Scum & Villainy question here. So one of my players will be playing a xeno and on page 57, under starting ability it states:
“If you want to play a xeno (a member of an alien species) with a decidedly exceptional physique or abilities, you can replace your playbook starting ability with the following: Xeno: You may spend stress (0-2) to perform an inhuman feat only members of your species can do.”
On page 296 however, under Xenos in Play, it says to discuss what sort of things we can expect their xeno abilities (plural) to do with some guidelines for 0, 1 or 2 stress abilities.
My question is this: for a xeno character, mechanically, do they simply have the option to replace their starting playbook ability with a predefined stress-costing xeno ability or should they be fleshing out a whole host of differing-stress-cost abilities they can use on top of their playbook abilities? This really was not clear to me in the book.
Thanks in advance for any clarification y’all can provide.