TEXT: Issue # 8 
  July 2018 
   
  
  Xeno File: Issue 8 
  Author: Chance Phillips 
  Editor: Jen LaRose  
  Interior Artist: Peter Saga, Scott Mulder 
  Cover Art: Scott Mulder 
  Page Art Credit: Zsuzsa Fige, Lord Zsezse Works 
  Publisher: Amora Game, LLC 
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  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), All 
  Umvee dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics ONLY of this Amora 
  Game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
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  Compatibility with the Starﬁnder Roleplaying Game requires the 
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  XF-1 
  
  Xeno Files: Issue 8 
  Table of Simple Contents 
  Generation Ships. . . . . . . . . . . . . . XF-3 
  Question 1 . . . . . . . . . . . . . . . . . . . . XF-3 
  Question 2 . . . . . . . . . . . . . . . . . . . . XF-3 
  Question 3 . . . . . . . . . . . . . . . . . . . . XF-4 
  Question 4 . . . . . . . . . . . . . . . . . . . . XF-4 
  Question 5 . . . . . . . . . . . . . . . . . . . . XF-5 
  Question 6 . . . . . . . . . . . . . . . . . . . . XF-6 
  Question 7 . . . . . . . . . . . . . . . . . . . . XF-6 
  Generation Ships . . . . . . . . . . . . . . XF-6 to 8 
  Question 8 . . . . . . . . . . . . . . . . . . . . XF-8 
   
  Xeno File is an electronic “magazine” designed to add content for science ﬁction 
  entertainment and play for multiple roleplaying systems. This issue focuses ships that 
  house the population of races through multiple centauries for the Starﬁnder Roleplaying 
  Game.  
  These titanic vessels have been classiﬁed as Generation Ships. The following pages contain 
  an article for Game‐Masters, Players, and Sci‐Fi Fans that will inspire you to run adventures 
  living on or coming across these colossal feats of engineering. Found orbiting stars that are 
  said to house a god, or when tripping the rift, Generation Ships can hold a key to the past, 
  of a bygone technology. Within the cold metal walls could lurk a culture thought to be 
  extinct or a culture that doesn’t know they are in a Generation Ship.  
  Near the end of the article, Chance has designed 5 examples of Generation Ships. Each ship 
  contains a brief backstory that can lay the seed of an encounter, adventure, or even a 
  whole campaign.  
  Enjoy the read and we’ll have issue 9 out soon.  See you in the Void, Cowboy! 
  Fancy to be an author, designer, or ar�st... Have an idea for Xeno File? Have a crea�ve idea for 
  a system neutral or system speciﬁc idea?  Want to adver�se with us? 
  Drop us a line on our Facebook page, or write to me directly at TentacleGreg@gmail.com. 
  XF-2 
  
