TEXT: Issue # 3 
  October 2017 
  $ 2.25 
  
  Xeno File: Issue 3 
  Author: Joshua Hennington, Greg LaRose 
  Editor: Greg LaRose  
  Interior Artist: Sasha Turk, Jeshields, Luigi Castellani, Jeremy Hart, Jenni Saveall, Jacob Blackmon 
  Cover Art:  Public Domain 
  Page Art Credit: Zsuzsa Fige, Lord Zsezse Works 
  Publisher: Greg LaRose, Amora Game 
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  XF-1 
  
  Xeno Files: Issue 3 
  Table of Simple Contents 
  Xeno File: Rendeians 
       By Joshua Hennington . . . . . . . . . . . . . . . . . . XF-3 
  Xeno File: Rendeians conversion page . . . . . . XF-9 
  Faction: ACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XF-10 
  Halo News: Symbiotes . . . . . . . . . . . . . . . . . . . . XF-11 
  OGL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XF-17 
   
   
  Xeno File is a monthly “magazine” designed to add content to the Starfinder Roleplaying 
  Game, Pathfinder Roleplaying Game and Starjammer Compatible experience for science fiction 
  entertainment and play.  
  Taking a salute to a penny dreadful and monthly pulp comics, Xeno Files will introduce races, 
  organizations, and worlds to explore for a small amount pocket change. Our third issue 
  contains our biggest page count thus far. It has increased by a third, due to a small spike in 
  sales of Issue 1 and Issue 2. So thank you.  
  This allows us  to look for more guest authors with the ability to pay them and our artist a little 
  more.  
  Speaking of authors, or designers, or artist... Have an idea for an article for Xeno File? Have a 
  creative idea for a system neutral or system specific idea?  Want to advertise with us? 
  Drop us a line on our Facebook page, or write to me directly at TentacleGreg@gmail.com .  
  Check my articles of miscellaneous musings over on the OpenGamingNetwork.com under 
  Tentacle Greg.   
  XF-2 
  XF-2 
  
  Thralls to the qlippoth lord Sessr’vatn, these 
  warped creatures worship no gods but the 
  Abyss itself. Relying on abyssal, magical and 
  technological augmentations to their body, 
  they seek little else but the empowerment of 
  their alien masters – and the destruction of 
  their masters’ greatest enemies, demonkind. 
   
  Ability Adjustments: +2 Con, +2 Wis, -2 Dex 
  Hit Points: 6 
  Size and Type: Rendeians are Medium 
  humanoids with the rendeian and 
  shapechanger subtypes.   
  Darkvision: Rendeians have darkvision 60 ft. 
  Adaptive Physiology: A rendeian possesses 
  one of the following: a burrow speed of 15 feet, 
  a fly speed of 20 feet (clumsy), or a climb or 
  swim speed of 30 feet. This can be altered to 
  another choice by taking 10 minutes to retract 
  and generate appendages necessary for the 
  new movement. This does not count as resting 
  for 10 minutes to regain Stamina Points. 
  Morphic Augmenters: Rendeians take 
  naturally to augmentations, and their 
  physiology allows them to install such things 
  themselves. As such, they need not have the 
  necessary ranks in Medicine to install 
  augmentations on their own body. If they do 
  have the required ranks, any implantation time 
  is halved. This ability does not apply to other 
  creatures. 
  Qlippoth Thralls: Rendeians take a -4 
  penalty on saving throws against effects 
  created by creatures with the qlippoth 
  subtype.  
  Sin Hunters: Rendeians gain a +2 racial 
  bonus on attack rolls and saving throws 
  against non-qlippoth creatures with the evil 
  subtype. 
  Soul Lore: Sessr’vatn imparts its servants 
  with an unprecedented knowledge of its 
  enemies. Mysticism is always a class skill for 
  Rendeians, and they gain a +2 racial bonus on 
  Mysticism checks to know information about 
  the Outer Planes and their inhabitants. 
  Playing a Rendeian 
  You likely…  
   
  You likely view the other Outer Planes as 
  infringements on proper existence. 
   
  You see augmentations as a form of 
  personal art. 
   
  You know how to deal with outsiders 
  amicably, but plot to twist ends to your 
  own design. 
   
  Other Races Probably…  
   
  Think you’re an expert on applying 
  augmentations of all kinds. 
   
  Expect you to change form at a moment’s 
  notice. 
   
  Worry you’re going to sacrifice them to 
  your foul god. 
   
