Aberrant Errata
Aberrant Errata
Aberrant Errata
Rulebook Errata
Aberrations and Errors
Nobody’s perfect. Unfortunately, several errors in the Aberrant core rules slipped by
during the development process. Hopefully, the following clarifications should close some gaps
and clarify matters.
Rock) and blasts him with streams of magma. Why this is so is not yet clearly understood by
nova or baseline researchers.
Clone
Level: 3
Quantum Minimum: 5
Dice Pool: N/A
Range: Self
Area: N/A
Duration: One Scene
Effect: Creates up to Quantum + Clone duplicates.
Multiple Actions: No
Description: This power allows a nova to create 'clones' of himself from quantum
energies and nearby molecules. To use it, he spends one Quantum Point per duplicate he wishes
to create (up to the maximum listed above).
Clones are exact duplicates of the character ‹ they have the same Attributes, Abilities,
powers, clothes and equipment (except that clones do not have the Clone power). They are
separate persons in a game sense; if one is knocked unconscious or killed, the others are not
affected. Clones do not have any sort of telepathic link; they communicate by talking.
Clones share their creator’s Quantum Pool and Node rating. ‹ this means that if Luther,
with Node 3 and Quantum Pool 30 creates three clones (for a total of four Luthers), they have
one 27 point Quantum Pool, and may only spend 10 Quantum Points per turn total.
It takes one turn for a nova to create clones, but the character can do nothing else during
that turn (not even walking). Once created, clones remain for a scene or until they 'recombine
with the original character. To recombine, the creator must only touch the clone he wants to
merge into himself; again, they can perform no other action during that turn. Clones who do not
recombine dissolve at the end of the scene, as the energies that form them dissipate.
If a nova melds with his clones, he may absorb their memories. If they dissipate or are
killed, then he may not access their memories.
open a Warp to the center of the Sun and cause a jet of superheated plasma to shoot out and
incinerate your enemies).
Psychic Link
Level: 1
Quantum Minimum: 1
Dice Pool: Perception + Psychic Link
Range: See below
Area: See below
Duration: See below
Effect: Establishes a mental link between two or more characters.
Multiple Actions: N/A
Description: The nova imprints some of his quantum signature on another’s (nova or
baseline) brain, allowing mental communication.
This power allows the nova to establish an unbreakable 'psychic link' between himself
and another living thing (typically another person, but possibly an animal companion). The link
is in effect Permanent, though either member can turn it off at any time, and the nova may break
the link to establish one with another character. Furthermore, the link has a maximum range
equal to 1,000 miles times x (Quantum + Psychic Link); if the characters are separated by a
greater distance, the link automatically deactivates. In either case, reactivating the link requires a
Perception + Psychic Link roll. It costs five quantum points to initially establish a link, but no
further expenditures are required to reactivate or communicate through it.
A Psychic Link allows its members to communicate mentally. In essence it functions as a
very limited form of Telepathy. However, it also exposes the characters to mental attacks ‹ if a
power like Domination is used on one member of the Link, it affects all members of the Link.
However, the presence of multiple linked minds increases innate resistance to such attacks. Add
+1 difficulty to all psychic attacks for each mind (beyond the first) in the link. Attempts to
dominate other minds through the link must also overcome this resistance.
A telepathic nova who is within range of a linked individual may eavesdrop on
conversations with a Perception + Telepathy roll, if his successes exceed the linking nova’s
Quantum + Psychic Link total. A telepathic nova may sense the presence of a link by rolling
Perception + Telepathy and achieving 4 successes (2 if the link is active). The nova must actively
sense for a link. At the ST’s discretion, a telepathic nova directly in the line of 'broadcast' may
attempt to eavesdrop. This should be difficult to arrange.
Extras: Extra Link (allows the nova to psychically link to two other people)