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.
Aside from this, it shares with many other White Wolf games a tendency to embrace "shades of gray" morality and reject the traditional superhero trope of "heroes vs. villains".
The events of "N-Day" in which the first novas began to appear were set 10 years later in Trinity Continuum: Aberrant than they were in the previous edition.
As a nova's ability to touch the quantum fabric of the world grows, he begins to experience Taint, the side effects of channeling larger amounts of energy.
These defects vary widely; examples might include a tentacle growing from one's stomach, sociopathic disorders, hair made of flames, odd skin composition (such as rubber), a power that is "always on", megalomania, or continual radiation.
Players' characters generally belong to one of the above factions, work for a specific corporation, or hire themselves out for odd jobs, often as mercenaries or troubleshooters.
The first major difference with Aberrant is that in addition to normal attributes such as Dexterity, Manipulation and Wits, novas have what are called Mega-Attributes.
The second of the Mega-Books, called Aberrant: Brainwaves, was going to examine Mental Mega-Attributes and provide comprehensive rules for "gadgeteers," those novas who use their vast minds to build amazing devices.
The last of the Mega-Books, tentatively titled Aberrant: Brute Force, would address the standard Physical Mega-Attributes while also providing players with background and rules for civic defenders, novas employed by cities to act as crime fighters/public relations operatives.