  Generation ships, massive ships that act as 
  colonies to entire generations of colonists, are 
  a staple of science fiction. Prime examples of 
  this can be found in likes of Pandorum’s 
  Elysium, The Orville’s Dorahl bioship, the Voth 
  city ship from Star Trek: Voyager, and the 
  Dowager Queen from A New Hope, as well as a 
  countless host of examples from sci-fi novels. 
  This article is written to provide advice for 
  GMs who want to include generation ships in 
  their campaign. This article also provides 
  several examples of generation ships for easy 
  use in campaigns for the Starfinder Roleplaying 
  System. 
  8 Simple Questions:  
  1.
  How do colonist get food?
       Any ship that will be home to multiple 
  generations of colonists will, by necessity, be 
  able to replenish and recycle its food supply, or 
  have a large enough food supply to sustain 
  such a large and constant population. This is 
  normally accomplished through the growth 
  and harvesting of plants on a sequestered 
  section of the generation ship. However, this 
  process is not without its own problems.  
       Traditional plants are adapted to a certain 
  gravity field that may not be present, stronger, 
  or even weaker than usual on the galactic 
  generation ship. A number of counter 
  measures can offset this issue if the generation 
  ship is spinning in such a manner as to 
  generate sufficient centrifugal force to 
  simulate gravity. Depending on the level of 
  technology, there can be some other apparatus 
  that creates a simulated gravity field acts 
  according to the gravity similar to the home 
  planet of the vegetation.  
       However, there is the immediate problem of 
  acquiring sunlight for plants that primarily use 
  photosynthesis. This is remedied by having 
  windows facing the solar system’s star, but 
  remains ineffective for dynamic generation 
  ships or for ships in solar systems with weak 
  stars. In such cases, there are two potential 
  approaches.  
       One is to provide an artificial light source, 
  such as grow lights, while the other solution is 
  to grow a mushroom or fungus, which do not 
  require sunlight. Fungi can also grow in very 
  diverse and hostile environments in which 
  plants would suffer. Many strands of fungi are 
  also decomposers. Meaning that they must 
  decompose rotting biomass in order to grow. 
  The fungi methodology could help provide a 
  solution for what to do with the bodies of dead 
  colonists, though it may require a certain 
  constitution. 
  2. How do colonist breathe?
       While food is very important for long term 
  survival, the most pressing concern for any 
  would-be colonist is the acquisition of fresh 
  air in the empty vacuum of space (for those 
  that require it). A common resolution develops 
  through one of three ways. The first way, is the 
  use of plants to filter the air and produce 
  oxygen from carbon dioxide. This may also 
  provide the added benefit of providing food for 
  the colonists, if the agriculture being used are 
  grains, vegetables, or fruit-bearing plants.  
       The second way is through the continuous 
  chemical or mechanical recycling of air. One 
  potential example of how this may be done is 
  with the use of a laser to excite the carbon 
  dioxide and convert it into carbon and oxygen 
  directly. Races that breathe hydrogen gas 
  might use water electrolysis, where electricity 
  XENO FILE: GENERATION SHIPS 
  XF-3 
  
  is applied to water, converting it into oxygen 
  and hydrogen gas.  
       The third way while the most tedious, is 
  through stocking the generation ship with 
  vast stores of oxygen, typically in a liquid 
  form, and replenishing these stores with 
  oxygen from a neighboring planet. While the 
  simplest way to obtain clean air, but holds the 
  threat of being the most unreliable. Varying 
  factors, such as a transport ship is unable to 
  reach the colony or a planet side war prevents 
  use of resources can cause a multitude of 
  problems for colonist. In these situations, 
  generation ship crews would have to figure 
  out how to preserve their existing supply of air 
  and how to ensure they will receive fresh air in 
  the immediate future. This is the least popular 
  option among more developed spacefaring 
  societies. 
  3. How do colonists stay clean? 
       The continual operation of a space station 
  where the colonists do not remain in space 
  suits or similar contained systems indefinitely 
  means that the colonists 
  will be shedding skin 
  cells, scales, or other 
  forms of biomass, creating 
  dust and dirt. 
  Additionally, if the ship 
  uses plants or fungus as a 
  source of food, they will need 
  fertilizer or decomposing 
  material, giving rise to other 
  sources of dirt. Ships use air 
  filters to reduce an amount of 
  passive dust in the air, but the 
  colonists will need to clean 
  themselves in order to avoid 
  bringing dust into sensitive areas.  
       Showers should do the trick, so long as 
  there is a water filtration system onboard the 
  ship. Sound based showers, called sonic 
  showers, use vibrations to shake off dust and 
  debris. While useful, you would need a way to 
  dispose of the resulting debris. Those with the 
  technology could use nanobots to remove the 
  dirt passively, resulting in the colonists not 
  having to ever actively consider their hygiene.  
       A method that can be used in order to 
  maintain water resources is the sand bath as 
  seen in Tank Girl, or real life example of 
  Tayammum. For removal of dirt and dust 
  deposits on the floors or walls of the 
  generation ship, it would be easy enough to 
  use automated cleaning units. There could be 
  sonic cleaning facilities in the airlocks in 
  advanced generation ships that preemptively 
  contain the arrival of foreign particulate. 
  However, this would not affect biomass from 
  the colonists. 
  4. How do colonists get energy? 
       The acquisition of electricity is most likely 
  necessity to take steps in 
  answering the first three 
  questions. The most 
  reliable answer is simply 
  harnessing solar energy. 
  This requires a large amount 
  of surface area on the outside of 
  the ship for solar panels, which 
  should not be a problem for 
  generation ships. However, it 
  would require housing for large 
  batteries to store the energy 
  collected. Additionally, if it is far 
  from a system’s star, or in between 
  solar systems, this may prove 
  unreliable for a generation ship. Crews could 
  XF-4 
  XENO FILE: GENERATION SHIPS 
  