  Physical Description 
  These creatures have violet skin that subtly 
  ripples on the surface, with a large beak and 
  horns that protrude from their angled skulls. 
  They tend towards lean structures, but due to 
  the race’s imbued knack for augmentations, 
  individual appearances can vary widely. They 
  enjoy the bird-like talons on their hands and 
  feet, but it’s not uncommon for them to have 
  otherworldly-appearing limbs grafted from the 
  raw Abyss.  
       Rendeians have no true gender; this need 
  was obviated long ago by their master 
  Sessr’vatn. Instead, they reproduce through an 
  odd form of communal symbiosis. Each 
  rendeian morphs itself to match the structure 
  of an adjacent mate, allowing the genetic 
  patterns to mesh, and a small grub 
  materializes when the ‘parents’ snap apart. 
  This newly-formed child grows to adult size 
  over the span of nearly 3 years, and can live for 
  approximately 50 more after that; the 
  rendeians’ adaptive biology do not lend 
  themselves to unassisted long-term survival.  
  Xeno File: Rendeians by Joshua Hennington 
  XF-3 
  
  Home world 
  The planet now known as Rendei-5 is a world 
  that has largely been blighted by the raw 
  energies of the Abyss. Long ago, its leaders 
  were deceived into opening a portal into 
  reality’s darkest depths. Somehow, the result 
  was even worse than one would expect; a 
  qlippoth lord of fleshwarping and subjugation 
  known as Sessr’vatn had a direct gateway onto 
  the Material Plane. It quickly exercised this 
  availability, subjugating the populace by force.  
       Now, the world is largely inhospitable to 
  sane life. Outside of bizarre ward-cities where 
  visitors are welcomed with unsettling vigor, 
  the land is tainted by the Abyssal rift that has 
  wormed its way into the planet’s very core. 
  Qlippoths and other foul beings roam the 
  landscape, and some even depart on their semi
  -biological warpships. It serves as a place 
  antithetical to the natural stream of the River 
  of Souls, and any who die here are consumed 
  by the matter of the Abyss itself.  
       
  The ecosystem of the planet is near 
  nonexistent, but where it does exist the life is 
  strange and bizarre. The fleshjungles of 
  K’shunarro are a surprisingly popular tourist 
  attraction in this part of the nebula. The jungle 
  is full of creatures and plants seemingly 
  composed entirely out of humanoid flesh. The 
  pallor and texture varies widely, but many 
  rangers will pay a pretty credit for the chance 
  to hunt a fleshdreg dragon. 
   
  Society and Alignment 
  Rendeians largely live in a loose meritocracy, 
  where those who augment their bodies to the 
  most elaborate degrees tend to rise higher in 
  society. They run a thriving flesh-trade, 
  dealing in not only augmentations of all kinds, 
  but also slaves. In an odd twist on typical 
  slaving cultures, they prefer souls that are rifer 
  with sin as opposed to those of a more pure 
  nature. Indeed, a slave that does nothing 
  wrong is quite likely to be set free by the 
  rendeians out of disgust. Those with greater 
  sin give their masters greater prestige when 
  sacrificing them to the Abyss itself, disrupting 
  their souls’ ordained path and augmenting the 
  qlippoths’ maddening habitat. These sacrifices 
  are overseen by the utukku race of qlippoths, 
  who enjoy a position of prominence as the 
  twisted ‘ministers’ of the rendeian faith. 
       While they deal in body and soul, the 
  rendeians are very cognizant of their 
  vulnerability to overzealous crusaders. Their 
  military has unexpected discipline, and their 
  warpships’ ability to phase in and out of 
  reality during combat makes them 
  unpredictable foes. To further incentivize 
  others to be their allies, they make their 
  augmentations of the highest quality. Favors 
  are given to those who divest their most 
  heinously sinful compatriots to the custody of 
  Rendei-5.  
       The never-ending stream of sacrifices 
  bolsters the raw material of the Abyss, 
  allowing more qlippoths to enter the mortal 
  XF-4 
  Race 
  Avg. Height 
  Avg. Weight 
  Age of 
  Maturity 
  Maximum Age 
  Rendeian 
  6-8 ft. 
  150-350 lbs. 
  3 years 
  35+2d20 years 
  Sample 1: Augmented Rendeian 
  
  realms. Indeed, there are some breeds of the 
  fiends that walk freely throughout the 
  rendeian society. These qlippoths tend to 
  specialize in augmentation or evangelization, 
  as these are the things most tolerated by other 
  races for which Rendei-5 is known. 
       Rendeians tend towards being chaotic evil, 
  as their master Sessr’vatn demands their 
  unswerving obedience through anarchy. 
  Chaotic neutral members of the species are not 
  uncommon, however, as some see beauty in 
  pure change as opposed to malevolence. 
  Minorities of them are even neutral evil, and 
  seek the bottom line in all their dealings.  
   
