humanity remaining unaware of the conflict. The
have to take place in order for the fight to be carried to
point to this approach is that it allows Terran culture to
the Doyen Core Worlds. If the nova space explorers have
remain essentially unchanged, which will be very desirable
managed to obtain one of the Doyen Scientific Order's
to the baseline national governments. Otherwise, being
data archives, they have access to technological data that
faced with an alien invasion would divorce many people's
the Doyen scavenged from the several ancient starfaring
view of themselves from nationalism in favor of a new
xenocivilizations they murdered. This will lift Earth's Tech-
global identity as humans. No national government ever
nology Rating up to T12 and possibly T13, given time. The
wants that to happen. The downsides to covert warfare
sixth benefit is that the nova explorers will have discov-
are all the secrecy involved and the possibility of Doyen

182 Appendix #4: The Doyen


ABERRANT
ered the existence of psionics, which can then be used
to identify and openly recruit human psiads for Project Instant Courage
Pandora. Armed with reverse-engineered Doyen biotech, This alien drug temporarily negates a Doyens natural
the psiads can act as a wild card in the upcoming conflict. cowardice, allowing it to engage in combat without fleeing to
The seventh benefit is that Humanity will finally have good find a hiding place like a sane Doyen. Unfortunately this comes
use for its immense stores of weapons of mass destruction. at the cost of enhancing a Doyens natural paranoia for the
What better use for the global nuclear stockpile than to duration. The drug is kept in small spherical biotech dispensers
bomb the Doyen Core Worlds until they are radioactive about the size of a large Terran walnut, and is inhaled as a
wastelands? Biological and biochemical weapons may vapor. Coming down off an Instant Courage rush leaves a Doyen
have reduced effects on the semi-material Doyen them- almost comically phobic for a short time. The Military Order has
selves, but their technology base is composed entirely issued standing orders for soldiers in that state to be placed in
of noetic biotech. As living, fully material carbon-based isolation cells until their neurology reasserts its normal function.
organisms, these devices will be just as vulnerable to such It has no effect on either human or nova neurochemistry.
WMDs as is human flesh. There is only one drawback to Effect: Removes Fearful Flaw while increasing the Paranoia
this approach: in order to ensure the survival of novas and Flaw to double its normal level.
baseline Humanity, Earth as it was before the explorers Duration: 30 minutes
made First Contact with the Doyen will be gone forever. Addiction Rating: 2
Whether that is a good or bad thing will depend on one's Detox: Temporarily gain the Phobia Flaw (Storytellers
point of view. choice) for 1 hour.

War And Aftermath Using The Doyen In Trinity


The Doyen War will largely be fought by novas in the
As the Doyen have already been used in the canon
beginning stages, as it will take some time for baseline
Trinity books, the basics of how they fit in with that setting
human civilization to be raised from T9 - the base Tech-
have already been adequately explained in "The Story So
nology Rating for the early Nova Age - to T12 or higher.
Far". Instead, we will examine how the information pre-
Becoming a true spacefaring civilization overnight will
sented in this Appendix fits in with the game setting. Also,
require massive effort from novas and baselines alike,
further ramifications and consequences of the Doyens'
with the aid of novas making such a goal only barely
covert meddling will be explained.
achievable. The transformation of Terran civilization will by
necessity follow much the same course as outlined in the
"Heliopause Rubicon" alternate Earth (see pp. 45-47 of Integrating The Basics
this book) with a few minor differences. Where Heliopause Doyen society had not been touched upon in the
Rubicon describes a defensive war against an invading canon Trinity gamebooks beyond their split into the
alien fleet, the Doyen War will be both defensive and "Benefactor" and "Purifier" factions. It should be noted
offensive. One force of novas and military spacecraft will that despite this apparent schism, Doyen society as a whole
patrol and defend the entire Solar System, while a second remains unified as both camps are using tactics and strate-
larger force - comprised of six separate sub-fleets - will gies which their entire culture considers to be time-honored
launch an all-out attack against the six Doyen Core Worlds and pragmatic. Neither camp really disapproves of each
and any other Doyen spacecraft and installations. The others' plans so long as there is no interference between
Doyen War will be an ugly conflict with devastation and the two. While the Benefactors argue that Humanity is of
xenocide as the fate of the losing civilization. Only conflict more use remade into yet another useful psionic servi-
is guaranteed. tor xenospecies, they would still eventually exterminate
Provided that Humanity wins the Doyen War, the Sto- Humanity. As Doyen consider all such species to be dispos-
ryteller will be left with one question: what next? Does she able resources at best, a psionic Humanity would only be
want the chronicle to shift focus to novas aiding Humanity allowed to exist as long as their service was of use to the
in settling the Solar System before leaving to establish Doyen. Likewise, the Purifiers have no real objection to the
their own extrasolar colonies? Would a civil war erupt on other Doyens' exploitation of Humanity. From their point of
Earth as certain nations attempt to break away from the view, aliens that are not an immediate threat to the Doyen
global unification imposed by the United Nations? Will the - such as the aberrants and novas - exist to be used and
nova space explorers leave the Solar System on a galactic disposed of as needed. Unfortunately for the Doyen, inter-
voyage of exploration and discovery? With novas involved, ference of that sort is exactly what has happened, resulting
the only limit is the Storyteller's imagination. in yet another source of political conflict within their ranks.

