Quantum Spheres

This article presents an alternate system of powers for the nova’s of White Wolf’s Aberrant RPG, based on the magick rules from their Mage: the Ascension Storyteller game. Storytellers take note, these abilities are broader and more open-ended than the powers from Aberrant. Novas using this system can quickly realize the “godlike” levels of power talked about in the Aberrant setting. In order to make full use of these rules, the Storyteller should have access to the second edition of Mage: the Ascension.


Powers in this system are divided into quanta, distinct areas a nova can manipulate using the fundamental forces of the universe. There are nine different quanta, each described below. Each quanta has five ranks of ability, just like other abilities in Aberrant. A nova’s rank in a particular quantum determines what he or she is capable of accomplishing.

Buying Quantum Powers

Use the Nova Points from Aberrant (p. 117) normally, treating the quanta like Level 3 Quantum Powers, such each dot in a quanta costs 5 Nova Points. A nova cannot have more dots in any of the quanta than his or her Quantum score. Note that a nova cannot start with a Quantum higher than 5, and increasing Quantum to 5 gives the nova a point of permanent Taint.

When increasing Quantum Powers through experience, treat all quanta as Level 3 Powers, costing (current rating x 7) points to increase.

Using Quantum Powers

In order to use a quantum power, a nova spends Quantum Points equal to the Rank of the power’s effect (or the highest Rank in the case of powers that involve multiple quanta). Roll Ability + Quanta to determine the effect. Generally speaking, each success with a damaging effect does one Health Level of damage. The Storyteller determines the appropriate Ability for any given quantum power based on the situation, although some suggestions are given below.


Entropy allows a nova to sense and manipulate the forces of entropy and probability on the quantum level. Entropy effects do no direct damage until Rank 4, at which point it can inflict damage normally.

Rank 1: Sense Probability
The nova can sense the quantum flow of probabilities, choosing the “right” or “lucky” option, or sensing potential weakness.

Rank 2: Control Probability
The nova can influence the outcome of random events. The greater the odds, the more difficult the event is to influence.

Rank 3: Affect Inanimate
At this level the nova can affect the entropy of inanimate objects, protecting them or causing them to break down and decay. Eroding matter and crashing or glitching machines are some of the simplest effects.

Rank 4: Affect Life
This level applies the power of entropy to living beings, causing living matter to decay or age rapidly or protecting it from such effects.

Rank 5: Affect Thought
At this level, the nova can infuse entropy into the quantum nature of thought itself, changing the course of a person’s thought patterns, for example.


Gravity is one of the fundamental forces novas can control, allowing them to affect the weight and movement of objects.

Rank 1: Gravimetric Sense
The nova can sense gravity waves, and can detect the displacement caused by objects as they move. The less massive the object, the more difficult it is to detect.

Rank 2: Gravitational Field
The nova can alter the local gravity, equivalent to the Gravitation Field ability (p. 199)

Rank 3: Focus Gravity
The nova can focus gravity waves into blasts of pure force or protective shields, the same as the Gravitic Blast and Gravitic Shield powers (p. 199-200).

Rank 4: Flight
The nova can negate gravity and fly through the air like the Flight power (p. 198).

Rank 5: Manipulate Gravity
The nova can use gravity waves to move objects like the Telekinesis power (p. 224).


Novas can affect the complex and delicate biological processes of life, from their own bodies to other life forms. They can heal or harm, or even create new life, using this ability.

Rank 1: Sense Life
The nova can sense the presence and functioning of life forms on the quantum level. By “scanning” a life form, the nova can learn a great deal about its biology and the state of its health.

Rank 2: Control Simple Life
The nova can manipulate simple forms of life: plants, fungi, insects, and invertebrates; healing or killing them, mutating or altering them at will. The nova also gains enough understanding of the body’s processes to heal his or her own body.

Rank 3: Simple Transformations
The nova can make minor changes in his or her own body. Simple life forms can be transformed completely at wil, even creating them out of nothing using Magnum or other quanta (such as Life and Matter to turn rocks into bugs). The nova can also heal (or harm) other people.