  Relations 
  Rendeians tend to get along with various 
  governments by-and-large; their uncanny 
  reputation for having silver tongues precedes 
  and becomes them. Indeed, some even 
  augment their tongues to be metallic in nature 
  – not only to smooth words, but to proof 
  against any poisonous treachery. On an 
  individual basis, however, the qlippoth-thralls 
  tend to gather much aggression. It’s not 
  uncommon for a lone ship or small fleet to raid 
  the planet every so often; their inevitable 
  destruction seems to not deter these 
  ‘crusaders’. 
       Against worshippers or cultists of other 
  fiends, however, the rendeians brook no 
  resistance. Like their qlippoth masters, they 
  seek to eradicate sin from creation, preferring 
  to hunt demon-kind above all other quarries. 
  Ironically, this leads to them prizing holy 
  weapon fusions above all other kinds – while 
  it is antithetical to their nature, goodness still 
  triumphs over sin, in its own way. 
       Crusaders and those with righteous causes 
  have a complex relationship with the species 
  that borders on aggression. While those 
  aligned with the goodly planes accept aid 
  against a common enemy, they are wary to do 
  so. The repercussions of siding with the mortal 
  servants of qlippoth, an evil older than evil 
  itself, can be unknowable; regardless, the 
  rendeians are all too eager to give aid to those 
  in need who wage war on sin. 
   
  Adventure 
  Some rendeians leave their home world, either 
  to increase their own prestige by gathering 
  souls for their masters or to evade the 
  oppressive anarchy that envelops the world. 
  There are even those few that feel staying in 
  one place is not enough; indeed, it is not just 
  bodily augmentations that can make a great 
  creation. Experience can come in handy just as 
  often.  
       These rendeians may be slavers looking to 
  increase their prestige through sacrifice, 
  evangelists desiring to preach their maddening 
  creed, or simply mercenaries wanting a job. 
  While the more genteel aspects of society 
  typically want nothing to do with them, the 
  gutters always have applications open. 
       The most common classes for rendeians are 
  mechanics (who see all of life as a machine in 
  need of repair) and mystics with the 
  mindbreaker or star shaman connections. 
  However, their fearlessness in combat leads 
  their soldiers to be regarded with rightful 
  wariness. 
  Names 
  Rendeians have no true gender, and their 
  names tend to resonate with harsh clicking 
  noises. Examples include C’chul, R’thial, 
  Surruccin, T’cheriah, Kiilakato and 
  Shakkuutin. 
  XF-5 
  Planet Profile: Rendei-5 
  Classification: Terrestrial: (35 %, water; 15 % land mass, 45% abyssal 
  terrain, 5% fleshjungle)  
  Atmosphere: Normal 
  Known Biomes: Fleshjungle, Biodomes, Wastelands 
  Gravity: Standard  
  Orbit: 524 days; 8 months (65 days per month) 
  Rotation: 38 hours (16 hours daylight; 22 hours night) 
  
  Language 
  The rendeian language is a subtle series of 
  caws that can vary widely in tone, depending 
  on the inflection and subtext associated with 
  each word. Those with similarly avian 
  physiology are more able to easily pronounce it 
  without a vocal modulator. In addition, due to 
  their intimate relations with qlippoth-kind, all 
  Rendeians learn Abyssal at a young age. 
    
  Adventure Hooks 
   
  While rendeians have a relatively short 
  lifespan, it’s widely known (and even 
  expected, to a degree) that the most 
  lucrative profiteers from the flesh trade 
  preserve their minds in various 
  encapsulations. These can range from one 
  of many myriad paths of undeath, to being 
  transformed into an AI, to forcing other 
  bodies to act as spiritual and mental 
  surrogates. These various secrets of 
  immortality can be sold to many a buyer – 
  for a price, usually one that will cost the 
  recipient their very souls. Fortunately, 
  Ch’k’sla (NE rendeian operative), a 
  wealthy slave trader, is willing to part with 
  their currently undisclosed method for a 
  simple price: a piece of flesh from a dead 
  god. 
   
