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* DoingInTheWizard: The publishers are quite adamant that the games -- especially ''Adventure!'' and ''Aberrant'' -- do not involve magic in any way, shape, or form. All superpowers possessed by the characters are due to the manipulation of new forms of energy ("Z-waves" in ''Adventure!'', "quantum" in ''Aberrant''). Given the properties ascribed to these energies, of course, it ends up working out basically the same way.

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* DoingInTheWizard: The publishers are quite adamant that the games -- especially ''Adventure!'' and ''Aberrant'' -- do not involve magic in any way, shape, or form. All superpowers possessed by the characters are due to the manipulation of new forms of energy ("Z-waves" in ''Adventure!'', "quantum" in ''Aberrant''). Given the properties ascribed to these energies, of course, it ends up working out basically the same way. Downplayed in ''Aether''; while objectively, everyone is spinning and unwinding Aether, mystical practices are as valid a means of doing so as technological devices.


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* PhlebotinumDuJour: Each era has a predominant power source and form of powered individual, though Talents exist in all eras. In ''[=Æ=]on'', it's psions, who only exist in this era unless you're house-ruling; psiads are rare (though more powerful than in previous eras) and novas are believed to be insane Aberrants (though Superiors, a form of lesser nova, also come into existence in this era). In ''Aberrant'', most powered individuals are novas due to the ''Galatea'' event awakening them on a mass scale, while psiads are just as rare and usually seem to be unusually mentally-focused novas. The modern day setting and ''Anima'' are about Talents, with novas and psiads nonexistent or rare (and in ''Anima'', the former are hunted). And in ''Aether'', aetheric energies create Talents who operate in far stranger ways than the other time periods; Magogs in particular are Talents who look like a kind of nova. ''Adventure'' has prototypes of all three power sets active at once, but the local state of scientific knowledge believes that they're all facets of the same thing (which isn't true in later periods).
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* UnequalRites: In ''Aether'', the core of the Aethernauts' brotherhood are Squires (Talents). Gogs (who control Aether consciously through Apparatus) are seen as "Aether-drinkers" by the average Aethernaut and the general consensus is that they've gone too far in their studies, though the Martian invasion has made them too useful to shut out entirely. Magogs, who control Aether with no Apparatus at the cost of turning into monsters, get it even worse from most societies (except the Three Prongs), with some monster-hunters seeking the destruction of ''all'' Magogs.
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** It is worth noting that one of the developers for the second edition stated all humans to some ability have the ability to interact with flux, the source of Inspiration, and even claims Talents arguably are just more talented at that than other at doing so. [[https://theonyxpath.fandom.com/wiki/Talent]]
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Page was movedfrom TabletopGame.Trinity Universe to TabletopGame.Trinity Universe White Wolf. Null edit to update page.

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