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Aberrants use taint to change the world around them. Thanks to mass-media saturation,
people of the Trinity era commonly believe that taint drives the Aberrants mad. This is
not the case. It is true that to manipulate taint, Aberrants develop a gland in their brains
that presses on the prefrontal cortex — a golf-ball sized lump of flesh called a Mazarin-
Rashoud node. This node in and of itself does not necessarily lead to mental decline. In
many Aberrants, their lust for more taint sees to that.
Aberrants use taint radiation to affect reality on the quantum level, one step removed
from the subquantum level used by psions. Taint applied to the quantum world stimulates
the fundamental forces, and as an end result the world changes to match the Aberrant's
whim. Taint breaks the normal laws of physics in doing so, and that takes an awful lot of
raw power. As people in the Trinity Era understand it, taint is homogeneous; whether it is
the power an Aberrant uses to rip holes in reality or the diseases and afflictions that such
powers bring with them, though many Edenite “novas” like Apollo Milliken demonstrate
a marked difference between the two effects.
Using taint leaves an Aberrant marked both physically and mentally. Aberrants often
display physical mutations, from the merely cosmetic (blue skin, three eyes) to the more
useful (claws, tentacles). No matter how apparently useless these mutations, they all
serve to distance the Aberrant from humanity — the less human he looks, the less human
he will feel. Controlling taint also warps the M-R node, putting pressure on the prefrontal
cortex (the part of the brain that discerns right from wrong), leading to psychological
damage. Again, this distances the Aberrant from the rest of humanity. Dehumanization
was a factor even in the Aberrant Age, with beings such as Divis Mal starting movements
that ultimately reveled in the inhumanity of the Aberrant condition. That Mal came to be
a spokesperson for Aberrants worldwide is a telling sign.
The dehumanization is not limited to the physical and mental changes that taint wreaks
upon the Aberrant's body. The powers that taint grants also challenge the nature of being
human. An Aberrant that can survive in hard vacuum and does not sleep will not see the
world in the same way as a human. The majority of the effects that taint produces are
external expressions of instant gratification, and often over time an Aberrant comes to
rely on his unnatural abilities. This of course leads to more taint, and through that more
mutations.
Why then do Aberrants only demonstrate a certain few powers? Nobody in the Trinity
Era is sure. Certainly, no Aberrant has spontaneously developed an ability at whim, yet
the basis of their powers seems to be the ability to do anything. It might be a case of
development, the Aberrant only manifesting abilities akin to those it already possesses
due to similarities in the use of taint to get the result. It could be a purely subconscious
block, but after over a hundred years without any evidence of one Aberrant breaking the
block this is unlikely. Other theories include variations in the node affecting how it
handles taint, which is close to the developmental theory. There are teams of scientists
working for both the Æon Trinity and several private research groups who have been
unable to crack this particular mystery.
Of course, not every Aberrant is warped and dehumanized through channeling taint. The
numbers of these low-Taint Aberrants have escalated sharply since the Venezuelan
Phenomenon, with up to 1 in 20 novas being low-Taint. Most of these novas are new to
their condition; their initial jolts of power not enough to trigger mutations or
psychological changes. The Aberrant can further stave off these changes by exploring her
powers in a controlled fashion, not giving in to the lure of using taint as much as possible
“just because,” but applying restraint and self-discipline. Perhaps the best examples of
this attitude towards taint are the Edenite “novas,” as exemplified by Apollo Milliken: he
destroyed a sizeable part of a Chromatic fleet, yet is not an insane, be-tentacled freak (see
Stellar Frontier for more information).
Though Eden is kept a secret from the majority of the world, it does provide a valuable
insight into the Aberrant condition; namely that the more taint is used and pushed to its
limits, the more mutating effects it has upon the wielder. In many ways, this is like
exercise: up to a certain point the development is natural and healthy, but over-exertion
will do more harm than good. This is in many ways one of the key issues of Aberrant
Syndrome, if the taint is given the chance it will end up controlling the Aberrant as much
as he controls it.
Sub-Aberrants as created by the Colony have several notable differences. First and
foremost, they are unable to directly control taint. Being born normal humans, they
haven't the Mazarin-Rashoud sequence necessary for controlling taint. Instead, the
Colony forcibly injects humans that it captures with large quantities of taint radiation.
This overloads their bodies, causing massive physical mutations.
A normal Aberrant — if such a thing could be said to exist — gains his powers through a
control over taint, guided in some way towards a certain common element between these
powers. Sub-Aberrants, on the other hand, have the same thematic concept, but once the
taint-radiation from the Colony has done its mutating work there is no more "free" taint
for the creature to use for its powers. Instead, this taint will warp the body of the sub-
Aberrant to create the powers it possesses. An Aberrant may be able to shoot fire from his
palms through taint alone, but a sub-Aberrant would be warped to the point that one
appendage was a biological flame-thrower. A side effect of the infusion of taint radiation
is to cause lasting psychological damage to the subject, leaving them with an
overwhelming loyalty to the Colony.
The majority of Aberrants faced by psions are sub-Aberrants, made by the Colony in
order to help it recapture Earth. Because their mutated forms radiate an aura of taint, they
often appear no different to psions than regular Aberrants. Indeed, often the regular
Aberrants are better able to hide the taint they produce, leading to all manner of trouble
for the psions involved.
Taint Radiation
Manipulating the universe on the quantum level takes an incredible amount of energy.
Without the precise manipulations made possible by access to the noetic layer, this energy
dissipates as taint radiation. This radiation, capable as it is of shearing atoms from
molecules and of creating matter from apparent nothingness, is not generally healthy to
anything that remains in its general area.
Taint is highly energetic radiation that interacts strangely with matter. The radiation
affects DNA worst, making living things mutate. Plants swell and distort, crops are
useless, and trees sicken and die. Healthy crops fail, grass yellows even as it grows to
head-height and beyond. Trees weep from open sores in the bark. An area of taint
radiation that has had time to affect the local plant life should be mistakable for nothing
else. Taint is, at its core, unnatural. It is the raw power of gods turned loose onto the
normal world without any form of control, and the world should reflect that.
Animals in taint-dense areas mutate too — but in the biological sense. Strange growths
often turn cancerous, eyes cloud over and the sense of smell tries to carry on even though
the nose is a mess of sores. Teeth may elongate, limbs may wither, but whatever happens
to a creature, it will not be beneficial. That's not to say that mutant beasts are entirely out
of the question, but that whatever makes them that way should obviously be a bad thing.
Some Aberrants may be capable of creating warped animals bred for their own purposes,
but without their direction the energies warp an area's fauna almost at random. If this is
ever beneficial to the creature in question is debatable. Hybrids between plant and animal
are also possible, disturbing fusions that should not happen made possible by the
rampaging taint in an area.