  The slave trade is a thriving business on 
  Rendei-5, especially for those with sinful 
  wares. Unfortunately, sometimes those 
  who are sold for their sins are also sold 
  because they know too much. Undig the 
  Rat (LE male human envoy), named as 
  such for his domineering over an ysoki spy 
  network, possesses enough dirt on various 
  intergalactic officials to turn the legal 
  system on its head. Unfortunately, he’s on 
  the next high-security slave barge to 
  Rendei-5, and if the PCs want his info, 
  they’ll need to break him out before he’s 
  sacrificed. 
   
  There is an underground resistance 
  movement on Rendei-5 known as The 
  Resolute Fist. This is led by those few 
  rendeians who rankle under the shackles 
  of their qlippoth lords; they seek to cut off 
  the planet’s Abyssal connection and 
  liberate themselves of the fiends once and 
  for all. Their leader, Plsharah (CG rendeian 
  mystic) claims to have a personal 
  connection to a forgotten god of the 
  planet’s past. Once dedicated to peace and 
  goodwill, now she must take a militant 
  hand in the affairs of her now-distorted 
  people. Any help that off-worlders could 
  provide to the cause would be immensely 
  appreciated – especially that of closing the 
  fiendish portals that litter the planet. 
   
  Augmentations 
  Despite their morphic nature, rendeains are 
  uncanny pioneers in the realm of biotech. 
  Listed below are some examples of their 
  biotech; while easily purchasable on any world 
  where the species is at the least in a large 
  minority, they may draw suspicious eyes from 
  more benign onlookers. 
  Sample 2: Rendeian Augmented Thrall? 
  XF-6 
  
  This transparent lining on your skin taps into 
  your natural pigments, and can quickly remove 
  them. As a swift action, you may activate this 
  biotech to render your skin transparent for one 
  round. Any creatures that can see you within 
  30 feet must succeed at a Fortitude saving 
  throw (DC = 10 + half your level + your 
  Constitution modifier) or be sickened for 2d4 
  rounds at the sudden sight of your churning 
  organs. After using skinshedding, you are 
  fatigued for one round, and cannot use it again 
  until you’ve rested for 10 minutes to regain 
  Stamina Points, though you can spend 1 
  Resolve Point at any time to recharge it 
  immediately. This is a sight-dependent effect 
  that does not affect others if you are wearing 
  heavy armor, powered armor, or heavy 
  clothing (at the GM’s discretion). 
  This graft replaces one of your hands with that 
  of an extraplanar creature, giving any weapon 
  that hand wields the alignment-based power 
  of its progenitor. Some renditions of this 
  biotech are artificially grown and treated with 
  planar elements, but rendeians much prefer an 
  actual outsider’s limb to use for this purpose. 
  When this biotech is installed, an alignment 
  component is selected in accordance with the 
  alignment of the limb’s original owner: chaos, 
  good, law or evil. The hand gives the effects of 
  a corresponding weapon fusion to any weapon 
  wielded with that hand. If this would result in 
  more than one alignment-based fusion being in 
  effect, all such infusions are nullified. If chaos 
  is chosen, the anarchic weapon fusion is 
  bestowed; good corresponds with holy; law 
  corresponds with axiomatic; and evil 
  corresponds with unholy. 
   
   
   
  Through surgery that laces one’s mind with 
  essences from Purgatory, the center of 
  existence, this biotech gives a sensation of 
  always being at home regardless of your planar 
  locale. You are never treated as if you have the 
  extraplanar subtype, regardless of your 
  original plane and the plane in which you 
  currently reside. Furthermore, you are 
  unaffected by any planar traits that would 
  impede you based on your alignment. 
  The grafted biotech can take a variety of forms, 
  from a withered head sprouting from your 
  shoulder, to a mouth encapsulating your arm, 
  to an entirely alien organism replacing the 
  limb entirely. A parasitic twingrowth gives 
  your arm an intelligence of its own, albeit a 
  subservient one. If you would be targeted by 
  an effect that requires a Will saving throw, 
  there is a 20% chance that it instead targets 
  the twingrowth – if the saving throw is failed 
  in this case, you are sickened for 2d3 rounds 
  (or for the effect’s duration, whichever is 
  longer) as your arm convulses eerily.  
       Furthermore, it can act of its own accord 
  when you cannot. If you would be 
  incapacitated (such as through a compulsion 
  effect, falling unconscious, or death), you may 
  expend 1 Resolve Point to allow the parasitic 
  twingrowth to act of its own accord for 1 
  minute. It uses your bonuses with any object it 
  possesses in its hand, and can draw what it 
  needs from your body. For instance, if you gave 
  your twingrowth control and you had an 
  azimuth laser pistol in your hand, the biotech 
  would use your attack roll and damage 
  modifiers with the weapon, and aim as if you 
  were free-willed.  
       If you are unconscious or dead, the 
  twingrowth is treated as prone. If more than 
  10 points of damage target the twingrowth 
  Outsider's Grasp 
  System: Hand 
  Price: 2,725 
  Level 5 
  Metaplanar anchor 
  System: Brain 
  Price: 19,500 
  Level 9 
  Parasitic Twin growth 
  System: Arm and 
  Hand 
  Price: 155,000 
  Level 15 
  Skinshedding 
  System: Skin 
  Price: 1,250 
  Level 3 
  XF-7 
  
