It may surprise you to discover that Aber-
rant is not a superhero game. Not a superhero
game? How can that be? There are people in capes
and masks and that living spandex we call eufiber,
and they're Flying around zapping each other with
power bolts from their fists, and that’s superhero
stuff, right?
Well, yes and no. | suppose there may be a
few of those costume-wearing clichés walking
around, but most of them are elites or XWF brawl-
ers. Sure, there’s a place for the traditional mask
and cape ensemble in the world of Aberrant, but
for every grandstanding, mask-wearing quantum
ham, there are ten people whose eruption did not
awaken in them an unconquerable urge to dress
up like a comic-book character.
For the record, I'm defining a superhero as
someone who wears a mask and a costume, prob-
ably has a mild mannered alter ego, and fights for
truth, justice and the American way without hav-
ing much of a life outside of the costume. Char-
acters like this were staples of comic books from
the thirties to the present. That's one way to play
Aberrant, | suppose, but it hardly uses the full po-
tential afforded by the game and the world it takes
place in,
Only a fraction of those who get quantum
powers are inclined to don masks to fight crime,
and there are a lot of other ways to play the game
Let's look at a few of these powerful folks
Jasmine Prezeou, the Haitian woman who
erupted when her husband tried to stab her with
a kitchen knife, wears a very conservative suit
now when she goes to her job at DuPont. Like-
wise, Darnell Washington, the attorney from
Alabama who erupted when a drunk driver
slammed into him at 70 miles per hour, wears
eufiber khakis and a golf shirt as he works as
Alejandra’s bodyguard
No superheroes here.
The point is that Aberrant is a game about
people — very realistic people like you, your
parents, your professors and that guy you don’t
like who lives two doors down from you. There
is no other unifying factor beyond the ability
to control the forces of the universe with a
thought. Most of them don’t wear funny eufiber
costumes. Only a minority of them fly. They're
certainly not uniformly heroic. Beyond having
an M-R node, novas have nothing in particular
in common. They're black, Asian, gay, straight,
white, female, male, noble, petty, Catholic, Jew-
ish, Sufi, atheist, dumb, brilliant, redheaded,
brunette and blond. They speak Danish, Swahili,
Russian, English, Czech, Portuguese, Arabic,
German, Chinese and a few hundred other lan-
guages. They don't all look like Ken and Barbie
in spandex. Some small percentage of novas —
like some small percentage of any other group
— might have the strength of character to self-
lessly serve others or spend the vast portion
of their time fighting crime and injustice. But
Teragen propaganda aside, most of them are
like most of us. They want to enjoy life, hang
out with friends, make lots of money, live in a
nice house and get laid from time to time. That's
no formula for superheroics, that's a formula
for living. Sometimes that’s enough to make
them happy. Sometimes it's not
These are the people you portray when you
play Aberrant.
Blaine Renaud, the nova chef, prepares
meals for the wealthiest and most discriminat-
ing connoisseurs on the planet. He owns three
estates and is happily married to a stunning
Vietnamese woman who thinks he's the great-
est man on Earth. What need does he have to
dress up in silly costumes and fire quantum
bolts at people’s heads?
Jasmine Prezeau worked her way through
Harvard as a teleporting courier and now uses
her nova powers primarily as a means of avoid-
ing traffic on her way to the office — which is
good, since her commute is around 1,200 miles.
Ashley “Boom Box” Winthrop got great pow-
ers when she erupted. She can juggle tanks, move
faster than the baseline eye can follow and take a
bazooka shell in the gut without wincing. Regret-
tably for poor Ashley, she was dumb as a box of
rocks before erupting and just as stupid after-
ward, leaving her with not a lot of options. Her
manager (who has carefully arranged things so
icentienen|PUT
that he takes three quarters of her earnings) has
to give her a pep talk every night before she goes
out into the XWF ring, otherwise she refuses to
put on her mask, cape and tight little spandex out-
fit. She cries every night when she goes to bed
and wishes she could go back to working at the
Godiva boutique at the mall.
All these novas have super powers, but
there’s not a superhero in the lot.
