- Pronouns
- He/Him, They/Them
Aberrant is a tabletop RPG that places superhumans in a mundane world and figures out just what the hell happens. While it seems like a superhero game, it doesn't particularly fit the DC or Marvel mold. Characters are all normal people who have "erupted" into superhumans called novas. Abilities and powers range from the usual "fly around and blow shit up" to manipulating the elements to super-strength and endurance... to some unusual powers. Some novas are unreasonably attractive and can use that ability to manipulate others. Others are incredibly intelligent, adept at controlling plants and animals, able to hack into computers with their minds, able to manipulate matter on a molecular level, or just able to convince people to do whatever.
Aberrant posits everything from nova ecologists terraforming the world to nova scientists curing diseases and building incredible machines to nova actors and singers to cold-blooded nova mercenaries-for-hire. There's a lot you can do with it here.
This will not be an RP diary in the usual sense. Rather, the game will build in six-month increments. You'll create a character, and we'll place that character somewhere in the world. We'll begin where the Aberrant sourcebook does: at the explosion of a satellite that essentially begins the nova age. We'll roughly follow that timeline, but your characters will have the chance to change things, alter history, or meet and schmooze with the major players in the world.
By the way: in the unlikely event that you're familiar with the Aberrant timeline, don't spoil it and please don't metagame. And don't research it, either.
Basically, every six-month round, I'll send you a few decision to make. When everyone's sent in decisions, I'll roll some dice based on your stats, and we'll see how they turn out. You don't need to deal with the stats at all if you don't want to; I'll put together your character sheets myself based on the information you give me.
If there's a way to "win," it's to increase your influence in key areas. We'll draw up a list of cities from TNP nations that want to get involved (probably between 10 and 20); while your character doesn't have to come from one of these, they're the major areas you'll be trying to influence. There will also be major organizations cropping up, and you can seek influence in them as well, but that will happen a little later.
Aberrant posits everything from nova ecologists terraforming the world to nova scientists curing diseases and building incredible machines to nova actors and singers to cold-blooded nova mercenaries-for-hire. There's a lot you can do with it here.
This will not be an RP diary in the usual sense. Rather, the game will build in six-month increments. You'll create a character, and we'll place that character somewhere in the world. We'll begin where the Aberrant sourcebook does: at the explosion of a satellite that essentially begins the nova age. We'll roughly follow that timeline, but your characters will have the chance to change things, alter history, or meet and schmooze with the major players in the world.
By the way: in the unlikely event that you're familiar with the Aberrant timeline, don't spoil it and please don't metagame. And don't research it, either.
Basically, every six-month round, I'll send you a few decision to make. When everyone's sent in decisions, I'll roll some dice based on your stats, and we'll see how they turn out. You don't need to deal with the stats at all if you don't want to; I'll put together your character sheets myself based on the information you give me.
If there's a way to "win," it's to increase your influence in key areas. We'll draw up a list of cities from TNP nations that want to get involved (probably between 10 and 20); while your character doesn't have to come from one of these, they're the major areas you'll be trying to influence. There will also be major organizations cropping up, and you can seek influence in them as well, but that will happen a little later.