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=New Edges (Savage Worlds)= ==Dealing with Aliens== :One factor that was prevalent in the original version of Incursion, was two statistics: Ability to Deal with Aliens and Alien Technology Use. Both of these dealt with how well humans could deal with alien technology and with aliens themselves. ==Ability to deal with aliens== :The ability to deal with aliens is more than "Are you a xenophile or xenophobe?" but more of your ability to adapt to alien customs and environments. This ability is more of an edge when you have to face non-human beings without squirming or feeling uncomfortable. You can still hate their guts, but you know which eating utensil to use when eating protoplasmic sludge. :In Savage Incursion, '''Ability to deal with Aliens''' is a new edge that the characters can take, ''after'' they have their first encounter with aliens. This comes into play because Savage Incursion includes a new hinderance for aliens: Temperament. :'''Temperament''' is how aliens react to other species. This is represented by a reaction table modifier value, that ranges from -4 to +4. Temperament replaces the alien's Charisma when it is dealing with humans when making a rolls on the Reaction Table, (Pg. 114). ::'''Ability to deal with Aliens''' ::'''Requirements:''' Novice & exposure to Aliens ::The character is comfortable in situations where they must deal face to face with humanoid and non-humanoid aliens. Purchasing this edge replaces your Charisma when making Reaction Table rolls (pg. 114) when you deal with aliens and gives you a +1 on your reaction table roll. You can take this edge a total of four times for maximum bonus of +4 on Reaction Table rolls when dealing with aliens. ==Alien Technology Use== :So you bought this thing that a Groomlouch merchant claimed was a nice bit of kit. It's supposed to do something... Though the merchant was not that specific, but he did give you instructions in how to use it... In an odd Groomlouch dialect that the translator can't read. However, it does make a pretty light when you push this one depression... :Alien technology can be, well, alien. Sometimes it's so alien that it's of no use to a human or humanoid alien. But how do you know that? Some items will be kind of obvious in how you use them, others will be a puzzle. Some will be impossible to use. Any tech made for the Teb race will be impossible for a human to use, unless you use dentist picks to get at the buttons and switches. :To figure out what an item is, it depends on who made it. Items made by humanoids will be the easiest to determine, while items made for non-humaniods will be the hardest to determine. To figure out an object, you have to make either a default Smarts roll, or a Knowledge (Alien Tech) skill roll, plus an hour's worth of study, to figure out what the item does. Use the following table to determine the modifier to your roll to figure out what a piece of alien technology is and what it does: ::{| |'''Species type'''||'''Modifier''' |- |Humanoid||-1 |- |Near Humanoid||-1 to -3 |- |Non-Humanoid||-4 |- |Machines and Androids||-1 to -4 |} :Into this, we introduce the new edge: Alien Technology Use ::'''Alien Technology Use''' ::'''Requirements:''' Novice & exposure to aliens or alien technology ::For some reason, your mind is wired differently than other folks. You've always been good with technology and figuring out how something works. Alien tech is just another puzzle to you and you can figure out what something is in half the time a normal person can. This edge gives you a +1 to either your Smarts roll or to a Knowledge (Alien Tech) skill roll. This edge can be taken a total of four times for a maximum bonus of +4. :This may be the first new edge you take, since the first bit of alien technology you have to figure out is the ship you're on, the Ardanna Nuu.
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