Taint Diseases
The effect of taint radiation on human bodies is in a special category of its own. Taint is
manipulated by humans — or creatures that were human — and it has a special
relationship with human biology. Some of the people exposed to high intensities of taint,
especially in their formative years, may manifest signs of becoming Aberrants. Far more
run the risk of contracting a painful disease that is nearly always fatal. Taint-based
diseases run the gamut from spontaneous tumors that put the internal organs under
intense pressure to wasting diseases that accelerate the victim's aging. Worse, these
diseases cannot be treated by psions. The miasma of taint radiation that each disease
carries is enough to throw the noetic field entirely out of line around the patient, making
the fine tissue manipulation and regeneration of vitakinetic healing all but impossible.
Subject: Wexler's Disease
From: Choi Sun-Mi, Office of Noetic Security
To: Jun Shan, Æon Trinity, Neptune Division
Encryption: DSE
Transmission type: Textfile
Date: 13:21:12 12.14.2121
Agent Shan, I believe it only fair to inform you that we have completed our investigation into the
recent outbreak of Wexler's Disease among the people of Xinjiang. Going by the taint-ridden
sample of black sludge you managed to extract from one of the victims, we were able to piece
together the spread of the disease. This lead us to an underground storage facility that was being
used by a minor drug ring. There were a number of crates of strange machinery, including one
full of a similar black sludge in canisters. All of these crates were labeled “Metachinery.” We
analyzed the substance in these canisters and believe that they contain active nanotechnological
agents. A sample is on its way to a secure Æon holding facility and the remainder will be
destroyed in line with Aberrant technology protocols.
Stranger are the diseases picked up after an Aberrant dies. Sometimes his particular taint
signature can color the way that the disease manifests. A neutral Legionnaire may help
kill a steel-skinned Aberrant only to be caught in the final explosion and, weeks later, find
that the taint is slowly converting his skin into unliving steel on a molecular level. The
taint from a super-strong Aberrant may inhibit myostatin production, leading to ridiculous
levels of muscle growth to the point where the muscle bulk snaps bones with every
exertion.
Taint diseases should be both weird and scary. They are what happen when Aberrants
meet normal people. Some humans get a mutant cancer. Some have their bones weaken
and muscles atrophy. Some of them die as their bodies convert into disordered
information. Each of them is dying a slow, lingering death as the world's best doctors —
psion and neutral alike — look on, unable to do anything.
Quantum
Quantum is the fundamental difference between Aberrants and novas. It's the term used in
the Aberrant game to distinguish the controlled manipulation of quantum energy from the
uncontrolled, mutating side effects. This difference isn't present in Trinity as nobody in
the setting is aware of it. Nihonjin scientists may know more than anyone else about the
Aberrant condition but even they do not distinguish between quantum and taint. And for
good reason: they have no reason to. Quantum and taint both affect the world on the same
level: why differentiate the two? For the most part this section continues using taint in the
same way so as not to sound like a missing chapter of an Aberrant book.
The difference does help explain novas in the Trinity setting, like those among the Eden
colony and the few remaining in Nippon. They have developed their quantum abilities
steadily, avoiding the buildup of taint that leads to what most of the Trinity universe
thinks of as Aberrant Syndrome. When creating an Aberrant to act as a foil for your
characters it can help to consider its quantum and taint as separate things.
Motivation
Once you've worked out the angle of your Aberrants and fleshed out some of the details
you need to work out their motivation — why they are doing what they do? This can be
related to their angle, but doesn't need to be. The motivation should make sense to the
Aberrant — nobody thinks, “I'm going to try to take over the Earth today.” People do
what they do because they believe that it is what they should, and Aberrants are no
different. For example, an Aberrant may attack the Earth because his family and
community drove him away when he manifested Aberrant Syndrome and his isolation in
space has warped his perceptions of the planet.
An Aberrant driven mad by taint is harder to understand, and therefore it's much harder to
work out why he would do what he is doing. Taint-related insanities break the Aberrant
away from his old methods of thinking, focusing more on what makes him different. An
Aberrant capable of controlling people may see regular humans and even psions as
puppets for him to control as he will whereas one with spatial manipulation powers may
regard humans moving passively through three dimensions with no control over their
surroundings as beneath her notice. This insanity is tied to the Aberrant's powers and
mindset in some way, and working it out can give you a greater handle on why she does
what she does.
As a Storyteller you don't need to develop a motivation and full psychological profile for
every Aberrant that features in your series. If your story has a lot of Aberrants it can
quickly become a massive task, most of which will have little impact on your stories.
Work on the Aberrants who are going to have the most impact, both ringleaders and
manipulators behind the scenes. The Aberrants with less of an impact on your plot should
logically have less time spent developing them. If the Colony sends a sub-Aberrant to kill
the psions that have disrupted its latest strategy, the motivation of the sub-Aberrant isn't
the major concern of your story. The Colony on the other hand (or tentacle) should be
given as much detail as your plot needs to make sense, and there should be plenty of
chances for the players to find some of these clues.
Spelling it Out
Aberrants were once human. This is their hook, their reason to be in the setting: to show
just how far humanity can fall when it reaches too high, too fast. The less-warped
Aberrants got to be the way they were because they kept control of the subconscious need
for power, but all too many saw their power as a right. Any story featuring Aberrants as
more than mystery villains should at least touch upon their human origins — the crab-like
thing that disrupts electromagnetic fields around it was once a human with extraordinary
powers, like the psions themselves. With that said, it's all too easy to hit the players as
well as the characters over the head with the burden of responsibility and the price of
power. It's even worse from a player's perspective to listen to Storyteller characters
soliloquizing about the price of power every time they encounter an Aberrant than it is to
hunt Faceless Aberrant Monster #23. It can be very difficult to set the balance right.
Aberrant autopsies should comment on the unaltered human biology that remains —
however much or little that is. A raving sub-Aberrant kidnapped from an asteroid mining
colony who returns to demolish that colony may pause when he sees his family and
friends — or may attack them all the more viciously. An extropian “nova” who acts as a
wellspring of technology for a colony may still keep an image of the child he left on
Earth. It's the little things, the details around an Aberrant that best illuminate his lost
humanity. Working in these details for each Aberrant with a significant impact on your
series can add depth to their character while also illustrating their wider metaphoric role
in the story.
Memorable Foils
Every good character should stick in your players' minds for some reason. Aberrants
make this easier — after all, they each should have something relatively unique that they
can do, and taint has left many looking unlike anything else by the effects of taint.
Unfortunately, if it were as easy as just looking different, the job of a Storyteller would be
much easier. The first, and possibly most obvious piece of advice, is to avoid creating
Aberrants that are similar to each other. Just as characters in a story with similar names
are harder to distinguish from each other, two Aberrants who have glowing blades in
place of one arm will be harder for your players to tell apart, unless the blades are a
footnote to their other mutations. Likewise, insectile and crab-like features are an easy
way to make Aberrants appear different, but used too often can swiftly become faceless.