Rank 4: Complex Transformations
The nova can alter the forms of more advance life (including humans). The nova can shapeshift into any other form or roughly the same mass.

Rank 5: Metamorphosis
The nova can alter the forms of any living being (including herself) at will into any other shape. Transforming things into non-living forms requires additional quanta (turning a person into stone, for example, requires Matter as well as Life).


Magnum is a nova term refering to quantum energy, also known as “juice” or “jolt”. This ability involves the sensing and manipulation of quantum energy at the most basic and fundamental levels. It includes most of the powers in Aberrant with “quantum” in their name.

Rank 1: Quantum Sense
The nova can sense quantum energy and its fluxuations. Among other things, he can sense when others are manipulating quanta, and the lingering effects of such manipulations.

Rank 2: Virtual Particle Control
The nova can manipulate quantum particles to “fuel” the creation of matter or energy out of the primal “soup” of the quantum realm. Used with Life, Matter, or Spectrum, the nova can essentially create things out of “nothing.”

Rank 3: Quantum Recharge
The nova can speed the rate at which his or her Quantum Pool recharges like the Quantum Regeneration power (p. 219).

Rank 4: Drain Quantum
The nova can drain quantum energy from an object or person, like the Quantum Leech power (p. 218).

Rank 5: Quantum Imprinting
The nova can copy or even steal the quantum signature of another being, like the Quantum Imprint or Quantum Vampire powers (p. 218-219).


With their control over the strong and weak nuclear forces, novas can learn to affect matter in many different ways.

Rank 1: Sense Matter
The nova can sense the structure and composition of non-living objects down to the quantum level.

Rank 2: Basic Transmutation
At this rank the nova can turn one substance into another without altering its other qualities like mass or shape. The more complex an object is, the more difficult it is to create it. Using Magnum 2, novas can even create matter out of “thin air.”

Rank 3: Shape Matter
The nova can change the shape or state of an object, bending and twisting it as desired, turning solids to liquids, and so forth.

Rank 4: Complex Transmutation
The nova can turn pretty much anything object into anything else; turning air into steel, creating a banquet from rocks, and so forth.

Rank 5: Alter Properties
The nova can change the physical properties of objects to create entirely new materials, changing density or even rendering matter intangible, allowing it to pass through other objects.


Scientists have often speculated about the quantum nature of thought and the mind. Novas prove at least some of that theory true, using their quantum powers to interact directly with the minds of others.

Rank 1: Sense Thought
At the most basic level, the nova can sense the presence of other minds, and pick up strong emotions. The nova can also read the psychic imprints people leave on objects. The nova can shield against the mental probings of others as well.

Rank 2: Basic Telepathy
The nova can read the surface thoughts of other people, and project thoughts and emotions to them. The nova’s mental shields can also disguise his or her true nature from psychic detection.

Rank 3: Advanced Telepathy
The nova can telepathically communicate with other minds, create convincing mental illusions, and influence the dreams of sleeping people.

Rank 4: Domination
The nova can take over another person’s mind, plant suggestions, alter memories, and otherwise tamper with another’s mind at will.

Rank 5: Master Psyche
The nova can project his or her consciousness and awareness away from the body in a form of astral projection, duplicate or delete a person’s entire mind and memories, and even create artificial intelligence, granting sentience to computers or a new being made using the Life quanta.


The quantum powers of novas gives them the ability to influence space in many ways, lending to the quantum theory that three-dimensional space as we know it is only an illusion created by our perceptions.

Rank 1: Spatial Perception
The nova has a strong sense for spatial relationships and can sense nearby space without using the normal five senses. The nova can also detect the presence of any spatial anomilies, like those created by this quanta.

Rank 2: Clairsentience
The nova can extend her senses into distant locations, block the spatial perceptions of other novas, and even teleport small items in conjuction with Life or Matter 2, making them appear out of nowhere.

