Definitions for aberrantəˈbɛr ənt, ˈæb ər-
Random House Webster's College Dictionary
ab•er•rantəˈbɛr ənt, ˈæb ər-(adj.)
departing from the right, normal, or usual course.
deviating from the ordinary, usual, or normal type; atypical; abnormal.
(n.)an aberrant person or thing.
Origin of aberrant:
1820–30; < L aberrant-, s. of aberrāns, prp. of aberrāre to deviate. See ab -, errant
one whose behavior departs substantially from the norm of a group
aberrant, deviant, deviate(adj)
markedly different from an accepted norm
"aberrant behavior"; "deviant ideas"
A person or object that deviates from what is normal in his group.
A group, individual, or structure that deviates from the usual or natural type, especially with an atypical chromosone number.
Differing from the norm, from the expected type; deviating from morality; straying from the right way; abnormal, anomalous.
Deviating from the ordinary or natural type; exceptional; abnormal.
wandering; straying from the right way
deviating from the ordinary or natural type; exceptional; abnormal
Aberrant is a role-playing game created by White Wolf Game Studio in 1999, set in 2008 in a world where super-powered humans started appearing one day in 1998. It is the middle setting in the greater Trinity Universe timeline, chronologically situated about 90 years after Adventure!, White Wolf's Pulp era game, and over a century before the psionic escapades of Trinity/Aeon. The game deals with how the players' meta-human characters fit into a mundane world when they most definitely are not mundane, as well as how the mundane populace react to the sudden emergence of novas. The original Aberrant product line was discontinued in 2002, though a d20 System version was released in 2004. Onyx Path Publishing has recently acquired the rights to the Trinity Universe and has announced its intention to release a new edition of Aberrant.
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