Taint and Aberrations

Taint and Aberrations
Taint, Aberrations and Limitations

Though the Aberrant world is a great setting, some Storytellers might want to use this system to run a different type of supers game (such as one set in the DC or Marvel universes). For such settings, the whole M-R Node/ taint/ aberration system wouldn't apply.
In this case, ignore the Taint rating. Additional nova points can be awarded by giving characters aberrations or weaknesses. Limitations can be taken on powers to reduce their nova point cost, as stated in the Character Creation section. Aberrations listed in the Taint section in chapter 3 (pages 151-153) award nova points if taken; those aberrations for taint ratings of 4-5 are worth 3 nova points, aberrations for taint ratings of 6-7 are worth 5 nova points, and aberrations for taint ratings of 8 or more are worth 7 or more nova points.
Since permanent Taint ain't an issue, it follows that temporary Taint ain't either. Instead, characters lose a number of Quantum Points equal to the Temporary taint that would have been inflicted in any given situation. For information on temporary Taint, see pages 149-150.
In a non-Aberrant setting, the Node background (page 143) represents how well the character channels his quantum energy, and not how big a character's M-R node is (as the node as written won't exist in non-Aberrant games).
If the Storyteller allows, the Taint system can be used as a limitation for individual characters; this is worth 3 nova points. This option is ideal for characters whose powers gradually drive them mad, such as Lovecraftian-style cultists and undead.


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