  use traditional reactors, but this requires a 
  ready acquisition of fuel to burn continuously.  
       A reliable, but potentially deadly option is 
  to use nuclear reactors. Reactors are very 
  stable but an untimely meltdown (for enemy 
  firepower) would be utterly catastrophic in a 
  contained area. This can quickly escalate if 
  there is not an easy way to evacuate the 
  generation ship. Even so, survivors would need 
  a nearby planet to evacuate to for safety. It 
  could also be possible in a high concept 
  science fiction setting to utilize piezoelectric 
  surfaces on the generation ship to generate 
  electricity from the day-to-day movements of 
  the colonists, which while not one to one 
  returns, would help conserve and recycle 
  energy for a longer amount of time.  
  5. What do you do with the 
  bodies? 
       There are several ways to dispose of corpses 
  in the vacuum of space, each varying in 
  tastefulness and practicality. The most 
  obvious and commonly seen on screen and 
  print format is to shove the corpses into space, 
  through an airlock or similar device. This does 
  make for a somber sight for visitors to the 
  colony, but if properly aimed, the departed 
  could be sent towards the closest star to 
  eliminate any waste. The most practical, but 
  least tasteful option is to convert the corpses 
  into food, Soylent Green-style.  
       While this would not work as a primary 
  food source due to various impracticalities, as 
  a supplement to another sustainable food 
  source, it can help with both problems. If the 
  colony uses fungi as a primary food source, 
  then the bodies could be used as food for the 
  fungi, making this option slightly more 
  acceptable. Cremation is the simplest and 
  most tasteful option but does result in a lot of 
  fuel being used. Another, more tolerable 
  option, is just using the corpses as fertilizer for 
  the plants, perhaps after decomposition by a 
  fungal food source. 
  6. Where is the ship? 
       Generation ships can be static, immobile, or 
  dynamic, which means that they are capable of 
  movement and are most likely moving towards 
  some far off destination planet. Dynamic ships 
  need engines and a much more powerful 
  energy source than static ships, but they do 
  not need a special location? Static ships will 
  commonly utilize Lagrangian points in order 
  to minimize fuel expenditure and to maintain 
  a static position without having to use their 
  engines. Lagrangian points are the points in 
  space where the gravity between two bodies 
  provides sufficient centripetal energy to 
  maintain a static relative location. This means 
  that a generation ship located at a Lagrange 
  point does not have to expend any fuel to 
  maintain a single location without falling 
  towards a celestial body. This is useful, as it 
  means that the fuel or energy that would be 
  PlOt pOiNt: lOsT CoLoNy 
  Has the generation ship ran out of fuel? Is it a 
  ship with solar plating along the hull that 
  sustained damaged while passing through an 
  asteroid field? Using classic science fiction 
  plots, a ship could have suffered major 
  damage to their energy source. They had to 
  “park” above another planet to send a beacon 
  or make repairs. After a time, they began to 
  colonize the planet they orbited, never 
  returning to the journey, never reaching their 
  original destination.  
  XF-5 
  XENO FILE: GENERATION SHIPS 
  
  used to maintain a single location can instead 
  be used for life support or other purposes. 
  7. How do I use Generation Ships 
  in my game? 
       Some of the larger generation ships are 
  simply too large to reasonably exist under the 
  current spaceship rules. For the purposes of 
  these incredibly massive ships, the Titanic size 
  category is used. Titanic ships are ships with a 
  length over 30,000 ft and a weight of over 
  16,000 tons. They suffer a -16 penalty to their 
  AC and Target Lock due to their massive size 
  making them almost impossible to miss. For 
  example, you never saw a Starfighter scale ship 
  fire on the Death Star and miss in A New Hope. 
  The tension was created by having Luke have 
  to attack a very specific part of the Death Star. 
  Additionally, Titanic ships can have up to six 
  power cores and can use thrusters meant for 
  Colossal ships.  
   