Appendix #4: The Doyen 183


ABERRANT
The Benefactor/Purifier schism does not fall neatly their chosen cause. It's also important to note that only a
along the lines between the Doyen Orders, as it's more a minority of "activists" among the total Doyen population
matter of like-minded individuals banding together than belong to either faction, as the rest are going about their
anything else. Members of all the Doyen Orders can be accustomed lives as they have for millennia. Most of the
found within both camps, contributing their varied gifts to "activist" Doyen are in the Benefactor camp, with a large
fraction having thrown in with the Purifiers, as per Trinity
canon. There is no conflict between the canon material on
WMDs the Doyen and the information presented in this Appendix.
When dealing with Precursor xenocivilizations and interstel-
lar warfare, weapons of mass destruction - WMDs, for short - are
certain to be used. This poses a problem for the Storyteller, Current Affairs
as stats for such devices are few and far between in the canon As of 2122 C.E., the situation between the Benefactors
Aberrant and Trinity books. There are two ways to simulate the and Purifiers can only be descibed as increasingly tense.
damage a WMD can do shown in the canon books, the mechan- The hysteria of the anti-human Purifiers has resulted in their
ics of which are described as follows. taking too-hasty action - from the Doyen perspective - that
The first method is to simply tack on Damage Adds has failed catastrophically. Their overnight acceleration of
(Aberrant core book p. 241), which add a certain number of the Chromatics' technological development turned a race
automatic damage successes - seen in brackets - to the stated of Bronze Age savages that could have been eliminated
amount of damage dice. Damage Adds can only be reduced with a few choice asteroid strikes against Chrome-Prime
or negated by Armor Adds (Aberrant core book p. 278), which into a spacefaring civilization. Helping the Chromatics
are most often possessed by vehicles and other large structures. to enslave captured Upeo psions instead of developing
Even so, theres nothing preventing a nova from having Armor a noetic-based stardrive was another tactical error that
Adds with her Soak rating, likely as a result of a Mega-Stamina will show that the Doyen have malevolent intentions for
enhancement or an Extra for the Armor quantum power. Humanity. Their attempt to have the Chromatics invade
The second method is to simulate a WMDs effects by Earth was repelled (Darkness Revealed 3: Ascent Into
choosing analogous quantum powers and Mega-Strength Light), wasting the lives of many humans and Chromat-
enhancements set at a static (yet high) number of dice per ics that would have been better spent fighting against
effect. Alternatively, psionic attacks may be used. This is shown aberrants. If more time had been spent establishing firmer
in the listing for the Kinetic Energy Interceptor satellite, an contol over the Chromatics' social structure and giving
orbital railgun kinetic-kill weapon (Aberrant: Worldwide Phase their soldiers a deeper comprehension of advanced tech-
2 p. 150). This approach treats the total damage done as simul- nology and space travel, they would have stood a much
taneous uses of the Strobe (auditory and visual) and Quantum better chance against the forces of Earth. Worst of all, two
Bolt quantum powers, the Lethal Blast technique of the Elemen- Purifier agents were exposed both as Doyen and hostiles
tal Anima quantum power and the Shockwave and Thunderclap to Humanity and the Chromatics alike, endangering the
enhancements. It should be noted that effects simulating quan- Doyens' hold over the former and shattering that on the
tum powers of levels 5 and 6 are only in the reach of civilizations latter. All of this has placed great public censure in the Puri-
with the highest Technology Ratings. fier ringleaders, some of whom already face legal penalites
As cowards, Doyen find using WMDs to be a preferred and eventual exile for their blunders.
option whenever engaging their foes in indirect combat is not That is not to say the Benefactors' actions have been
possible. In addition to the familiar triad of nuclear, chemical found without fault, however. While more subtle and far
and biological WMDs the Doyen will also have access to kinet- less hasty, their own crimes against Humanity are also
ic-kill weapons such as orbital railguns and possibly even rela- being uncovered. Their placement of artificial Aptitude
tivistic-speed kinetic missiles. Antimatter warheads are another restrictions in the Prometheus Chambers has been discov-
option that the Doyen are fond of. Then there are the special ered by the Proxies. The ability of the Doyen to possess
augmentation devices that amplify a chosen psionic attack to human psions - another hidden feature of the Prometheus
WMD caliber. For example, the Doyen are known to have used Chambers - has likewise been discovered. At least three of
a biotech WMD that replicates the Premature Decomposition the Proxies - namely Giuseppe del Fuego, Bolade Atwan
(Algesis 5, alternate) power over a large province-sized region and Rebecca Bue Li - suspect Doyen involvement in the
against an offending xenocivilization at least once. As long Chitra Bhanu Purge. If proof of such is ever discovered -
as a particular WMD is plausible for their Technology Rating, and it will be, eventually - they will spark the impetus for
isnt considered taboo and can be replicated with biotech, the the Proxies to break all ties with their supposed patrons.
Doyen likely have it.