Without the distinction of hair color and facial description the rest of the creature's
description often fades into the background.
Another thing to consider is that not every Aberrant bears the same mutation for the same
powers. One may have hands surrounded by crackling black energy, through which
strange stars are visible, while another may more prosaically have large, razor-sharp
talons. If every Aberrant that can open warp gates glows blue when doing so, you lose the
element of surprise, and you run the risk of having your players use an Aberrant's
description to catalog its powers. Keep your players thinking on their feet, and make sure
that you describe the powers in a way that ties them to each Aberrant. With that in mind:
describe the powers. Some Storytellers get into the habit of describing the appearance of
an Aberrant, and then resorting to game-terms and statistics. If you want your Aberrants
to be memorable, try to avoid that — if nothing else to avoid confusion between
Aberrants with similar powers. If one has an arm with no hand that vents plasma from the
stump and another breathes flame from a fire-wreathed skull, there's an obvious
difference. If one has a stump of an arm, the other a fire-wreathed skull, but both attack
with the same dice pool and damage there's not that core difference. Being memorable
means making an impression, after all.
Defining Aberrants
Powerful Aberrants don't just come about because of exposure to taint. Some of them are
incredibly potent from birth. Trinity-era scientists do not differentiate between the two
types simply because they do not realize the difference. There are few enough Aberrants
that are sane enough to work with that the idea of letting them breed on Earth is not an
idea that any have dared entertain. Fortunately, most of the Earth-bound Aberrants show
no wish to procreate, and of the colony-based Aberrants it is hard to tell who was made
and who was born.
Among researchers, several divisions have arisen describing various forms of Aberrants.
Some groups will use one definition, some will use another. Some organizations use
multiple definitions when referring to a given Aberrant, to more accurately describe their
origins and relative power level.
Generation
The first generation are the Aberrants that most people think of whenever the name
comes up. A normal human, exposed to taint radiation and bathed in quantum fires that
have burned since the Aberrant War develops a Mazarin-Rashoud node. Generally this
classification is reserved for the Aberrants who originated during the height of the Nova
Age. As such, they’re generally more rare, and at the same time, more powerful.
The first obvious signs of eruption are splitting headaches that can last for days at a time.
The pressure exerted on the brain by the growing lump of proto-matter actively pushes
the frontal lobes out of the way, hence the headaches ― and the madness. The changes to
the Aberrant's brain are not temporary, and the presence of quantum radiation further
alters the electrochemical signals rushing along twisted neural pathways — assuming the
Aberrant still has a brain ― twists his thoughts into what normal humans consider
insanity.
As well as the mental degeneration, a first generation's taint twists his body. While
nowhere near the level of a sub-Aberrant, most do display some physical alterations.
Some of these taint-modifications are beneficial, such as a hardened carapace or wings
allowing atmospheric flight. Others serve no useful purpose, from eyes mounted on stalks
to protruding bony ridges. All of them are permanent. Some are more drastic, such as the
Aberrant's body being transformed into a burning skeleton or a collection of electrical
impulses in a computer network. None of these changes are necessary ― Aberrants fly
just as well without wings as with, and a carapace is just as good as a force field. These
changes are physical expressions of how taint will change a human body that is barely
able to control it.
There are ways for first generation Aberrants to escape the fate of mutation and insanity,
or at least to prolong the period before its onset. So far the Aberrants working for Nippon
and the Edenites have demonstrated the broadest acceptance of this practice, but any
Aberrant ― including many created during the Venezuelan Phenomenon ― can do so
with or without guidance. By not using his powers to their fullest potential whenever the
opportunity presents itself, the Aberrant avoids stressing the parts of his psyche that
channel taint. It's a slow process, requiring a great deal of self-awareness and voluntary
restraint ― discarding the chase for more power can be hard ― but taking things slowly
allows the Aberrant to mature into his growing abilities without forcing them.
Third-generation Aberrants are those who have erupted since the Aberrant War.
Superficially the same classification as the first-generation novas, these Aberrants could
never be mistaken for a nova. They do not accumulate taint over a period of time or due
to misuse of their powers; once they erupt, they immediately display signs of high
degrees of taint. They mutate to a high degree nearly instantly and display many varied
signs of derangement. In short, while first-generation Aberrants may or may not develop
Aberrant Syndrome, third-generation Aberrants almost seem to get it automatically. The
most often encountered “true” Aberrants in the Trinity Era, third-generation Aberrants are
much more common than those of the first generation. Additionally, they also seem to be
weaker, almost as if the rapid onset of their mutation somehow puts a cap on how
powerful they can become.
Second-generation Aberrants are not formed from exposure to taint. They are the children
of the first generation, their bodies better able to channel the taint that has surrounded
them from the moment of conception. The strange genetic material that makes up the
node of a first generation is found throughout the body of a second generation Aberrant,
making taint-spawned insanity much less common. Taint mutations are also less common
as the distributed node prevents a great deal of taint focusing at one point and building up
to dangerous levels.
The second generation are much more powerful than the first. Without the limitations of
taint they have no compelling reason to slow their development and instead forge ahead,
growing in power until they outshine all but the greatest of the first generation. They gain
powers along a theme, like other Aberrants, but are better able to understand their own
abilities and develop them in ways that would seem bizarre to a normal human
intelligence.
In addition to their powers the second generation of Aberrants are different from humans
in their perceptions of the world. Except in extreme cases, they did not grow up among
humans and many never experienced a “birth” as humans understand it ― the parents
must have procreated, but with the wide variety of alterations that the first generation
possess there is no telling what form that intercourse, and the following pregnancy, may
have taken. Each second generation Aberrant has grown up with her powers, surrounded
by other taint-fueled gods. Because of this, she doesn't think like a human would. A
second generation's powers are as natural to them as breathing (if they still have to), and
even those who could frame their thoughts in human-comprehensible terms find little
compelling reason to do so. Kali and Yog-Death (Stellar Frontier, page 109), being the
offspring of the Colony, are the highest-profile second-generation Aberrants known.
The first and second generations are easier to comprehend. Their powers are secondary to
their upbringing, and they still think in broadly human terms. The ability to mutate plants
or create electrical charges is a later change that wasn't present during the formative years
of their psyche. Taint often alters their thoughts, but in the same way that trauma alters
human thoughts ― a good book or website on mental illness can be a great help when
working out how an insane Aberrant thinks. The second generation do not have this
human grounding. Though a second-generation Aberrant's powers expand throughout his
life, he is born and raised thinking very differently from ordinary humans, or even the
first generation. They should be inscrutable ― unless they can advance their plans by
being open ― doing things for reasons that the players will never hope to understand but
that further their own goals.