  The following is a base frame for generation 
  ships:  
  Size Titanic 
  Maneuverability clumsy (-2 Piloting, turn 4) 
  HP 1000 (increment 100) DT 20; CT 200 
  Mounts forward arc (2 capital, turret (3 light; 2 
  heavy) 
  Expansion Bays 40 
  Minimum Crew 300; Maximum Crew 1,000 
  Cost 400 
  Generation Ships 
  XF-6 
  Titanic generation ship 
  Speed 8; Maneuverability clumsy (turn 5); Drift 1 
  AC 10; TL 16 
  HP 1,500; DT 20; CT 300 
  Shields superior 600 (forward 150, port 150, starboard 
  150, aft 150) 
  Attack (Forward) nuclear mega-missile launcher 
  (4d8x 10) 
  Attack (Turret) light plasma torpedo launcher (3d8), 
  gravity gun (6d6), heavy laser array (6d4) 
  Power Core Gateway Ultra (500 PCU); FTL Engine 
  Signal Basic; Systems basic computer, mk 8 armor, 
  mk 15 defenses, advances long-range sensors; 
  Expansion Bays power core housing, guest 
  Archae is similar to a gigantic greenhouse. It is 
  a static ship at the Lagrange point between 
  an uninhabited planet and its red giant star. 
  Compiled out of an incredibly strong and 
  transparent material, the creation of which 
  has been lost to the eons. Entry is almost 
  impossible, except for small one-person 
  fighters, as they are the only ships that can 
  fit through the single airlock. Inside, Archae 
  is a home to a bustling ecosystem of 
  megafauna and megaflora, sustained by the 
  incredibly advanced nuclear heating and 
  lighting systems. There are occasional 
  villages of the descendants of travelers who 
  could not leave Archae (whether their ship 
  crashed or they merely didn’t want to). The 
  descendants have adapted to the prehistoric 
  nature of the ship and live in relative 
  peaceful savagery. Archae generates 
  artificial gravity by constantly rotating on 
  its axis fast enough to generate enough 
  centrifugal force to simulate gravity.  
  Archae, the Living Moon              Tier 18 
  XENO FILE: GENERATION SHIPS 
  
   
  Titanic generation ship 
  Speed 6; Maneuverability clumsy (turn 4); Drift 1 
  AC 10; TL 2 
  HP 1,500; DT 20; CT 300 
  Shields medium 160 (forward 40, port 40, starboard 40, 
  aft 40) 
  Attack (Forward) mass driver (2d6 x 10) 
  Attack (Turret) light particle beam (3d6), coilgun 
  (4d4) 
  Power Core Gateway Ultra (500 PCU); FTL Engine 
  Signal Basic; Systems basic computer, mk 8 armor, 
  mk 5 monomode, mk 15 defenses, basic medium-
  range sensors; Expansion Bays guest quarters (40) 
  Dominus is home to a million and one 
  righteous souls, told by their god that he 
  was going to wash away the cosmos with 
  righteous fires. Saying that they should 
  ascend to the heavens in a new holy ark. 
  Their prophet led his followers in the 
  construction of the ship, an act that took a 
  hundred years. It has been another hundred 
  years since the ark took to the cosmic 
  ocean, and the worshippers still navigate 
  through the void sea, waiting for the 
  heretics to receive their just desserts. Upon 
  visiting them, you are greeted with smiles, 
  for they know that they will live forever 
  with their god. However, you will be 
  exhumed from existence by the fiery power 
  of their god. They will trade with ‘lesser’ 
  cultures, but only true believers may stay on 
  the ark. Some find it unsettling dealing with 
  a culture that is built around your eventual 
  death ensuring their deliverance, but for 
  most people, the credits win out. 
  Dominus, the Holy Ark                 Tier 18 
  Titanic generation ship 
  Speed 8; Maneuverability clumsy (turn 4); Drift 5 
  AC 17; TL 11 
  HP 1,500; DT 20; CT 300 
  Shields superior 600 (forward 300, port 100, starboard 
  100, aft 100) 
  Attack (Forward) vortex cannon (2d12 x 10) 
  Attack (Turret) x-laser cannon (8d6), x-laser cannon 
  (8d6), chain cannon (6d4), chain cannon (6d4)  
  Power Core Gateway Heavy (400 PCU); FTL Engine 
  Signal Basic; Systems mk 15 armor, mk 9 defenses, 
  mk 1 trinode, advanced long-range sensors;  
  Phagis is built around the husk of a dead, or 
  dying, world. It flies from world to world, 
  seeking the resources and minerals that the 
  crew has already exhausted and strip mined 
  from the original planet. Either a hivemind 
  crew, or perhaps a congregation of 
  hiveminds, so alien in thought processes 
  that all negotiations between it and the 
  planets they attack, are unsuccessful in 
  communication. Most scholars agree that 
  the world Phagis is built around was once a 
  thriving planet, until its inhabitants 
  extracted all the natural minerals for use in 
  industry. With no concern for the state of 
  the world’s environment, it collapsed in on 
  itself, making it nigh uninhabitable. 
  Phagis, the World Eater                Tier 18 
  XF-7 
  XENO FILE: GENERATION SHIPS 
  