184 Appendix #4: The Doyen


ABERRANT
Prognosis
Despite their Doyen pre-
tension, matters have grown
beyond the control of both
the Purifiers and Benefactors.
Ironically enough, only the
Purifiers have any real idea
of the magnitude of their
failures. Their control over
the Chromatics is no more,
they've exposed their race
as being hostile to Humanity
and they're a breath away
from being condemned to
perpetual exile from Doyen
civilization.
With the existence and
hostility of the Doyen having
been revealed by the Purifi-
ers, the Benefactors are now
in between the proverbial
rock and hard place. With aberrants to threaten their own diplomatic relations with
Humanity having finished its conflict with the Chromatics, Terra. With the Qin lacking any knowledge of the difference
the Proxies have hard questions waiting for the Benefac- between novas and aberrants, this would likely force Terran
tors. Only one option is available to those aliens: to explain Humanity to have to choose between maintaining relations
about the Benefactor/Purifier schism within Doyen society. with either Qinshui or Eden. Given the existing anti-aber-
The Benefactors will portray themselves as the morally rant prejudice and wariness about Edenite motivations, this
superior faction of the Doyen in an attempt to distance strategy could work if not counteracted.
themselves from the actions of the Purifiers and banish Eventually, the Benefactors' plans will be shattered
any doubts the Proxies have about them. Unfortunately for as Terran Humanity turns against all Doyen, much like the
them, the Benefactors have no idea that the Proxies are Chromatics did. Unlike the Chromatics, Terran Humanity
on to their aforementioned deceptions, which will doom has the means to prosecute a war against their would-be
their attempt to save "face" before it even begins. With the alien manipulators. If they can ally with the existing nova
Proxies no longer willing to act as their frontmen, the Psi colony worlds - Eden is far from the only one out there
Orders cannot be easily used as catspaws for the Benefac- - they can aid each other against both of their mutual ene-
tors' plans without possessing psions. mies. One particularly nasty option would be for accurate
Even worse - from the Benefactors' point of view - an information about the Doyen - including the location of
Upeo expedition has established diplomatic relations the Core Worlds - to be leaked to aberrant sympathizers
between Terra and the nova-ruled colony planet of Eden. within the United Nations. If the Colony could be made
If Aeon, the United Nations and the Orders do form an to view the Doyen as a credible and immediate threat to
alliance with the Edenite novas against the Colony's aber- the aberrant colony worlds, it could send much of both its
rants, they will be seen by the Doyen as allying themselves nova-caliber troops and its sub-aberrant mutate cannon
with the Taint. Enabling that horrific turn of events will paint fodder to destroy the meddling aliens. This would weaken
the Benefactors as having threatened the survival of the both foes considerably, making the task of exterminating
entire Doyen species. As with the Purifiers, they would also them completely somewhat less difficult for Terran Human-
face exile from Doyen civilization. To prevent that chain of ity and their nova and alien allies. It won't be easy and it
events from happening, the Benefactors will seek to keep will be Hell - like all other wars - but it would be feasible.
the human psions' hostilities focused against the aberrants After both the Doyen and the Colony's forces are extinct,
and to sabotage any and all relations between Terran the future course of human and nova affairs has been left to
Humanity and Eden. Some have proposed leaking the the Storyteller's discretion and imagination.
United Nations knowledge of Eden to the Qin, allowing
the invertebrates' wariness about Humanity and fear of the

