2. MARCO TEÓRICO
2.2. Marketing de servicios
2.2.2. Servicios de atención al cliente
Broadened Diet (2 XP): The character's diet is broadened via alteration of the digestive system, reducing the difficulty of all Survival or Endurance rolls to avoid the effects of hunger/thirst by 1, as the character can subsist on more sources of water and food without issue (tainted/brackish water, rotten food, grass cellulose, etcetera). The character may pur- chase this augmentation up to (Stamina) times. Each additional repurchase broadens the character's diet further, adding an additional -1 difficulty per purchase. If this would reduce the dif- ficulty of the roll below 0, the character automatically succeeds on the roll. This is a special case and does not normally apply for difficulty reductions.
Chromatophores (4 XP): This augmentation adds rapid color-changing and pattern-matching ability to the charac- ter, giving her +2 to all Stealth rolls as long as she is either es- sentially naked or wearing clothing/equipment which can also blend into the surroundings. Chromatophores can be pur- chased twice to add a further +1d to all stealth rolls (due to faster and more precise color-matching) and the ability to dis- play fast-moving patterns, turning the character into a living video screen.
Environmental Adaptation (6 XP): The character is adapted to a type of environment, chosen at the time of pur- chase. Example adaptations are listed below. This modification can be purchased multiple times, each time adapting the char- acter to a different environment.
Aquatic: The character gains a pair of gills along the side of her chest which allow her to breathe underwater normally as long as the gills are exposed to water (a simple modification of most swimsuits will allow for this, as will loose- fitting clothing), and the ability to drink saltwater without harm. The character is also streamlined, losing all body hair save on her scalp and eyebrows, gaining slightly webbed feet and hands and elongated toes. This allows her to swim at her nor- mal running speed.
Arctic: The character is extremely resistant to cold due to antifreeze in his blood and additional heat-storage ca- pacity, reducing the damage of any attacks based on cold by 1 level after soak, and adds +1 success to any roll made to resist extreme cold.
Desert: The character becomes particularly efficient at storing food and water, doubling the intervals which dehy- dration and starvation affect him. In addition, the character adds +1 success to any roll made to resist extreme heat.
Forest: The character's arms are elongated and strengthened, allowing him to swing through trees at his normal running speed and adding +1 to Strength for the purposes of climbing, grasping, or crushing. The character also is made more resistant to most toxins, adding +1d to any roll made to resist toxins, and has somewhat toughened skin which is more resistant to abrasion and other minor abuse, such as splinters and thorns.
Microgravity: The character is adapted to low or zero-G, suffering no difficulty penalties to actions when in low or no-gravity environments. Characters with microgravity adap- tation are immune to nausea from sudden changes in accelera- tion (or gravity) as well.
Vacuum: The character's skin becomes a vacuum- sealed membrane while various other adaptations are done to his . The character may also recycle oxygen from carbon diox-
ide, allowing him to hold his breath for up to (Stamina * 30) minutes. The character is hermetically sealed, making them largely immune to skin contact agents, and adds +1 automatic success to resist the deleterious effects of radiation due to bet- ter radiation shielding.
Manipulator Feet (2 XP): The character's feet are designed with opposable "thumbs" and elongated digits which allow them to be used for fine manipulation and tool use.
Metabolic Reactor (16 XP): This augmentation provides a character with some source of nearly unlimited power (such as a fusion reactor), as well as high-efficiency re- cycling. Therefore, a character with this modification can sur- vive essentially indefinitely on air and needs very little else. Furthermore, this augmentation provides a few dozen kilowatts of spare power, allowing the character to power various inter- nal or external systems up to a small electric scooter. This Augmentation does not exist as a cybernetic implant in Aberrant - only in the Trinity era is it available for non- novas.
Photosynthetic (2 XP): The character can photo- synthesize. This may, but does not always, turn the character a shade of green - a Nova's physiology can adapt melanin to photosynthesize if it has to. With sufficient water, a photosyn- thetic character doubles all intervals for starvation.
Movement
Adhesive Grip (6 XP): Using Van Der Walls force to attach the character to walls, a single purchase of this Aug- mentation allows the character to walk up walls at his normal walking speed. Purchasing this Augmentation twice allows the character to move more or less normally on said walls and even ceilings, running up them at full running speed.
Enhanced Movement (2 XP): The character's legs are augmented, adding +1 to Dexterity and Strength for move- ment and jumping purposes. A character may stack this en- hancement up to (higher of Strength or Dexterity) times, addi- tional purchases adding ever more inhuman qualities to the character's legs.
Reaction Control System (6 XP): Whether it's cy- bernetically implanted or ingrown, having a set of thrusters ca- pable of minor acceleration and attitude control greatly help ze- ro-G maneuvering. The character can slowly maneuver in zero- G without the need for an external source of thrust. Peak thrust for this system is quite low, disallowing powered flight.
Springs (4 XP): This Augmentation adds spring-like structures to the character's limbs which greatly increase their power. This enhancement halves fall damage from controlled falls, adds +1 to unarmed damage, and doubles the character's vertical and horizontal jump distance.
Wings (4 or 12 XP): A character with this body modification can fly to a limited extent - not nearly as fast as a Nova with the Flight power, and with an obvious and easily vis- ible cause (such as rocket thrusters, gigantic feathered wings, or the like), but fly nonetheless. At 4 XP, the character has glid- ing wings, allowing safe descent from any height and gliding at their normal running speed. At 12 XP, a character may fly at their normal running speed, with full control over movement. Wings at this level also provide +1 to the power rating of the Flight power for the purposes of speed and maneuverability.
