Paragons - Next Gen
It is said that power corrupts, and that absolute power corrupts absolutely. In the world of Paragons, this statement has potentially literal truth to it.
Aberration is a rare phenomenon that is poorly understood, but nonetheless something most have heard about. Some paranormals do not have full control over their powers, having potentially dangerous uncontrolled abilities that require special care or consideration. The super-hero Ice Nine, a member of Century Five, has a rampant form of cryokinesis she can’t fully turn off. At all times, her body emits a field of freezing energy, turning water to ice and potentially doing damage to objects and people around her. To this end, she wears a suit specially designed for her by Doctor Century to minimize her powers unless she actively wants to use them.
Other aberrations are less to do with powers, and more to do with form. Some aberrant paranormals have some degree of physical mutation as a result of their Break-Out, ranging from glowing eyes to monstrous, animalistic appearances. Celestial of Overwatch continuously glows with an inner light, that shines through her mouth and eyes at all times. Others, like the bestial shark-man known as Frenzy, are so thoroughly warped by their Break-Out that they barely still appear human.
While most aberrant individuals manifest their aberrations alongside their Break-Out, for others they acquire aberrations later in life, usually as the result of a potent Power Surge (see the section on Power Surges for more information).
Aberrations can vaguely be broken down into two broad categories: Minor Aberrations and Major Aberrations.
Minor Aberrations are generally expressed as a form of Complication. They don’t have a real game mechanic penalty or benefit most of the time, and when they do it’s usually via social consequences of being mistreated or feared due to a visible mutation. Whena Minor Aberration is brought up as an impedence to the character, they are generally awarded a bonus Hero Point to compensate.
Major Aberrations are more comprehensive, and can represent real penalties, flaws, or drawbacks. The Uncontrolled Flaw is a typical example, as is Permanent versions of powers that are usually Sustained. Such Permanent powers are usually the result of an anatomical mutation, such as a person with aberrant flight being dependant on feathered wings in order to use their power. Such aberrant powers can’t be effectively negated by other paranormal powers, unless they are the sort that would physically change someone else’s shape and form.
Because of the myriad of possibilities that could come up, if a PC begins play with an aberration or acquires one as a result of a Power Surge, the player should work out with the GM exactly what that means and how to incorporate it into the game’s rules.