Rank 3: Teleport
The nova can warp space in order to teleport, and to teleport other objects, The nova can also seal spatial rifts and warps.

Rank 4: Warp
The nova can open a spatial warp large enough for multiple people to pass through.

Rank 5: Spatial Distortion
The nova can mold space like clay, stretching or compressing distances and sizes of objects. A hallway could be made to stretch on for miles, while a tank could shrink down to the size of a toy.


The electromagnetic spectrum is one of the fundamental forces novas can manipulate. It includes radio waves, visible light, electricity, magnetism, microwaves, and radiation.

Rank 1: Spectrum Sense
At the most basic level, the nova can sense different forms of energy, “seeing” up and down the EM spectrum.

Rank 2: Minor Spectrum Control
At this level, a nova can exercise control over the forces of the EM spectrum, directing them at will. This allows novas to overload or shut down electrical equipment, jam radio signals, bend or negate light, and many other effects. The nova only controls the energy, however, she does not create it.

Rank 3: Major Spectrum Generation
Novas next learn to generate energy on their own, drawing it directly from the quantum realm. The nova can project bolts of pure energy, generate electricity, electro-magnetic pulses, and so forth. With Life 4, a nova at this level can transform his body into pure energy, a being of living electricity or fire, for example.

Rank 4: Major Spectrum Control
This level is similar to Rank 2, only moreso. The nova can dampen the electricial power of a small city, shed enough light to see for miles, drain the heat of an entire forest fire, or power a small city entirely on their own.

Rank 5: Major Spectrum Generation
At this level, a nova is master of the energies of the spectrum, generating them at will. A nova with this level of power is like a living tactical nuke, able to create explosions powerful enough to devestate more than a dozen city blocks.


Scientists have long studied and speculated how time fits into the quantum model of the universe. The power some novas have over time and its flow suggests a definite relationship between time and the quantum energies they command.

Rank 1: Time Sense
The nova has a precise sense of time, an infallible internal “clock” based on sensing quantum flux. The nova can also sense any unusual temporal phenomena created using this quanta.

Rank 2: Precognition/Retrocognition
The nova can shift her perceptions forward or backward in time. This ability is often used in conjunction with other quanta, such as Entropy 1 to see differernt possible futures, or Space 2 to observe other points in the space-time continuum.

Rank 3: Time Dilation
The nova can slow or accelerate time at will, like the Accelerate or Dilate Time abilities (p. 227-228).

Rank 4: Freeze Time
The nova can stop time in an area or around a particular person or object, like the Stop Time ability (p. 228).

Rank 5: Temporal Immunity
At this level, the nova can actually step “outside” normal time altogether, into a world where everything else appears frozen in a single moment.

Existing Quantum Powers

The following list shows the quanta ranks necessary to duplicate the power effects from Aberrant.

Absorption (Forces 3)
Animal/Plant Mastery (Life 2)
Armor (Life 3)
Bioluminescence (Spectrum 2)
Body Modification (Life 3)
Bodymorph (Spectrum 3, Life 3)
Boost (Life 3)
Claws (Life 3)
Clone (Life 4, Mind 1)
Cyberkinesis (Spectrum 2)
Density Control (Matter 5)
Disintegration (Entropy 3 or Matter 4)
Disorient (Mind 2)
Disrupt (Magnum 3)
Domination (Mind 4)
Elemental Anima (Matter 2-3)
Elemental Mastery (Matter 4)
Empathic Manipulation (Mind 2)
Entropy Control (Entropy 3+)
ESP (Space 2)
Flight (Gravity 4)
Force Field (Gravity 3)
Gravity Control (Gravity 2+)
Healing (Life 2-3)
Holo (Spectrum 2)
Homunculus (Life 5)
Hypermovement (Space 5 or Time 3)
Hypnosis (Mind 3)
Immobilize (any of Gravity 2, Matter 2, Life 3, Time 4)
Immolate (Spectrum 2)
Intuition (Entropy 2)
Invisibility (Spectrum 2)
Invulnerability (varies)
Luck (Entropy 3)
Magnetic Mastery (Spectrum 2)
Matter Chameleon (Matter 2, Life 4)
Matter Creation (Magnum 2, Matter 4)
Mental Blast (Mind 3)
Mirage (Mind 2)
Molecular Manipulation (Matter 2+)
Poison (Life 3)
Premonition (Time 2)
Pretercognition (Time 2)
Psychic Shield (Mind 1)
Quantum Bolt (Spectrum 2)
Quantum Construct (Magnum 2, Life 4)
Quantum Conversion (Magnum 2, Spectrum 2)
Quantum Imprint (Magnum 5)
Quantum Leech (Magnum 4)
Quantum Regeneration (Magnum 3)
Quantum Vampire (Magnum 5)
Sensory Shield (Spectrum 2)
Shapeshift (Life 4)
Shroud (Spectrum 2)
Sizemorph (Space 5)
Strobe (Spectrum 2)
Stun Attack (Mind 2)
Telekinesis (Gravity 5)
Telepathy (Mind 2)
Teleport (Space 3)
Temporal Manipulation (Time 3+)
Warp (Space 4)
Weather Manipulation (Spectrum 2, Matter 2)