If two second generation Aberrants managed to procreate, their offspring may well be
some kind of fourth generation. So far, there are no known instances of fourth-generation
Aberrants anywhere in the universe, and what they would be like is anyone's guess. They
could be able to warp all of reality on a grand scale, or perhaps would have no more use
for physical bodies, becoming the taint-based equivalent of the Doyen. The possibilities
are limited only by the Storyteller's imagination.
Tier
Most Trinity-era researchers do not trouble themselves with trying to work out an
Aberrant’s parentage, and this goes double for anyone who encounters a live Aberrant
without expecting it. For simplicity’s sake the Æon Trinity use a broad scale of threat
level. Tier I Aberrants are otherwise referred to as “Prime Threats” and include Caestus
Pax, the Colony, and a few others. This small grade includes the oldest and most
powerful first-generation Aberrants, as well as second-generation Aberrants that are
mature in their power ― a far faster process than the Trinity would like to believe. Third-
generation Aberrants rarely, if ever, achieve this sort of power. Young second-generation
Aberrants and first- and second-generations of a moderate or high power level are
included in Tier II. Finally, weak recent eruptees, powerful sub-Aberrants ― and low-
taint Aberrants when they are discovered ― make up Tier III.
This chapter uses the Tiers to refer to all naturally-occurring Aberrants. Sub-Aberrant by
their very nature must be handled differently. Where distinctions are made between the
generations, each generation is noted with the relevant Tiers.
Sub-Aberrants
Sub-Aberrants are victims. They were not born with the potential to become Aberrants;
instead, a powerful Aberrant suffused their bodies with taint that warped their body and
mind. Hence, a sub-Aberrant doesn't manipulate taint in the same way as other
generations of Aberrants; rather than summoning fire from taint energies a sub-Aberrant's
body must be mutated to produce a napalm-like substance. Every power a sub-Aberrant
possesses must stem from a biological alteration to his body ― though the difference
between a sub-Aberrant and a mutated Aberrant would probably only come out at
autopsy.
The taint injection alters a sub-Aberrant's thought processes. Though he remains as
intelligent as before his sanity is shattered. A sub-Aberrant perceives the world only as it
relates to his condition, the friends who fought to stop him being dragged off are now
enemies who didn't fight hard enough, a loving family becomes a painful reminder of
what he once had. This doesn't mean he will attack things at random ― that wouldn't be
rational ― but it does mean that he will be hostile and will make potentially complex
plans to take revenge either on the people he used to know or the race that abandoned
him.
Statistics
There are a number of systems you can use for Aberrants in your games. The default
presented in Trinity is the simplest, offering statistics and powers without any real
difference between a sub-Aberrant pawn and the Colony. This section not only expands
that method for creating Aberrants but also offers alternatives, including using rules from
Aberrant.
The rules for Aberrant creation in the Trinity rulebook are a good point to start from.
However, the single template doesn't really cover the broad possibilities of Aberrants,
especially given the somewhat disingenuous stats. If Apollo Milliken can devastate a
third of a Chromatic war fleet without raising a sweat at Taint 7, why is it that the general
Aberrant template starts at Taint 8? The answer of course is that different powers have
different scales of effect. Nothing in the back of the Trinity book is nearly as powerful as
Milliken's Radiant Conversion, and these descriptions are the real measure of an
Aberrant's power level. With that in mind, use the Taint rating as a measure of an
Aberrant's power reserves, the raw energy he has available. What he can do with that taint
is a function solely of his powers.
As a general guideline, the powers in Trinity are good for creating sub-Aberrants and Tier
III first-generation Aberrants. Use the Aberrant's Taint rating to determine the
effectiveness of these powers — Strength + (half the Taint rating) Lethal damage for
Natural Weapons, Taint rating in damage for Acid and the like. Any further powers
should deal a base level of no more than ten dice of Lethal damage, and should not affect
more than a hundred kilograms of mass or ten people at once. Sub-Aberrants should be
mutated to the full degree of their Taint rating, but cannot possess powers that are not
linked to their physical changes. In addition to the Aberrant powers in Trinity and the first
few dots of most Modes, Storytellers may find inspiration for new powers in Adventure!
or the low-level powers in Aberrant.
Quantum
Assign each Aberrant a Quantum rating as well as a Taint rating. Base the number of
physical mutations on the Taint rating. Taint also determines the level of Ambient Taint
surrounding an Aberrant. Most Aberrants will have a Taint rating of at least 3, though
low-taint Aberrants are an exception. Use Quantum to work out the damage from powers,
and how many powers the Aberrant has if using the Taint for Powers rule above. Use the
higher of the two to determine the Ambient Taint left in an area after an extended use of
powers.
Sub-Aberrants have no Quantum, basing all their powers off their Taint. Only low-taint
novas and first generation Aberrants who have warded off the mutating effects of taint
should have a Quantum higher than their Taint.
Expanded Powers
The following powers clarify and expand upon the list of Aberrant powers given in the
Trinity rulebook. These by no means make up a comprehensive list of Aberrant abilities,
they are presented as a springboard for Storytellers when designing their own Aberrants,
as well as to make it easier to create antagonists on the fly. The powers are separated into
the same ranks as used in the rest of this section — low power corresponds to sub-
Aberrants and Tier III first- and third-generation Aberrants, medium power covers Tier II
first-, second- and third-generation Aberrants, and high power is for Tier I Aberrants. Tier
I and II Aberrants will likely have only one or two powers from their listed power level,
along with Mode-equivalent powers. The majority of their powers will come from lower
grades. The Aberrant powers presented in the Trinity rulebook are all low power abilities.
When powers reference expending Taint assume that an Aberrant has a pool of temporary
Taint equal to her Taint score. Modes that call for Psi rolls or expenditure instead require
Taint rolls or expenditure instead.
Low Power
Burning: The Aberrant can surround himself with a corona of energy,
razor-sharp bony spines, or some other all-over defense. The effect costs a point
of Taint to manifest for a scene, but deals half the Aberrant's Taint in Lethal
damage to anyone touching him. Also, any non-energy weapon used to attack the
Aberrant has its damage reduced by two. The Aberrant cannot wear armor.
Claws: Wicked talons tip the Aberrant's fingers, tentacles, or other primary
manipulators. This could also be an energy field or any other rationale for the
Aberrant dealing Strength Lethal damage. Every two points of Taint (rounding
up) deal an additional point of damage (so an Aberrant with 7 Taint would deal
Strength + 4 Lethal damage). These claws do not hinder the function of the
Aberrant’s hands.
