Xeno-Tech Rules

This is been rolled into the Quirks section.

Roleplay
Unless you purchase the “Xeno-Exposure” quirk, your character has had no contact with any alien items, whatsoever. Bacteria on titan don't count. This means that when they are confronted by things that are Alien (defined as items or biologies originating from technic species that evolved around a different star than Sol) your character will be experiencing something between complete bafflement to active mental defense mechanisms recoiling from massive amounts of cognitive dissonance. I’d like to see new players deny or strongly question things Alien for at each three sessions. This shit is WEIRD.

This also equate to a loss of dicepool, to the tune of -4 dice.

You will want to recover those lost dice. This comes in two parts: The first is that all things alien are weird in unintelligible (you don't throw a pound of putty at an actor and call it an Alien in this game). Once you character experiences alien things to a sufficient degree (determined by the GM, and Rp’d), they can take the first merit, “Xeno-exposure”. This reduces the penalty by two. This leaves -2 on your dice pool left to dissolve.

Side note: The original penalty was -6, but that was so severe that the decision was made that any single thing could not apply more than a -5 penalty. You're welcome. Then was reduced later to -4 to make things even.

Now, the remaining -2 penalty is that each Alien is so different from each other Alien that each species requires its own xp expenditures. Usually your first experience with an Alien race that your character had to buy off the exposure penalty can also go into the species you are working with. For instance, if your Rp had you dismantling an ST fusion core, then you could easily buy off ST as your first species. But when you try dismantling some other species engines, they are still so indescribably weird that you will suffer a -2 penalty until you buy the quirk to catch up.