Examples of Xenos made during play
If a player chooses the Xeno starting ability at creation, take the time to discuss their people and flesh out what sorts of things to expect their xeno abilities to do. Some guidelines are as follows:
0 STRESS: These are either constant abilities or adaptations that don’t affect the game significantly.
1 STRESS: These are abilities that aren’t constant, and require exertion or concentration to pull off. Good candidates are using 0 stress xeno abilities outside of their normal parameters, or pushing them to their limits.
2 STRESS: These abilities tend to be things that humans couldn’t even attempt. If this only enables you to take an action and a roll is still required, take +1d or +1 effect to it (player’s choice).
Optional Rule: Any significant weakness that can take you out of a scene or cause great trouble for you (level 2 or 3 harm equivalent) will also generate a gambit for your crew when it comes up in game. This is a good way to simulate certain extreme allergies, issues with atmosphere, and severe social problems or prejudices. Heat sickness. Calcium deprivation that causes you to hunt your crew. Not going offship or into key areas of a planet without a disguise.