Enhanced Reflexes: The Aberrant's nervous system (or what passes for
one) conducts signals far faster than the human equivalent. The Aberrant doubles
all movement rates, and can take two independent actions each turn. The Aberrant
can channel additional actions at a rate of one action per point of Taint, though
each action taken in this way deals a level of unsoakable Bashing damage to the
Aberrant.
Extra Limbs: This Aberrant has more than the normal four limbs. While
Tentacles covers the replacement of a limb with a mass of tentacles, extra limbs
come in addition to the normal human four. Every extra arm lowers the dice pool
penalty for multiple physical actions by one die. An extra set of legs doubles the
Aberrant's movement rates.
Growth: Stimulating cellular growth or shunting taint energies into mass
allows the Aberrant to grow to terrifying proportions. Spend a point of Taint to
grow up to three times normal size. Every multiplier of normal size adds +2 to the
Aberrant's Strength and Stamina (and can take these above 5 dots), but adds one
to dice pools to hit the Aberrant. Further uses of this power are not cumulative.
Modes: Several Aberrant powers can be represented using psionic Modes.
Tier I Aberrants should not have effects above the third dot of a Mode, but do not
need to worry about crossing Aptitudes between the six Aptitudes in the Trinity
rulebook. Sub-Aberrants should only have individual powers to suit their
mutations.
Natural Weapon: One of the Aberrant's manipulator appendages has been
grossly altered to deal incredible amounts of damage. Whether it is constantly
emitting hard radiation or changed into a diamond-hard lobster claw, the limb
deals damage equivalent to the Claws power, but with a vehicle-scale damage add
of one half the Aberrant's Taint, rounded down. The limb cannot be used as a
normal manipulator.
Sealed Systems: The Aberrant does not need to breathe and is adapted to
survive in a vacuum. This provides no extra protection against attacks but renders
the Aberrant immune to gas, suffocation and the effects of pressure extremes. The
Aberrant also suffers no penalties for orientation when fighting in microgravity.
Medium Power
Create Matter: The Aberrant can create matter from nothing, shunting
quantum energy en masse into physical form. Ten kilograms of matter costs one
Taint, fifty kilograms costs two Taint and a quarter ton costs three Taint. The
matter must be naturally-occurring and non-radioactive, and the Aberrant can
create it in any basic shape that she desires.
Duplicate: For two points of Taint the Aberrant can create a perfect
duplicate of itself. One duplicate per dot of Taint that the Aberrant possesses can
exist at once, though there is no limit on how long a duplicate can remain
functional. Each duplicate has the same statistics as the Aberrant, but does not
have the Duplicate power and shares the original Aberrant's taint pool.
Electronic Communion: Unlike technokinesis this power does not allow
the Aberrant to control computer systems. Rather, the Aberrant can project her
mind from her body, leaving the body capable of reacting only on instinct. The
Aberrant's mind inhabits any complex electronic system, and she can control the
system instinctively. When inhabiting a machine the Aberrants can survive the
“death” of her body and transmit to other electronic systems over hard-lines or the
OpNet.
Hardened: The Aberrant is exceptionally hardy, possibly through
possessing multiple (or no) organs or other bodily adaptations that make it
incredibly hard to kill. As a result, the Aberrant has a duplicate of each Health
Level. As an added bonus, the Aberrant soaks Bashing, Lethal, and Aggravated
damage with its full Stamina soak in addition to any armor.
Modes: Mode-equivalent powers bought for mid-power Aberrants may go
as high as five dots in a number of Modes. When rolling or spending Taint to
activate these powers, the Aberrant must pay one point less or roll one fewer
success to use the Mode. Any Willpower costs are unaffected. The Aberrant can
use Teleportation Modes at this level, but Quantakinesis is unavailable.
Molecular Disruption: This is a brutal demonstration of Aberrant mastery
over the strong and weak nuclear forces. Roll Taint in a resisted roll against the
target's Psi. Each success deals one level of Aggravated damage to the target that
bypasses any armor, as its molecules are torn apart at the subatomic level.
Power Sink: Taint's connection to the quantum world allows the Aberrant
to act as a power sink for a slice of the electromagnetic spectrum (or another
category of energy, such as direct kinetic or sonic). Any attacks of the selected
type of energy have their damage reduced by the Aberrant's Taint. Every point of
energy absorbed in this way can heal one level of Bashing damage.
Shaping: By restructuring matter on the molecular level the Aberrant can
reshape any amount of existing matter. A tree-branch can be formed into a club,
raw materials combined into a gun, or a mountain into a vast palace. Two points
of Taint allow the Aberrant to reshape up to one ton of matter. The basic elements
must all be present — creating a gun out of a block of ice is impossible — but the
reshaping process can combine them in new ways.
High Power
Authority: With this power the Aberrant has incredible control over one
particular substance or form of energy. This could be magnetism, plasma, kinetic
energy, acid, steel, or anything else that seems appropriate. The Aberrant can
create, reshape, control, and destroy volumes of matter of up to 10 tons, or an
equivalently large quantity of energy at any distance she can sense.
Bacterial Consciousness: The Aberrant is not limited to his old body, or
even to a single replacement. This power allows the Aberrant to spread its
consciousness to others by touch, destroying the minds of any victims as it asserts
control. The minds remain linked through the threads of taint, but there is no
central point to the web of consciousness that opponents can target — they must
destroy a significant proportion of the host bodies. The Aberrant can dominate up
to one thousand people without penalty, though psions can resist the Taint roll
with Psi.
Biomanipulation: Extending taint through other beings, the Aberrant can
alter the biological processes of living creatures. In addition to forcing growth or
atrophy and mutating the base form of a creature, this power allows an Aberrant
to affect viruses and bacteria. Such a use can swiftly result in a pandemic outbreak
of a tailored plague that only affects certain elements of a population — only men,
or those over a certain age. Psions roll Psi in a resisted action to lessen the effects
of this power when it is used on them.
Modes: High power Mode-equivalent abilities have no limitations. The
Aberrant can have a rating of five dots in as many non-Quantakinetic Modes as
necessary. Using these Modes does not cost Taint or require a Taint roll to access
the default power level. If using the Freeform Psi rules from the Trinity Players
Guide the Storyteller is encouraged to allow the Aberrant to use the same system.
Omniscience: By perceiving the threads of quantum entanglement and the
interplay of nuclear forces, the Aberrant extends its sensory range to unthinkable
levels. The Aberrant can perceive every movement in a given city and with focus
can expand this range even further. The Aberrant can project its senses to any
point within one kilometer, multiplied by five kilometers per point of Taint, and is
always subconsciously aware of movement and discharges of energy within that
area.
Taint Injection: This ability allows an Aberrant to force its taint into the
body of a normal human or other creature. Unlike Biomanipulation, this power
overloads the target’s body, twisting it into something else entirely. By spending
two points of Taint, the Aberrant transforms the human into a sub-Aberrant, with
Taint equal to the number of successes the Aberrant gets on a normal Taint roll.