Aberrant House Rules

The following are house rules I used for my Team Tomorrow Aberrant game.

Maxing Quantum

Quantum powers by their very nature are flexible and often wide-ranging; a nova can manipulate the fundamental forces of reality, after all. Sometimes a basic power is not enough to achieve the effect the nova desires, and a nova will push to gain the extra power she needs. This is called “maxing” quantum, the nova equivalent of pushing your limits.

This system replaces the system for maxing powers found on p. 147 of Aberrant. In addition to improving existing quantum powers, characters can use this system to expand and learn new powers as well.

To max Quantum, the nova spends a point of Willpower and a variable number of quantum points (up to his Quantum score). Each quantum point spent allows the nova to roll one die. A 7-9 is considered a success, while a 10 is considered 2 successes. If the roll fails, the nova gains a point of temporary Taint. If the roll botches, the nova gets a point of temporary Taint, plus one point for every “1” that comes up on the roll. Characters can “buy” successes on the Quantum roll by taking a point of temporary Taint for each additional success (up to a maximum number of successes equal to their Quantum score).

Successes from a maxing roll can be “spent” on any of the following:

  • Area: One success doubles the area of an Area or Explosive power.
  • Attributes: One success can increase one of the nova’s normal attributes by 2 (to a maximum of 5).
  • Duration: One success doubles the duration of a quantum power.
  • Enhancements: Two successes grant a new enhancement for a Mega-Attribute the nova possesses.
  • Extras: Two successes add a new extra to a quantum power the nova possesses, if the nova has sufficient Quantum to add another extra to that power.
  • Increased Duration: Unlesss specified otherwise, bonuses gained from maxing last for a single turn. The nova can spend additional successes to increase this time, one success per extra turn.
  • Increased Mega-Attributes: Two successes grant an additional dot in a mega-attribute the nova already has.
  • Increased Power Ratings: Two successes grant an additional dot in a quantum power the nova already has.
  • Mega-Attributes: Two successes grant a dot in a new mega-attribute along with one free enhancement of the nova’s choice.
  • Quantum Powers: The nova can gain one dot any quantum power, with a cost equal to the power’s level plus one, so long as the nova meets the prerequistes for the power. Additional dots cost two successes each.
  • Range/Speed: One success doubles the range or speed of a quantum power.
  • Soak: One success adds one to the character’s soak vs. bashing and lethal damage.

Maxed powers are a very personal experience for novas. Many nova create special “maneuvers” for their maxed powers. A maxed power can be related to a “power stunt” or “special maneuver”. Maxed powers should also fit into the overall scheme of the nova’s powers somehow, and should not just come out of the blue. Physically powerful characters don’t suddenly bust out random mental powers without a good reason, for example.