  8. How do I use the pregenerated 
  ships in my game? 
  The pregenerated generation ships all have 
  placeholder names that describe their basic 
  function. For use in your game, you should give 
  them a new name that more aptly fits your set-
  ting. You should assign a generation ship an 
  actual race that exists in your setting and an 
  actual god as well, in the case of the Holy Ark. 
  Then, you should assign the generation ship a 
  relative location in your setting, or an exact 
  location in the case of the static ships. Genera-
  tion ships should generally be things the play-
  ers run across, not that come to them. The gen-
  eration ships are responsible for hundreds of 
  thousands or millions of lives, what do they 
  care about a small group of three to seven ad-
  venturers? If the players never run across the 
  generation ship, then they never encounter it. 
  Of course, outside forces could drive the char-
  acters towards the generation ship. Perhaps 
  one of their enemies hides in the Living Moon, 
  or they have to bust their close ally out of the 
  Roving Prison, with everything that implies. 
  Titanic generation ship 
  Speed 4; Maneuverability clumsy (turn 4); Drift 1 
  AC 2; TL 17 
  HP 1,500; DT 20; CT 300 
  Shields heavy 320 (forward 80, port 80, starboard 80, 
  aft 80) 
  Attack (Turret) gyrolaser (1d8), coilgun (4d4), 
  flakthrower (3d4), heavy laser cannon (4d8), heavy 
  laser cannon (4d8) 
  Power Core Gateway Ultra (500 PCU); FTL Engine 
  Signal Basic; Systems mk 15 defenses, mk 10 
  duonode  
  Praeson is a sprawling prison built within the 
  asteroid belt of a small system. The 
  asteroids are hollowed out and connected 
  with steel tubing, each asteroid acting as a 
  cell for a single prisoner. There are no 
  wardens, the cold emptiness of space serves 
  as enough deterrent for any potential jail 
  breaks. The turrets are fully automated to 
  stop any outside help as well. Praeson floats 
  along with the rest of the asteroid belt, 
  using a strong selective magnetic field 
  repulsing any asteroids that would crack 
  the hull of one of the jail cells or dent the 
  tubing in between them. The prisoners, 
  isolated from civilization, have developed 
  their own cultural norms and practices. The 
  vast majority of the ‘inmates’ are not even 
  convicts, they are the children or 
  grandchildren of the convicts originally 
  incarcerated in Praeson. New inmates 
  are rare, due to the hassle required, but 
  when they do arrive, they’ll have to find 
  a gang or faction to join, and quickly. 
  Praeson does revolve around the 
  system’s sun, but stays with the 
  asteroid belt it is located in. 
  Praeson, the Roving Prison         Tier 18 
  XF-8 
  XENO FILE: GENERATION SHIPS 
  
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  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected. 
  13. Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
       Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc.  
       System Reference Document. Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
       Starfinder Roleplaying Game Core Rulebook. © 2017, 
  Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason 
  Bulmahn, Thurston Hillman, Amanda Hamon Kunz, Jason 
  Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James 
  L. Sutter, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.  
     Xeno File: Issue 8: Generation Ships © 2018, Amora 
  Game, LLC; Author: Chance Phillips 
  XF-9 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Amora/Xeno File 008 - Generation Ships.pdf