Any latent psionic ability or dormant Aberrant Syndrome is lost as taint rewrites
the target’s biology. Psions injected with taint die as the foreign energies interact
with the psi wrapped in the psion's noetic template.
Terraform: A slow-acting power, with this ability the Aberrant can channel
taint over time to affect the geological and climactic conditions of a whole planet.
The power costs one Taint for each major change, which takes six months to fully
come about. These changes can be in atmospheric composition, surface
temperature, or even the size and shape of continents. Once a planet has been
terraformed, the Aberrant can set events in motion that generate hurricanes or
earthquakes, or disrupt the planet's magnetic field.
Eruption
Aberrants manifest their powers in times of physical or emotional stress. The form that this stress
takes can color their eventual powers. One of the most common causes of eruption in the Trinity
Era is proximity to a source of taint, be that a powerful Aberrant or an area of taint radiation like
the Blight. Second-generation Aberrants mature into their powers naturally, without needing an
external stimulus, and sub-Aberrants are created by taint infusion. Neither kind has an eruption
to speak of.
Character Creation
Character creation is handled much the same as in Aberrant, with the following changes.
Nova Points
The following are some suggested Nova Point ranges for the various power levels used in this
chapter. Power Cap is the maximum rating for that power grade to have in a Mega-Attribute or
power. Starting Taint is the number of dots of permanent Taint that the character has before
spending any Nova Points.
Power Grade Nova Points Power Cap Starting Taint
Sub-Aberrants 5-15 2 3
Tier III First/Third Generation 10-25 4 1*
Tier II First/Third Generation 30-55 5 3
Tier II Second Generation 50-75 - 1
Tier I First Generation 75-150+ - 3
Tier I Second Generation 100-150+ - 2
Spend Nova Points according to the chart on page 120 of Aberrant as normal. Sub-Aberrants,
Tier II and III Aberrants should not be created with a Quantum of more than 5. Throughout the
history of the Trinity Universe, only Divis Mal has had a Quantum score higher than 8, and
creating characters on his level can have unprecedented effects on your game. Tier III first- or
third-generation Aberrants can start with 0 Taint for a cost of 5 Nova Points. If this option is
used, no other powers or Quantum can be bought Tainted.
Sub-Aberrants must pick from the following powers: Armor, Bioluminescence, any Body
Modifications, Boost, Claws, Disorient, Flight, Force Field, Immobilize, Immolate, Invisibility,
Mental Blast, Poison, Quantum Bolt, Sensory Shield, Shroud, Sizemorph: Grow, Strobe, Stun
Attack, Warp. Non-Body Modification powers each result in an extra dot of permanent Taint,
with an associated biological alteration that produces the power.
Aberrant Societies
The material in this chapter is all well and good, but how is a Storyteller supposed to use
it? First-generation Aberrants don't swarm at the Earth every month, and the vast majority
of powerful Aberrants have no reason to return home at all. There are more ways to
introduce Aberrants into a game than to have them attack Earth. After all, if Eden was
colonized by Aberrants and humans together, isn't it possible that other planets would
have Aberrant inhabitants? There are plenty of reasons to have more planets inhabited by
Aberrants — either with humans or not — and such planets can offer a wide range of
themes to a game.
There are a number of reasons to explore new planets. The characters may volunteer to
accompany an Upeo explorer as he tracks down strange taint-signatures. The Æon Trinity
may maintain a project that monitors for potential colony worlds. The characters may be
part of a field test of an upgraded Leviathan that ends up far off course. These only
scratch the surface, and all include a clue as to how the characters can get to their
destination, be it via Leviathan, psionic teleportation, alien (or Aberrant) technology or
something even stranger.
Whatever your reason for putting your characters on a planet of Aberrants, stranding
them there with no hope of return takes a lot of fun out of the situation. Crippling their
spacecraft is fair enough, but if there's no way to repair it and the Aberrants on the planet
below want them dead, the game quickly changes tone. If there's no hope of escape then
there's a chance you'll lose your players' interest — never a good idea for an ongoing
game. Any of the means used to get them to the Aberrant world can be used to get them
off again, though some will take more work to be believable than others.
There's no reason to limit yourself to one Aberrant world. In the fine tradition of
television, the characters may find themselves moving from planet to planet, trying to
reach Earth or a related colony again. The Kupita (Stellar Frontier, page 62) may send a
ship out with a psion team to map and initiate contact with potentially friendly Aberrant
planets, or a larger Æon expeditionary force may take more than one group of psions
aboard a Leviathan to make peace with the Aberrants or wipe them out. A game using this
model has to be very careful to have each Aberrant colony be actually different from the
last, to drive home just how different groups of humans and gods can be.
Strange Worlds
Aberrant powers can alter the ecosystem of a planet over time. Some Aberrants see
nothing wrong with altering a planet to suit their needs, whether the planet is shared with
humans or not. Sometimes, this can be beneficial — a few Aberrants possess the power to
terraform any planet within reason to an Earth-like standard, given enough time. Many do
not stop there. Planets that have been Aberrant colonies since the Aberrant War will likely
be twisted more and more towards their inhabitants. This could be apparently simple —
natural shelters with furniture all grown from bedrock, a rather more pleasant natural
temperature — or obviously complex — weather patterns that shift with the Aberrant's
moods, or rivers that flow uphill according to altered gravity.
Changes to a planet do not need to be so drastic. Aberrant colonies need not be
functionally different to any other planet with a breathable atmosphere and some gravity,
but the technological and social developments can vary widely. Informational nanotech
may seed one world, educating every inhabitant and providing perfect recall of every
event. The social structures of such a world would develop differently to an extropian
world that sees the human body as an imperfect base that merits constant improvement.
The social and political establishments of either world could develop in any number of
ways and the presence of Aberrants make even bizarre ideas possible.
Aberrant colonies are a chance to explore a wide range of science-fiction ideals that
otherwise may not fit with the standard Trinity setting. While no Aberrant could create a
Dyson sphere from nothing, on a planetary scale the possible changes are endless. A
fascist world where the community always comes before the individual? Definitely
possible. How would you like your citizens controlled? Aberrant propaganda? Mind
control? Technological implants? Or is the society a rebellion against the Aberrants who
initially brought people to the world, hunted as enemies of humanity?
If ideas don't come to mind straight away, look at the world around you. Read the politics
section of a newspaper and try to work out what the possible fallout of controversial
decisions could be. Add advanced technology and super-powerful humans. You don't
have to make every world into a statement about national or global politics, but they can
give you a good starting point.