Appendix #4: The Doyen 185


Errata for Aberrant:
The New Flesh
As with everything else created by ordinary folks, a few for each dot in an associated Mega-Attribute a nova stu-
important things were mistakenly left out of the finalized dent possesses. Even so, non-Inspired Combat Styles cant
PDF of Aberrant: The New Flesh. Heres whats missing. be mastered in less then a weeks worth of instruction and
any experience point costs must still be paid in full.

Credits Page:
The cover art was designed and created by Jessica pp. 111-116, Q Mng
JessiLaurn Orsini.
combat style listing
Prerequisites: A character does not have to use his
p. 84, Combat Styles Martial Arts specialities for learning Q Mng. Instead, spe-
Novas with the right Mega-Attributes can learn an cialties from his Meditation Ability may be used. Q Mng
Inspired Combat Style much faster than other Inspired stylists who also practice Tai Chi Chuan will have an easier
students. The learning time required to gain a specialty time mastering Q Mng, as the two Combat Styles have
is reduced by 50% for associated Mega-Attribute a nova several Advanced Techniques in common.
student possesses, down to a minimum of three months.
Potentially, a beginning nova student with the right Purge Temporary Taint Advanced Technique
Mega-Attributes could completely master an Inspired Instead of imposing an experience point cost, the Sto-
Combat Style within nine months. This does nothing to ryteller may choose to have the Q Mng stylist spend an
reduce the experience point cost, however! If the player of additional 24 hour period at the reduced strength level for
the nova student does not have enough experience points each point of temporary Taint the stylist wishes to purge.
saved to buy the specialty and any associated Advanced The Wits + Meditation roll is still required.
Techniques, the training will be a waste of good gaming
time. Node Reconfiguration Advanced Technique
Example: Felipe Vasquez is an independent nova and In addition to being useless for 2nd generation novas,
Tai Chi Chuan stylist from LA who has managed to find a this technique is also of no use for novas with the N-Stage
mentor willing to train him in Q Mng. Ordinarily, gaining Node Background Enhancement (Node) at a high enough
his first Q Mng specialty would take two years of intense dot rating that they no longer suffer from Node-derived
training. Fortunately for him, Felipe has Mega-Dexterity Taint.
3, Mega-Stamina 4 and Mega-Wits 5, of which the base
Attributes of all three are associated with Q Mng. With Pressure Secret: MR Coil Disruption Strike Advanced
Felipes player having stored up sufficient experience points Technique
to pay for it beforehand, Felipe gains his first Q Mng Only stylists who have achieved the third Q Mng
specialty after only three months of game time spent in specialty can learn this Pressure Secret.
training. Felipes player could have chosen to extend the
training period and get Felipe a second Q Mng specialty,
but instead decided to start gaining more experience New Advanced Technique
points to save for raising the required Abilities of his new Quantum Balance (3 experience points Associated
Combat Style. Only)
Novas can learn non-Inspired Combat Styles even Prerequisites: 2nd Q Mng specialty.
faster, with the required training time being reduced by 1/2 Q Mng stylists as a rule are wary of maxing their

