Looking for general inspiration:

Looking for general inspiration:

Looking for general inspiration:

I’ve been putting together the Xenologist career, and it’s been going quite well. However, I’m a bit stumped coming up with a 5th ability, and I feel I’m missing some key variant of a xeno-focused archetype.

Right now the career already supports diplomatic, scientific, military and commercial archetypes. I’m looking for inspiration for a final skill to either further support those archetypes, or provide tools for other archetypes.

Trinkets – Whenever you encounter an alien society, you can collect a free Class -1 Cargo of miscellaneous baubles, trinkets and other cultural detritus. Cargo Units you Trade or use in Acquisitions are considered 1 Class higher if they come from a distant planet or exotic alien culture.

Linguist – You can communicate passably with all known alien species and understand their languages. A successful Assessment of a newly-encountered or long-dead alien culture grants you permanent access to their written and/or spoken language.

Adaptive – You can partake in most alien consumables (food, drink, narcotics, etc), and know which ones are poisonous to your species. You can use machinery, vehicles, tools, equipment and weapons not designed for your species. Wearing Attire not designed for your species makes you Clumsy.

Familiarity – When you spend a Data Point about an alien species, choose one:

– You gain +3 to your roll instead of +1

– You gain +1 and keep the Data Point if the Move is successful.

Insert 5th skill here – Something something something.

21 thoughts on “Looking for general inspiration:”

  1. All those seem positive and part of integrating with or into a culture. What about a negative skill? Something that includes understanding of weaknesses or ways to kill, harm, or deceive?

  2. Aaron Griffin I’m thinking a specifically negative/antagonistic Skill might be the way to go, yeah. that said, Familiarity can be used to Launch Assault or Open Fire or any other aggressive move.

  3. I was thinking some variation on like Sneak Attack or Stealth. You know how to deceive their senses or traverse their society in such a way as to never be a suspect…

    I dunno, just spitballing

  4. This career is about being a specialist in alien cultures? What about an Advancement option that leaves open the possibility of being a Hybrid? It could be as simple as “pick a move from an alien Origin” or whatever. Dunno. I’m thinking of the Ranger’s ‘Half-Elf’ move from Dungeon World.

  5. How about this?

    Nemesis: When you fail a Move against an alien foe, gain a Data Point about that alien’s species.

    Too on-the-nose?

    [Edit] Actually, that might work in Fanatic as a general skill. “When you fail a Move, gain a Data Point about the opposition or the cause of the failure.”

  6. You could have a negative move that reflects the aspect of going “native” and the character sympathizing with the locals over his own species.

  7. Taking inspiration form anthropoligists who spend extended time with remote tribes.

    One of them :

    Whenever you spend time with the aliens and you partake in one of their rituals (mating, mourning, hunting, religious, profane, whatever …) they become a group that is inclined to follow your orders and you may Command them.

  8. Philip Espi While definitely interesting, there are a few issues with that idea:

    – Authority and Performance already cover both aspects of gaining a crew.

    – I’m not sure about the whole Command the Savages colonial angle. Too much real-world baggage (one of the reasons I don’t like The Last Samurai or Avatar).

    Perhaps something more… neutral in its objective, and more applicable across multiple balances-of-power. Hm.

    Assimilation: When you spend time living as a member of an alien community, make a Cramped Quarters Move using your Influence, with that community as the subject.

    [Edit] Actually… that should just be a flat out rule in Far Beyond Humanity, not a Skill.

  9. Yeah I’m thinking that expanding Cramped Quarters to represent inter-species tension will be A Thing in general in FBH. Like, if you live in the human-town ghetto on Parraxa Prime, you’re going to have run-ins with the Parraxan community. They might be good. They might be bad. You might make a faux pas, or you might be treated badly by alien bigots. (Shades of District 9 and Titan AE)

    And if that’s the case, then the Xenologist skill could be something as simple as “You don’t make Cramped Quarters when living in an alien society.” I.e.: You’re always accepted.

  10. I like familiarity there, very flexible. It could make use of their weaknesses in combat, their traditions in politics, etc.

    For the 5th one, I like skills like contacts that allow for player invention, so maybe something similar for alien civilizations? For example, When you encounter a new alien culture, invent one industry or tradition that is part of that culture.

    If someone wants to be a xenologist there’s a good chance they’re interested in alien cultures. So giving them a bit of creative control over that part of the universe seems like a good angle to me. And if they don’t want that control there are still four other skills for them.

  11. Matthew Browne A good idea, but the Starfarer “Cosmopolitan” skill already covers civilizations/societies, and I feel that as-written, it would cover alien societies too. That said, a Xenologist Starfarer with Adaptive, Cosmopolitan and Navigation would make for an excellent Passenger-liner Pilot.

  12. I’m trying to think in general of what’s missing. You’re gaining familiarity, able to learn the language and even adopt their food. What about growing from first-contact when it was just you to full-on institutionalized diplomacy with the alien species, using hundreds of staff? Or helping others the way you’ve helped yourself, to smooth relations, ease fears and prejudices…some skill like that? You’re a Bridge, you are needed, you can do the tasks no one else can do. Plus the alien children adore you, you have fur on the top of your head and they all want to touch it…you are Uncle Funny-Fur-Monkey in their language.

  13. So slight change in the design of Accustomed (formerly “Assimilated”)

    Accustomed

    When you would make a Cramped Quarters Move, you may forgo the roll and choose the 10+ result. Other characters can still Get Involved in this Move.

    Basically, I wanted to keep the “player turn” of Cramped Quarters, but make it a generally positive experience. And I also wanted to preserve the opportunity for other players to cause trouble for you.

Comments are closed.