Gaining New Powers

How do novas learn new quantum powers and mega-attributes? Much like bodybuilders put more weight on the bar to build bigger muscles, novas must push more quantum through their nodes, learning to channel it in different ways, ultimately altering their personal quantum signature.

To gain new mega-attributes and quantum powers, novas must produce the ability through maxing at least once, after which they can spend experience to buy the ability permanently. Buying up existing quantum abilities does not require maxing, only practice and experience. Once a character has one dot in a mega-attribute or power, they can buy it up without having to max out.

Increasing Quantum and Node

Quantum-manipulating ability is much like a muscle that improves with exercise, and a nova’s M-R node can grow with increased use of quantum abilities. To improve their Quantum or Node ratings, novas must push themselves to their limits, really “going for the burn”. To buy up Quantum, a nova must have successfully maxed his Quantum score at least ten times since his last Quantum increase. He can then spend experience to increase his Quantum rating. Likewise, to increase Node background, the character must have successfully maxed Quantum five times since his last increase, after which he can spend experience to improve his Node.

Multiple Actions

Characters that wish to take multiple actions in a turn must subtract 2 dice from their first action and 1 die for each additional action (so -3 dice for the second action, -4 dice for the third, etc.). Dice penalties are subtracted from mega-dice first. Once a player has declared all of his character’s actions, the only actions the character can take for the rest of the turn are defensive actions. If multi-action penalties reduce a dice pool to 0, the character cannot take that action.

Example: Gabriel wants to strike two mitoids with her flaming sword this turn. She subtracts 2 dice from her first Dexterity + Melee roll and 3 dice from her second. Later in the turn, both mitoids attack her. She subtracts 4 dice from her attempt to dodge the first and 5 from her second dodge (her fourth action this turn). Gabriel can’t strike the mitoids again or blast them with heavenly light until her next turn, but she can continue to dodge for as long as she has dice left.

Quantum Flux

A nova’s Node rating grants an additional trait called Quantum Flux (or simply Flux), equal to half the Quantum Expenditure rating (round up). This is an amount of energy the nova can draw upon each turn to power quantum abilities. Quantum point expenditures each turn below this threshold are essentially free: the energy comes from the fabric of the universe, not from the nova’s personal reserves. Quantum costs above the Flux rating (up to the nova’s Quantum Expenditure limit) come from the Quantum Pool as usual. Quantum costs from Maxing (above), and quantum lost to effects like Quantum Leech, always come from the character’s Quantum Pool. If a character chooses, he can “soak” some of the loss from Quantum Leech with his unused Flux, reducing it by the amount soaked for that turn. Otherwise, the rules for Quantum Pool use and recovery are as described in the Aberrant rulebook.

Example: Gemini has Node 2, giving her a Flux rating of 5. She can spend 5 quantum per turn with no reduction in her Quantum Pool. In one turn she chooses to activate her Flight, Force Field, and Mental Blast powers, for a total cost of 6 (2 each). This is 1 over her Flux, so she takes a point off her Quantum Pool. The following turn, she activates an enhancement (1 quantum) and uses her Warp power (3 quantum). This is below her Flux, so Gemini doesn’t use up any Quantum Pool this turn. The following turn, Totentanz hits Gemini with a Quantum Leech that drains 16 quantum; she chooses to soak 5 of it with her full Flux rating (reducing it to 0 for this turn), the remaining 11 points reduce her Quantum Pool to 18. Another couple hits like that, and Gemini’s reserves will be depleted. She also has no Flux left this turn; any quantum she uses has to come from her pool.


Unlike the other mega-attributes, Mega-Strength involves more than just a modification of the nova’s body or mind; no amount of sheer muscle packed into a human-sized frame can lift 100 tons! Experts believe there is a kind of “telekinetic” quantum manipulating element to Mega-Strength, allowing novas to pull off feats like lifting massive objects in defiance of the laws of leverage, or picking up heavy things without having them crumble or collapse under their own weight. Because of this, Mega-Strength costs 2 quantum per use. Out of combat, a use of Mega-Strength lasts for a scene, like other quantum powers. If a Mega-Strong nova chooses not to spend quantum on a use of Mega-Strength, it adds only its rating in extra damage dice or in bonus dice for Might rolls, and the Storyteller may subject the nova to more realistic requirements in terms of lifting and moving objects.

