Xenophiles
The natives of this world are fast friends with a particular alien race. The aliens may have saved the planet at some point in the past, or awed the locals with superior tech or impressive cultural qualities. The aliens might even be the ruling class on the planet.
Enemies
dice: [[xenophiles^enemies]]
| dice: 1d3 | Enemies |
|---|---|
| 1 | Offworld xenophobe |
| 2 | Suspicious alien leader |
| 3 | Xenocultural imperialist |
Friends
dice: [[xenophiles^friends]]
| dice: 1d3 | Friends |
|---|---|
| 1 | Benevolent alien |
| 2 | Native malcontent |
| 3 | Gone-native offworlder |
Complications
dice: [[xenophiles^complications]]
| dice: 1d5 | Complications |
|---|---|
| 1 | The enthusiasm is due to alien psionics or tech |
| 2 | The enthusiasm is based on a lie |
| 3 | The aliens strongly dislike their “groupies” |
| 4 | The aliens feel obliged to rule humanity for its own good |
| 5 | Humans badly misunderstand the aliens |
Things
dice: [[xenophiles^things]]
| dice: 1d3 | Things |
|---|---|
| 1 | Hybrid alien-human tech |
| 2 | Exotic alien crafts |
| 3 | Sophisticated xenolinguistic and xenocultural research data |
Places
dice: [[xenophiles^places]]
| dice: 1d3 | Places |
|---|---|
| 1 | Alien district |
| 2 | Alien-influenced human home |
| 3 | Cultural festival celebrating alien artist |