There are plenty of ways to play the
“people with powers” without resorting to su-
perhero clichés, Look at Village of the Damned
(either version) or Stephen King's Firestarter
or The Dead Zone. Or try David Cronenberg’s
Scanners. Or H.G. Wells’ The Invisible Man. Or
Robert Louis Stevenson's The Strange Case of
Dr. Jekyll and Mr. Hyde. Or Dark City. Or John
Carpenter's Starman. The point here is that Ab-
errant has a very flexible and multifaceted
world; it doesn’t need to be played as a super-
hero game.
If your Aberrant series centers around enor-
mous quantum battles and you're having @ grand
old time playing that way, then by all means, don’t
fix what's not broken
If, on the other hand, you find the combat
growing a little tiresome, then maybe it’s time
to inject a dose of realism into your game and
go high concept. That's what a lot of this book is
about. Yeah, there's the obligatory stuff that
sells the book: Merits and Flaws, spectacular new
powers, updates on the Aberrant universe circa
2015, etc., but there’s also material in here to
let you really get into your character's head.
What was it like to erupt? How did it Feel? What
triggered the eruption? Was he the target of an
attempted gay bashing? Did a spree killer open
fire on her office? Did a mugger try to take his
wallet? Was she going through OTs after her
dealer cut her off for non-payment?
And what about after the eruption? Did it
make the dull-witted person brilliant? Did it turn
the chubby housewife into a luminous
supermodel? Maybe it transformed the brainy
physics major into a quantum-bolt spewing an-
gel of death. Okay, that’s par for the course. The
question now becomes: Why? Get inside your
character's head, and figure out why she does
what she does. What hidden hunger or secret
need caused her to erupt with the particular
powers she got? Now that she’s erupted, are
those needs satisfied, or do they still gnaw at
her and push her in certain directions that even
she only partly comprehends?
Unless you're content to paint your charac-
ter with the broad strokes of stereotype,
roleplaying requires a modicum of insight. That's
one of the things that distinguishes roleplayers
from non-roleplayers. Any moron can sit in front
of a Playstation, twiddling his joystick, but
roleplaying — stepping into the mind of a fic-
tional character, assuming his persona for a few
hours — takes effort and thought. If you want
to use Aberrant to play a four-color superhero,
you can do that, but the challenges associated
with becoming a fully-realized, three-dimen-
sional individual (who happens to have some
spectacular powers) deliver a payoff far greater
than just destroying the “supervillain” because
he had fewer dots on his character sheet than
your “superhero.” Ultimately, playing Aberrant
is like anything else; the more you put into it,
the more you get back.
That goes for research as well. Ideas for a
good character or an interesting series don't have
to — and probably shouldn’t — come from comic
books. Whether you're looking for theme ideas for
‘a game or researching how to play a particular
character, the mass media provide an almost end-
less source of ideas for your Aberrant series.
There are many, many books that can give
insight into your Aberrant series. Obviously, the
Wildcards series is a great source of possibili-
ties, although, again, the further afield you go
from the supers genre, the more interesting
things are likely to get. For Teragen series,
anything written by Friedrich Nietzsche, but es-
pecially Thus Spoke Zarathustra and Beyond
Good and Evil, is a great source of inspiration
Also good for understanding the Teragen
worldview would be, in no particular order, Ayn
Rand's The Fountainhead and Atlas Shrugged and
Herman Hesse’s Demian. If you're more excited
about a Directive series, John Le Carré and lan
Fleming have written a few things that might
serve to inspire a game (or three).
Film is another medium that has a lot to of-
fer an Aberrant series. Any number of movies
can supply you with ideas for your game. X-Men
is high on the list if you're going for a heroic feel
(and conversely, Magneto’s Brotherhood may
spark a few ideas for Teragen series). IF you
want to play a game about a nova losing himself
to taint, watch the David Cronenberg version of
The Fly. His take on The Fly is a particularly in-
sightful look at the toll high levels of taint take
‘on a nova's friends and social life. Nearly any-
thing Cronenberg directs is likely to give you
ideas for an Aberrant series one way or the
other; start with Videodrome and the aforemen-
tioned Scanners.
Alternatively, for a movie that clearly shows
the connection between power and taint, watch
Akira, an animé classic in which high levels of
INTRODUCTION