ABERRANT
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Size
Attribute decreases from size modifications may not reduce an attribute below 1 outside of Strength (which can be reduced to 0). A character may not have both size-increasing and size-reducing Augmentations, and all size-modifying Aug- mentations replace lower-level ones (so Huge replaces Large, and Lilliputian replaces Miniscule which replaces Tiny, and so on).
Large (6 XP): A character with this modification is roughly twice the mass of an average person and about 25% taller, or about 180 kg and 2.25 meters tall, adding +1 to strength and +1 to Size. Large characters gain +1 to Dexterity for movement purposes only.
Huge (12 XP): A character with this modification is four times the mass of an average person and around 2.5 to 3 meters tall, gaining +2 Strength, and 2 to Size. The size of a huge character is both an advantage and a disadvantage - they gain +50% to lifting capacity and +2 to Dexterity for movement, but are much more obvious.
Humongous (18 XP): A character with this modifi- cation is eight times the mass and twice the height of an aver- age person, gaining +3 Strength, and +3 to Size, as well as +3 Dexterity for movement purposes. Furthermore, their size dou- bles their lifting capacity.
Gargantuan (24 XP): A character with this modifi- cation is twenty-seven times the mass and 3 times the height of an average person, averaging around 5-6 meters tall, gain- ing +4 Strength, +4 Dexterity for movement, and +4 to Size. Due to their huge size, they triple their lifting capacity.
Small (3 XP): A character with this Augmentation is about 1/8th normal mass and roughly half as tall/wide/thick, re- ducing Strength and Stamina by 2. Dexterity is also reduced by 1 for movement purposes only. Characters which are small are more vulnerable to damage but harder to hit, losing 1 -4 HL from their HL track but reducing Size by 3.
Tiny (5 XP): A Tiny character is roughly 1/64th normal mass and 1/4th normal dimensions, reducing Strength and Stamina by 4. Characters which are tiny are more vulnera- ble to damage but harder to hit, losing 1 -1, 1 -2, and 1 -4 HL from their HL track but reducing Size by 6. Finally, Tiny charac- ters are slower, adding +1 difficulty to all movement rolls.
Miniscule (8 XP): A miniscule character is 1/512th their normal mass and 1/8th their normal dimensions, reducing Strength and Stamina by 6. Miniscule characters can suffer fa- tal injury from mere annoyances to normal humans, reducing their HL track by 1 -0, 1 -1, 2 -2, and 1 -4 HL, and Size by 9. Miniscule characters add +2 difficulty to all movement rolls.
Lilliputian (10 XP): Lilliputian characters are rough- ly 1/12th height and mass pretty much nothing, reducing Strength and Stamina by 8. Lilliputian characters can easily be killed by otherwise harmless phenomena, reducing their HL track by 1 x -0, 2 x -1, 2x -2, 1 x -4, and 1 x Incapacitated HL. However, they are also tiny, reducing Size by 12. If a Lilliputian character has no HLs, 1 level of any sort of damage kills her. Lilliputian characters add +4 difficulty to all movement rolls.
Utility
Bioluminescence (1/3 XP): The character can emit light. The basic, 1 XP version allows for the character to emit any color of light at brightness enough that they can fully illu- minate a dark room as if it was daylight. The enhanced, 3 XP variant allows the character to selectively emit light, allowing
for the use of bioluminescence for countershading (reducing stealth difficulties by 1 in brightly-lit areas) and communication by projected light patterns.
Climbing Claws (1 XP): Small, catlike retractable claws are terrible weapons (Str - 2L damage, minimum 1L) but useful as tools. Not only do they make great can openers, but also add 1 automatic success for climbing rolls.
Concealable Pocket (1/3 XP): A small concealed pocket is built into the character. The 1 XP version can any item with a concealment rating of P or below, while the 3 XP version can store anything with a concealment rating of J or below.
Drug Glands (4/8 XP): A character with this modifi- cation possesses the ability to produce drugs, chosen with the purchase of this modification. The character may generate up to (Stamina) doses a day and may store up to (Stamina x 2) doses, using them as desired. The 4 XP version allows for the use of any conventional drugs (such as stimulants, nootropics, and so on), while the 8 XP variant allows the production of No- va-based pharmaceuticals such as Red 7, Mite, and Soma. This modification can be purchased multiple times to represent multiple drugs.
Hyper-Flexible (4 XP): The character can bend and dislocate her limbs in disconcerting ways, which adds 3d to any roll which may benefit from this superhuman flexibility. Rolls which are generally valid include Stealth and certain types of Performance rolls (including contortions and escaping re- straints).
Multiple Arms (8 XP): This body modification grants its beneficiary an additional pair of arms. A character with multiple arms reduces multiple action penalties by 1 per pair of additional arms he or she possesses. Characters may support up to (lower of Stamina or Wits) pairs of multiple arms, which does not count Mega-Attributes for the total.
Multiple Legs (6 XP): A Nova with multiple legs adds +5 to Dexterity for purposes of ground movement speed and +1 to all unarmed attacks that involve kicking. Unlike Mul- tiple Arms, this may only be purchased once. A set of Multiple Legs may be just two extra legs, or it might be four, six, or more.
Multitools (4 XP): A character with this modification possesses an integrated set of precision tools for various pur- poses, reducing all penalties from insufficient tools by 2, to a minimum of 0.
Tentacles (4 XP): Tentacles are flexible appendag- es which extend up to (Stamina) meters. Each purchase of this Augmentation grants any number of tentacles, which can grasp and manipulate objects at (Dexterity - 2). These tentacles may also be used as weapons, with an Accuracy and Defense of +2, and a Damage of either Strength + 4B or Strength + 2L, cho- sen on purchase. Repurchasing this bodymod increases the number and flexibility of these tentacles, adding 2 meters to their maximum extension per repurchase and reducing the manipulation penalty by 1, to a minimum of 0. Tentacles may be repurchased up to twice.