Aberrant Powers

Every settlement in the wasteland has to answer the same question eventually: what do you do about the Aberrants?
  Aberrant powers are faith-based or psionic abilities that exceed what passes for normal in a world already defined by the impossible. Anyone can acquire them. The barrier to entry is not talent or birthright; it is willingness to accept what comes next. And what comes next is considerable. The distinction matters: not every act of faith qualifies as Aberrant. Benedictions that require only religious lore and initiation into a faith tradition are ordinary expressions of belief. Aberrant powers begin where ordinary faith ends, at the threshold of abilities that require an Aberrant faith skill to use. That line, once crossed, changes everything.
  The consequences are not metaphorical. They are built into the world's physics, as real and as measurable as the Infection itself. When the proportion of Aberrant characters in an area exceeds thirty percent of the local population, the undead threat escalates. More aggressive, more dangerous creatures appear, drawn by whatever resonance Aberrant power creates. Social consequences follow close behind: neighboring settlements react with fear, suspicion, or outright hostility when Aberrant abilities are used in the open. Rival factions with their own reasons to oppose Aberrant power take notice and take action. Pro-Aberrant and anti-Aberrant groups clash across social, political, economic, environmental, and emotional lines. The conflict is never simple, and it rarely stays contained.
  The Mortis Amaranthine feels the pressure too. When two or more Aberrants pass into the Mortis simultaneously (whether through death or through deliberate entry via skills and procedures), the space destabilizes. Every randomized roll for Fractures, Infection loss, or other critical outcomes is rolled twice, and the worse result stands. This applies to everyone in the scene, not just the Aberrants. Sustained Aberrant presence in the Mortis over the course of an event can compound these effects, introducing additional complications that ripple through the local narrative.
  The most immediate danger comes when an Aberrant loses Infection. Every character's death adds a zombie to the world's permanent population; that much is universal. But when an Aberrant loses Infection, the consequences multiply. Between one and six powerful Aberrant threats are released into the local area, creatures dangerous enough to cause further Infection loss in those they encounter. The cycle feeds itself. Aberrant-triggered diseases can also emerge in areas with high Aberrant populations, affecting Aberrants and non-Aberrants alike.
  None of this can be negotiated away or written out of the setting. These consequences are canon world physics. The degree to which Aberrant conflict shapes local life varies by territory. The facts about how Aberrants impact the world remain fixed, but some settlements experience more direct confrontation with those consequences than others, depending on the density of Aberrant practitioners and the political tensions already in play. The power is real. The cost is real. The choice to acquire Aberrant abilities is one of the weightiest decisions a person can make, and the settlement around them will feel every consequence of it.
Faith-based and psionic abilities that exceed normal capabilities, carrying escalating consequences for both the individual and their surrounding community.
Type
Natural Law

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