186 Aberrant: The New Flesh Errata


ABERRANT
powers (Aberrant core book p. 147), as it is considered to
be node abuse. Even so, they do recognize that there will
New Enhancement
be times where it is necessary to reach beyond their normal
limits. This Advanced Technique - developed by the Sifu Ability Wizardry
him- or herself (no one who knows for sure is talking) allows
(Any Mega-Attribute except
Q Mng stylists to max their powers safely. The stylist is
required to spend a week of meticulous study to learn Mega-Willpower)
whats required to perform the desired special maneuver, Prerequisite: A rating of in the chosen Ability.
during which time he cant do much else. After this the Novas are well-known for being able to exceed the raw
stylist can very carefully restructure his quantum signature physical, mental and social capabilities of baseline humans
so that performing that particular special maneuver is to absurd degrees. That said, most people also know that
hardwired into his quantum matrix. novas are limited to the same range of actual skill that
Once your stylist has Quantum Balance, you can pur- baselines exhibit, from novice to master. The existence of
chase a special maneuver at a cost of 1 experience point so many mediocre nova would-be artists and musicians
per three successes involved with the special maneuver. using their Mega-Attributes to make up for their lack of
Instead of the variable results normally associated with actual skill appears to be empirical proof of that notion. A
maxing a power, a set effect is established. Using that nova with this enhancement proves most people wrong
special maneuver requires the stylist to spend double the in that, as she can achieve levels of skill beyond anything
normal quantum point cost of the associated power, even a baseline could hope to attain. She has attained the rank
if the stylist has the Reduced Quantum Point Cost Extra. beyond mere mastery: wizard.
Failures and botches are handled normally except that the System: The nova with Ability Wizardry gains two ben-
stylist cannot gain Taint from botching. efits. First, she permanently adds (the relevant Mega-At-
tribute) dice to the dice pool for her chosen Ability. These
additional dice are cumulative with any others the nova
p. 128, Thrown Weapons receives from her other enhancements and her Mega-At-
tribute. Second, the nova no longer has an upper limit for
Table purchasing specialties for the chosen Ability with experi-
The stats for the hatchet as a thrown weapon are as ence points. While this enhancement can be taken multiple
follows: times without any upper limit, no more than one can be
Damage: +3L, Range Multiplier: special*, Rate of Fire linked to any given Ability the nova possesses.
1, Conceal: J, Mass: 1.5 kg, Special: N. This enhancement is permanent and has no quantum
*: The range of a thrown hatchet is determined as per point cost. Also, the nova cannot purchase and has no
Throwing on p. 236 of the Aberrant core book. need for Ability Mastery (Adventure! p. 138).

p. 134, Firearms Table New Optional Rule:


Machine Pistols, Gen. 9mm Luger: The Accuracy for Accidental Power Interaction
this firearm is 0. At their most basic level, all quantum powers are reality
Rifles, Gen. Target: The Range for this firearm is 150. distortions of varying degrees. This is usually of no conse-
Rifles, Gen. Anti-Material Rifle: The Rate of Fire for quence in practical terms when they clash with one another,
this firearm is 1. as the vast majority of novas lack the power to severely
disturb the fabric of reality. This changes when the novas
involved have attained the upper reaches of their quantum
p. 223, Improved Attribute potential but have yet to fully master their powers. On very
Body Modification rare occasion - read: when the Storyteller needs a handy
plot device - the powers of such novas can unwittingly
The Storyteller is within her rights to forbid characters
combine to create an unintended and unpredictable effect
from taking any level of this Body Modification if they also
of the Storytellers choice.
have a Mega-Attribute for the affected Attribute. Individ-
The first requirement for such an event is actual
ual Storytellers might allow one or two levels of Improved
combat between novas with Quantum Traits of 6 or higher
Attribute, but anything more than that can cause problems
using powers with ratings of or lower. Novas with
in gameplay.
higher power ratings have truly mastered the powers in

