[FOCI]

In Translation
Aliens are by definition impossible to understand, except for the violent ones. Aliens that are all teeth and digestive enzymes are the easiest ones to deal with. It's the aliens with no clear motive that are the more subtle threat. Some aliens even pretend to be friendly. They give gifts. They offer hope. But you've seen it go bad all too often, and you'll not be fooled again.
You always carry weapons ideal for fighting aliens, and you don't hide that. You might even wear clothing or armor branded with the slogan "FIGHTS ALIENS" just so your intentions are plain.
Many alien fighters are vectors, but sometimes spinners choose this focus because they are good at ferreting out that which should not exist in the world.
Clothing appropriate to your recursion (in Ruk, a brightly colored bodysuit and an umbilical), alien sketchbook, two weapons of your choice, and an account with 100 bits.
If your target is an alien, your attack (or its results) reveals its true nature to anyone else around.
An alien of level 6 or less becomes intimidated by your single-minded fury and flees if you allow it. If you do not allow it, the alien loses its next turn trying to get away.
A favorite alien trick is to replace a regular person with a nearly exact duplicate, one that might even believe she is the original, but whose real purpose is to infiltrate society and take it over from within. If you use this ability on a target within short range of level 2 or less, you can detect if that person has been replaced with a duplicate, fake, clone, or other facsimile. Instead of applying Effort to decrease the difficulty, you can apply Effort to increase the maximum level of the target. Thus, to identify a level 4 target (two levels above the normal limit), you must apply two levels of Effort.
You inflict 2 additional points of damage when fighting creatures the GM identifies as alien.
When tracking, looking for, interacting with, or hiding from aliens, the difficulty of the task is decreased by one step.
You have gained a measure of resistance over alien mind control. You are trained in Intellect defense tasks.
You inflict 3 additional points of damage when fighting creatures the GM identifies as alien.
Choose one type of attack: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. If you're already trained in that type of attack, you instead become specialized in that type of attack.
You can attack all foes within immediate range, whether they are aliens or not. Make separate attack rolls for each foe, but all attacks count as a single action in a single round. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all attacks. If you hit an alien with this attack, you inflict 1 additional point of damage.
GM Intrusions: An NPC decides that you are clinically paranoid. You inaccurately determine an ally to be an alien fake. Your hand (or an ally's hand) is secretly replaced with an alien duplicate.