Quantum Powers

The following powers work somewhat differently in my Aberrant game.


See Matter Chameleon (below) for additional abilities and restrictions of certain forms.


When Disrupt is used against a clone, a single net success on the Disrupt roll destroys the clone. When Disrupt is used against the creator of the clones, each dot of reduction to the Clone power destroys one active clone. If Clone is reduced below one dot, all active clones vanish.

Density Control

Increasing Density does not require a roll, it’s automatic. The character gains one dot of Strength (or Mega-Strength if Strength exceeds 5) and one extra soak against bashing and lethal damage per dot in Density Increase.

Matter Chameleon

Level: 3
Quantum Minimum: 5
Dice Pool: Stamina + Matter Chameleon
Range: Self
Area: N/A
Duration: Maintenance
Effect: Allows character to duplicate the properties of matter and energy.
Multiple Actions: No

Description: Matter Chameleon is similar to Bodymorph, but instead of allowing a character to assume only one form, it gives the power to take on the properties of any type of non-living matter or energy the character touches. If she touches rock, her body can become as durable and hard as stone. If she touches tear gas, she can become intangible and can blind people with her touch. If she touches water, she can flow through pipes and ignore many forms of attack. If she touches fire, she becomes living flame, and so forth.

To use Matter Chameleon, the nova must pay the required quantum points and touch the matter or energy she wishes to duplicate (doing so causes no damage, even if the substance is normally damaging). The player rolls Stamina + Matter Chameleon. One success is sufficient to assume some of the properties of the substance. Each additional success can “purchase” one dot in a power related to the form assumed. Traits granted by Matter Chameleon cannot exceed the character’s dots in the power, so a character with Matter Chameleon 3 cannot gain a power higher than 3 dots using it. Maintenance powers acquired through Matter Chameleon cost no quantum, they’re maintained by the maintenance cost of Matter Chameleon. The quantum cost for Instant powers, mega-attributes, and enhancements acquired through Matter Chameleon is paid normally.

Hard Solid: The character inflicts two extra dice of damage with Brawl and Martial Arts attacks, and all attacks directed at the character incur a penalty of +1 difficulty to hit. Additional Matter Chameleon successes can translate into levels of Armor, Claws, and Density Control (Increase). At least one success must be assigned to Density Control (Increase).

Liquid/Amorphous: The character automatically gains the ability to breathe and exist in water, may move through water at twice normal running speed, gains the Flexibility enhancement (p. 157) and may use the Asphyxiation combat maneuver (p. 246). Matter Chameleon successes can be assigned to Density Control (Decrease), Immolate (for corrosives), Invisibility (only in water), and Poison. At least one success must be assigned to Density Control (Decrease).

Gas: The character can automatically move through the air at normal running speed, gains +1 soak vs. physical damage, gains the Flexibility enhancement (p. 157) and may use the Asphyxiation combat maneuver (p. 246). Matter Chameleon successes can be assigned to Density Control (Decrease), Flight, Invisibility, Poison, Shroud, and Storm (equivalent to the Storm technique of Elemental Mastery). At least two successes must be assigned to Density Control (Decrease).

Energy: While transformed the character inflicts lethal damage with Brawl and Martial Arts attacks, and attacks directed at the character incur a penalty of +1 difficulty to hit. Matter Chameleon successes can be assigned to Bioluminescence, Density Control (Decrease), EMP (equivalent to the EMP technique of Magnetic Mastery), the Electromagnetic Vision enhancement, Flight, Force Field, Invisibility, Invulnerability (Energy Type), Strobe, and Teleport (only for moving at light-speed between points, no more than 6 Teleport success are possible). At least two successes must be assigned to Density Control (Decrease).