Aberrant: The New Flesh Errata 187


ABERRANT
question to the point that this kind of event does not As to the nature of the created effect, it could be any-
happen. Second, the powers being used must have some thing on the level of the Level 4, 5 or 6 quantum powers;
plausible relevance to the effect that the Storyteller wishes as described in the Aberrant Players Guide (pp. 121-141)
to create. Powers involving energy discharges or spacetime and Chapter 4 of Aberrant: Nexus. Time travel, cross-
distortions are always eligible for this phenomenon, but time travel, ecological or geological upheavals, temporal
the Storyteller should not limit herself to those options. loops - anything is possible. The Storyteller is free to inflict
Anything could happen with the correct combination of whatever she wants on her players to help the story, at the
quantum powers. Third, one combatant must use the cost of allowing them a chance to reproduce or undo the
Power Block maneuver (Aberrant core book pp. 243-244) effect by replicating the circumstances that created it in the
to defend against the simultaneous attacks of 2 or more first place. Either way, this can be a great way to emphasize
other combatants with appropriate powers. the consequences of the use (and misuse) of godlike power
To calculate the power level of the created effect, the and makes for excellent roleplaying. And thats part of what
Storyteller takes the highest Quantum Trait among the Aberrant is all about.
combatants and adds +1 for each combatant with equal
Quantum Traits. The resulting Trait value determines the
effective Quantum Trait for the created effect will be.
Combatants with lower Quantum Traits arent counted
in this equation, as their power is swamped by the more
powerful novas present. Note that the most powerful of
quantum gadgets and Innovations (Adventure! p. 176)
also qualify for this, as do the time manipulating abilities of
paramorphs.

188 Aberrant: The New Flesh Errata


TABLE OF CONTENTS

Samsara 1
Introduction 5
Chapter One: The Aeon Continuum 10
Chapter Two: Sojourns In Spacetime 28
Chapter Three: Storytelling 67
Chapter Four: New Items 82
Appendix #1: Mega-Willpower 120
Appendix #2: Telluric Weirdness 133
Appendix #3: The Discarnate 140
Appendix #4: The Doyen 165
Table Of Contents 189
Credits 190

TABLE OF CONTENTS 189


CREDITS

Credits Interior Artwork: The original Aberrant, Adventure!


Authors: Shawn Sprocket Henley, Gabe Jeremy and Trinity artists, RPG Post
Noctis Meadow, Dawn Dawn OOC Prough Layout and Typesetting: RPG Post
Additional Contributors: darksol-aeternium,
Rorx, Brothrrice, SalmonMax, Malachite Drake, Special Thanks:
Chuckg, Sakurako Hino, Seraph Orissa Harmony, To the posters at RPGPost.com, for their feedback to
Jason Grant, SkyLion, Dave ST, Kazuo, Sonja the sample alternate Earths.
Bahaar, jameson (ST) To the fine folks at Onyx Path, for the promise of
Storyteller Game System Designed By: Mark breathing new life into Aberrant.
ReinHagen
Aberrant Developed By: Robert Hatch, Kraig Dedication: To everyone who has been playing
Blackwelder Aberrant, Adventure! and Trinity for all those long years
Developers: Shawn Sprocket Henley after the official game lines died. Weve kept the flame
Editors: Shawn Sprocket Henley alive, and Im eager to see what these games will become
Cover Artwork: RPG Post in the hands of the Onyx Path.

2016 RPGPOST.COM
Various terms used throughout this book are copyright Onyx Path Publishing. This publication is purely fan fiction, it is in no way
associated with or recognized by Onyx Path Publishing. In short, this book is completely unofficial, please take it as that.
In order to use the contents of this book you will need to have purchased several of the official books available from Onyx Path
Publishing or in electronic format from DriveThruRPG.com. Support Aberrant and the Trinity Universe by either visiting Onyx Path
Publishing website at theonyxpath.com, or your local gaming store to purchase the official books.
This book in its entirety has been developed to be freely available to fans of Onyx Path Publishings Trinity Universe the most
recent copy of this book can be downloaded for free from RPG Post at http://rpgpost.com
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright con-
cerned. This book uses science fiction for settings, characters and themes. All science fiction and geopolitical scenarios are fiction and
intended for entertainment purposes only. Reader discretion is advised.

190 CREDITS
NEXUS
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