Alien tech: When you alter a human device with your alien technology, roll + Freak. On a hit, you create a device that can do something impossible once and then fizzle. When you roll a 10+, choose one:
- it works exceptionally well
- you get an additional use out of it
On a miss, the device works, but it has a completely unintended side effect that the GM will reveal when you use it.
Alien ways: Whenever you openly disregard or undermine an important Earth custom in favor of one of your own people’s customs, shift Superior up and any other Label down.
The best of them: When you comfort or support someone by telling them how they exemplify the best parts of Earth, roll + Freak instead of
+ Mundane.
Belong in two worlds: You have the resources that come with your station.
Whenever you contact your people, roll + Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but your people make an uncomfortable demand of you.
Spend your hold 1 for 1 to:
- receive a useful piece of alien technology that will allow you to use any ability from another playbook once (choose the ability when you spend the hold)
- consult your people’s knowledge to ask the GM a question about the current situation
- clear a condition through the comfort of contact with your home