Try to focus on the social changes and the Aberrant impact on the situation, and work out
how each will affect how the planet appears to the characters. That is the most important
point; you can present a group of players with a beautiful portfolio on the sociocultural
structure of each planet they visit but if every world reacts in the same way to the
characters then most of your work has been in vain. Social structures are hard to
represent, and more than anything else your maxim should be ”show, don't tell.“
You should consider a number of points when creating new planets, though these points
differ between solely-Aberrant colonies and mixed Aberrant-human worlds. This section
isn’t an exhaustive list, just some common points to think about.
Aberrant-Only worlds
Aberrants have settled worlds in groups for as long as they have dreamed of other worlds.
The planets may be impossible for humans to live on, due to a lack of natural resources
like food and water — or oxygen. Alternatively, the world could be analogous enough to
Earth to support human life, but the Aberrants wanted to get away from the problems of
living among humans.
The colony itself could have formed at any time; the pressures that altered the
human/Aberrant social dynamics on Earth don't affect the interactions between Aberrants
themselves. They do affect, however, how the Aberrants interact with any humans or
psions that make their way to the world. Whether the Aberrants remember what it was
like to be human, or have abandoned all of their old life and no longer have any ties with
the past will shape their interactions with visitors. If they remember leaving amidst the
Chinese government threatening to destroy the planet, their reaction to a Ministry
expeditionary force is likely to be vastly different to that of a multilateral Æon group.
All-Aberrant planets are not at all easy to create. Do the inhabitants get on? If so, how? If
not, what rules have they agreed on to avoid destroying the planet? Have they altered the
planet at all? Without the stabilizing force of humanity, it's all too easy for an Aberrant
world to fall to infighting and ideological conflicts. The Aberrants are gods without
worshipers, and have often developed to the point that they no longer perceive things in
the same manner as humans. All too often, their fellow Aberrants do not share their
specific frame of reference and vital concepts become lost in translation.
Why then do these worlds exist? Why would a group of powerful Aberrants who can
barely agree on anything remain on the same planet as each other? Barring outside
pressures such as the only one of the group able to open warp gates teleporting away, the
main reason is that deep within their minds the Aberrants were once human, and most
still have human social instincts. Being alone gives each Aberrant no insight other than
her own, and without conflicting views she can go slowly mad without the influence of
taint. Further than that, Aberrants can be friends and lovers despite their disagreements,
and many find common points even through their altered states of perceptions.
Aberrant-only worlds are more likely to be strange worlds as described above. Assuming
that each Aberrant can survive there really is no limit to the properties a planet can have.
Non-Aberrants arriving on the planet may need any of a wide range of survival
equipment from environment suits for poison atmospheres to VARG-grade encounter
gear for worlds with far higher gravity than Earth normal.
Assuming more than two Aberrants reside on a planet, there will be some form of
structure governing encounters between each. The following list includes the most likely,
but is by no means conclusive.
Anarchy: Rather than the entire lack of rules, the Aberrants adhere to the tenets of
enlightened self-government. Each respects the others and restricts his actions to avoid
affecting the others without their consent. At least, that's the idea. Aberrants can affect
others without meaning to as their powers fluctuate, and there is no central order to
appeal to. Rather, the affected parties must deal with their own problems, and doing so
can lead to open warfare that leaves large areas blasted with taint.
Dictatorship: One Aberrant, either through sheer might or possessing the means of
producing necessities like food, holds authority over the others. This authority may be by
consent, as the others realize that the dictator is necessary and the dictator does not abuse
his position, or the dictator himself may be a tyrant and the other Aberrants struggling to
overthrow whatever puts him in a position of superiority. In either case, the backing of
outsiders can alter the balance of power drastically.
Communal: Each Aberrant does everything he can for the good of the whole, donating
creations and artifacts to the group in the manner of an old nomadic tribe. A communal
group does not have to meet often, but will do so at set times to make sure that everyone
gives back what they take and to share news. As everything is shared by the commune
there is no outright ownership of anything, and the concept of someone having something
that is not used for the benefit of the group is quite alien to this micro-society. The
community runs a communal society above any individual, as opposed to the system of
anarchy that is governed by each individual.
Antagonistic: The Aberrants form small groups based on ties of friendship or beliefs, with
each group antagonistic towards the other. This could be something as simple as a
professional rivalry or as complex as any courtly intrigue. The groups will rarely break
out into open conflict out of a sense of mutual preservation. Rather, each group tries to
get one up on the others, by discovering something new, finding a new supply of food, or
some other means of improving their lot.
Besieged: The Aberrants are not alone, and are not prospering. Another group, either
powerful aliens or another group of Aberrants, are holding the colonists under siege,
trying to get them to evacuate the planet. For whatever reason, the Aberrants cannot leave
— perhaps the first one to be killed was the only one able to teleport, or they have
children who would not yet survive the rigors of spaceflight. Another group of outsiders
could be a big advantage to either side, and characters embroiled in such a situation
would have to work out who to help, if anyone.
Example:
Anthony Selas was one of the novas who fled Earth after the Chinese Ultimatum. His
friends and companions left him behind, teleporting or warping to distant planets. With
nowhere to go, Anthony tagged along with a group of other novas he only knew from
their research. Together, the ten found an isolated planet with an atmosphere of inert
gases that would allow the group to continue their experimental work. Agreeing to meet
only to share results, they descended on the planet and prepared a central meeting place
in addition to their individual settlements. None of the group needed to eat or breathe,
and for most sleep was optional. The group didn't expect to leave the planet, and met to
share results and to ensure that their experiments were not disrupting each other.
Five years ago, their warper was killed. Nobody knows who did it, the death isn't an
obvious match for the powers of any of the group. They are at each other's throats still,
wanting to know who would kill to keep them on the planet. The fact that each Aberrant
has discovered something that gives them a good reason to leave the planet does not help
matters. Actual combat hasn't broken out, but each of the novas believes that one of the
others is a killer and is not about to tell which one for fear of being right. The psions
arrive to an atmosphere of paranoia and distrust. How they handle the situation and who
they decide to trust will have a big impact on the other novas, and will probably decide
the fate of the whole colony.
Mixed worlds
Colonies that incorporate both Aberrants and humans have a different dynamic to
Aberrant-only worlds. The humans have basic needs that Aberrants don't necessarily
require, like food, water and a breathable atmosphere. In turn, the presence of weaker
beings can lead to a number of societies evolving based on the obvious differences in
strengths between the two castes.