If a nova wishes to use Matter Chameleon as a defense against an incoming attack (for example, to assume the properties of fire based on being hit by a blast of flame), she may do so. This does not require an action, but it is easier if a held action is available. If the character does not have an action available, she must spend a point of Willpower. She then spends quantum points and rolls Stamina + Matter Chameleon. Even one success allows her to assume the attack’s properties, and each success increases the character’s soak against the attack by one.

Matter Chameleon has a few other benefits. By spending a quantum point, the character can walk on water or other fluids, as well as things like soft sand or snow, at normal speed (this does not protect against the damaging properties of fluids like acid or magma). By spending three quantum points and touching solid matter, the character can “attune” her molecules to pass harmlessly through the substance at normal walking speed.


Level: 3
Quantum Minimum: 4
Dice Pool: Stamina + Shapeshift
Range: Self
Area: N/A
Duration: Maintenance
Effect: Allows character to alter his shape.
Multiple Actions: Yes

Description: Shapeshift allows a nova to reshape his own body. With the enough power and training, he can transform into virtually anything he can imagine. To transform, spend quantum points and make a Stamina + Shapeshift roll. Only one success is needed to assume the desired shape. Additional successes can be assigned to dots of powers appropriate for that shape. Shapeshift can only imitate physical properties, not energy or quantum abilities (a shapeshifter cannot, for example turn into fire or into another nova and gain their abilities). Traits granted by Shapeshift cannot exceed the character’s dots in the power, so a character with Shapeshift 3 cannot gain a power higher than 3 dots using it. Maintenance powers acquired through Shapeshift cost no quantum, they’re maintained by the maintenance cost of Shapeshift. The quantum cost for Instant powers, mega-attributes, and enhancements acquired through Shapeshift is paid normally.

Shapeshift successes can be applied to the following abilities: two additional dots in a Physical Attribute (no higher than a total of 5), Adaptibility, Analytic Taste/Touch, Armor, Bioluminescence, Bloodhound, Body Modification (1 success per modification), Claws, Density Control (Increase), Density Control (Decrease), Electromagnetic Vision, Face of Terror, Flexibility, Flight, Hyperenhanced Hearing, Poison, Sensory Shield, Sizemorph (Grow), Sizemorph (Shrink), and Ultraperipheral Perception. In cases where a duplicated power has a dice pool, the nova uses the power’s normal dice pool or Stamina + Shapeshift, whichever is less. Powers must be appropriate to the form assumed (Storyteller’s judgment).

A nova can use Shapeshift to disguise himself as someone else. Looking like a generic “other person” requires only one success. Copying another person exactly requires two successes. If the shapeshifter duplicates someone with Mega-Appearance, he may assign shapeshift successes to Mega-Appearance dots (up to the rating possessed by the original character) but gains none of the subject’s enhancements.


The difficulty of a telepathic scan (p. 225, Aberrant) is based on how well the nova knows the subject. A known subject (someone the nova knows reasonably well) is +0. A familiar subject (known in passing) is +1. Somone the nova has only seen briefly in person is +3. Someone the nova has seen but never met before is +4, and someone the nova has never seen or met before is +5. Range is determined by the number of successes achieved over the difficulty. Also note that people unwilling to be scanned telepathically may roll Willpower to resist the attempt.

Review: Aberrant

Published by White Wolf Game Studio

Designed by Richard Hatch, with Andrew Bates, Ken Cliffe, Greg Fountain, Sheri M. Johnson, Chris McDonough, Ethan Skemp, Mike Tinney, Richard Thomas, Stephan Wieck, and Fred Yelk. Additional Design by Justin Achilli, Steven Long, and Mark Moore.

296-page softcover book, $24.95

“What would you do if you had the power of a god?” That’s the question White Wolf asks in their Aberrant roleplaying game, the second game set in the alternate universe of Trinity, but over a hundred years earlier than that game, before the events of the Aberrant War that make the Aberrants the bad guys of Trinity. For the time being the Aberrants are heroes. The only question is: how long can that last? Continue reading