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=== Outsider Moves === ;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 7β9, 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 ;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.
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