Something to consider is when the colony was formed. Novas were exploring space
throughout the early 21st century, through warp gates, teleportation, relativistic travel,
and even some hypertech spacecraft produced by nova inventors that could carry human
passengers. The intent of these early expeditions was for research and curiosity. Once the
Aberrant War broke out, novas left the planet to escape the fighting, and many begged
those who could leave to take human friends and loved ones with them. Rather than the
curiosity of early nova explorers, these were refugees looking for a planet where they
could live without the horrors of a war involving quantum Gods. Finally, the Ultimatum
drove the remaining Aberrants off-world, and a number of humans chose to go with them
rather than remaining on a world that was prepared to destroy itself. Knowing the origin
of a colony planet can give you a wealth of ideas when working out the social structure
and how the colony would respond to visitors, both psion and human.
The presence of humans means that the atmosphere will be breathable (assuming that the
Aberrants haven't altered the humans to breathe methane), and that the basic needs of
human life will be available. The technology could be of any level; an Aberrant who
chose to leave the planet may create wondrous nanotechnology or prefer a tribal lifestyle
without modern conveniences like electricity. Humans again limit the situation, making
the more extreme planetary alterations unfeasible.
Socially, the role of humans and Aberrants varies widely. Aberrants are far above humans
through the simple fact of their powers, and these only increase over time. This does not
lend itself to happy cohabitation. The following list is intended to illustrate some of the
many ways in which Aberrants and humans can exist on the same planet.
Benevolent Dictatorship: The Aberrants ultimately have total control. While an Aberrant
may listen to the humans, nothing mandates that she must give weight to the humans'
concerns. The Aberrants in such a case are concerned with the well-being of the whole
colony, and will use their powers to ensure that it functions as smoothly as possible. The
colony on Eden is a good example of this system at work.
Separation: The Aberrants and humans have little interaction, living apart from each
other. The Aberrants still ensure the well-being of the human population, but will not
interfere in conflicts between individual humans. After several generations the humans
may come to regard the Aberrants in the way that the ancient Greeks regarded their gods,
with tales of the colony's founding and of the Aberrants' actions as myths and legends.
Uplifted: There are a number of reasons that an Aberrant may have altered the humans of
a colony. Perhaps they went in search of a singularity or had some similarly lofty goal, or
the humans were committed to finding the limits of “humanity”. In this state, Aberrant-
designed hyper-technology has blurred the line between human and Aberrant; from
intelligence augmentations and biological customization to seemingly sentient AIs far
more powerful than an SI or human mind, and even humans uploaded out of their
biological forms.
Tribal: The humans have formed into small tribes, grouped around an Aberrant who acts
as a moral and political leader. It's rare for research colonies to take this path, but in a
refugee colony it is all too possible. This isn't a “de-evolution” to a “primitive” level; the
tribes are microcosms of the countries of Earth with Aberrants in place of both
government and military — and many of the problems of the real world.
Providers: The Aberrants may remove themselves from the humans as with Separation
above, but remain involved with the human colonists by supplying anything from
advanced technology (if the colony is otherwise self-sustaining) to food, if the world is a
harsh place to live. Such worlds lend to closer links between the Aberrants and humans
without constant interaction and the problems that that can lead to.
Oppressed: One group, probably the humans, is oppressed in some way by the other
group. Aberrants may flaunt their abilities, not caring how many baselines they injure or
kill in their lust for more power. Alternately, with powerful weapons or alien assistance
combined with Aberrants disinterested in increasing their power the humans could find
themselves oppressing the Aberrants. This would give the world a super-powered
underclass who are looking for any excuse to revolt.
Example:
The nova known as Mercury Jones was a rising star in the late 2030s. His body
converted to living plasma and gravitic anomalies on eruption, he needed a containment
suit to function without destroying a large area around him. His destructive potential
lead to him being highly sought-after in the Aberrant War, but nobody could find him. A
pacifist, he had arranged to leave Earth with a group of friends, relatives, and others to
found a colony on a habitable world far from Earth. Opening a warp gate, they left
without fanfare. The world they found was a rock orbiting a dying sun, nothing like what
the astronomers had promised. With his containment suit badly damaged from the warp,
he sent the humans to land and tore himself free.
Mercury Jones lives on, his body now a tiny star providing heat and light to the colony
on the planet he orbits. He still communicates with the colonists — over 1000 of them by
2121 — through a form of telepathy, but he will leave any visitors for the colonists to
deal with alone. The humans on the planet live a mostly agrarian lifestyle, but brought
and maintain enough technology to give them an edge. Every homestead has a
communications center, linking everyone on the planet, and anything that affects the
colony as a whole is put to a communal vote. By and large, the populace are pacifists,
nobody owning weapons aside from their farming tools. Psions who attempt to attack
Mercury simply because of the taint he gives off will draw the ire of a whole planet —
and even with his help reintegrating the separatist colony into the modern world will be
an uphill struggle.
Back Home
Social interplay between Aberrants and humans doesn't start and end with undiscovered
colonies. Aberrant cults exist throughout known space, humans flocking to (usually first-
generation) Aberrants to serve them. Aberrant cults aren't named by accident; they are
insular societies with members who often cut their ties to their former life in favor of the
cult. Cultists put Aberrant above all others in the social order, and members expect each
other to obey her every command. If the Aberrant can create sub-Aberrants or otherwise
empower individual cultists, these members are elevated to a position between the normal
humans and the Aberrant. Aberrant cults do not always form around one Aberrant: a
group of sub-Aberrants or newly-erupted first-generation Aberrants may soon find
themselves leading a cult.
There is a great temptation for the Aberrants that a cult worships to be cruel. The humans
volunteer to degrade themselves in front of their masters, and the urge to treat them like
playthings is strong. Some cults may have Byzantine hierarchies that exist only so the
Aberrants can play with the power and morality of his subjects, or all the humans may
occupy a bottom rung, with the Aberrant able to destroy any of them for no good reason.
Aberrants who find themselves with a cult must be careful not to get too careless, or else
they will kill or cripple all of their followers.
If the Aberrants in charge of a given cult will randomly start killing cultists for their own
amusement, why would anyone want to join in the first place? There are a few reasons.
The Aberrant will usually reward loyal followers with power within the cult, money,
forbidden technology, or anything else the cultists would find useful. In addition, if
anyone starts persecuting the cultist then he has a group of like-minded individuals —
and, in extremes, tainted mutants — to seek retribution. More than that, in the 22nd
century there are more reasons than ever for a human to go through life feeling
unfulfilled, and the pseudo-religious trappings that many Aberrant cults use are a chance
to belong to a shared secret, to belong to a group that knows something that the world
does not.
In turn, the Aberrant gets more than mindless adoration from the cult. It's hard for an
inhuman taint-ridden creature to do many things in society, thus human attendants who
can arrange transport or special equipment, or keep human authorities from detecting the
Aberrant and his cult, is an obvious bonus. The Aberrant also gets a psychological boost
from people willing to serve him. The world is not kind to Aberrants, and the influence of
a number of humans who really don't think that he should be killed and dissected can
help the Aberrant avoid ruining long-term plans in a fit of rage.