  successfully (its Armor Classes is equal to 
  yours), then it goes limp until you regain your 
  faculties. If you die, this biotech automatically 
  activates its autonomy without the need to 
  expend Resolve Points. 
   
  Technology 
  The rendeians prize one thing above all others 
  in their sacrifices: sin. Many on the outside 
  wonder how this is gauged, but the avian-
  esque creatures have a simple and affordable 
  way to gauge the malice in one’s heart. 
  Detailed below is a technological item that is 
  owned by many a slave trader, though some 
  crusader orders use this item to root out 
  subversive forces. 
  This unsettling helm can vary in appearance 
  depending on the manufacturer, but is usually 
  outfitted with bizarre lenses and spikes on the 
  inside. When applied to the head of a helpless 
  or willing creature, its needles dig in to the 
  creature’s skull, dealing 1d4 Constitution 
  damage. It then whirrs and glows as it scans 
  the creature’s mind for its quantity of sin. If 
  the creature is evil-aligned, it may attempt a 
  DC 20 Will saving throw. It gains a +10 
  circumstance bonus on this save if it has a CR 
  or level of 4 or less, no bonus if it is CR or 
  level 5 through 10, and a –10 penalty if it 
  has a CR or level of 11 or higher. If the 
  save is failed, the machine gives a 
  positive reading. If the save is passed, 
  or the creature is not evil-aligned, the machine 
  gives an inconclusive reading. Regardless 
  of the result, the sinscanner is spent after 
  the process and it cannot be used again. 
  XF-8 
  SinScanner 
  Price: 550 
  Level 2 
  Case Study Interview: Rendeian come is all sorts 
  of shapes and sizes out in the ‘Verse. You really 
  can’t really pin down what augmentations they 
  prefer as a racial whole. When a space dandy 
  comes in the bar a little on edge, chances are he 
  almost got picked up by one in the parking lot.  
   ~ Mick, Space-trucker & Dyson Alehouse Regular 
  
  New Feat: Rendeian Appendage  
  You grow an extra appendage or tail. 
       Prerequisite: Rendeian. 
       Benefit (Pathfinder): A rendeian grows 
  and extra appendage. This extra appendage 
  allows a rendeian to wield multiple weapons, 
  but only one hand is its primary hand, and all 
  others are off hands. It can also use its 
  appendage for other purposes that require free 
  hands. It does not add addition attacks. 
       Benefit (Starfinder): A rendeian grows and 
  extra appendage. This allows them to wield 
  and up additional hands worth of weapons 
  and equipment. While these appendages, 
  increase the number of items they can have at 
  the ready, it doesn't increase the number of 
  attacks they can make during combat. 
       Special: This feat can be taken up to three 
  times. It can be any combination of up to two 
  arms and a prehensile tail, or three prehensile 
  tails, or any combination of arms and tails. 
  Rendeian Racial Traits 
  +2 Constitution, +2 Wisdom, -2 Dexterity (0 RP): Rendeians are tough due to the 
  conditions of their home planet, but lack manual dexterity due to their anatomy.    
  Outsider (native, shapechanger) (3 RP): Umvee are outsiders with the native and 
  shapechanger subtype. 
  Medium: Rendeian are Medium creatures and have no bonuses or penalties due to their size. 
  Normal Speed (0 RP): Umvee have a base speed of 30 feet. 
  Darkvision (— RP): Rendians can see in the dark up to 60 feet.  
  Adaptive Physiology (5 RP):  A rendeian has the ability to grow or alter a natural appendage 
  to be suitable for the movement it needs to survive. Shifting talon-like hands and feet to 
  webbed talons allows for them to swim or even taking a moment to alter its arms to be 
  shadowy leather wings for flight. In addition to it’s natural land speed, a rendeian starts with 
  one of the following types of movements: a burrow speed of 15 feet, a fly speed of 20 feet 
  (clumsy), a climb of 30 feet, or swim speed of 30 feet.  
         As a full round action, a rendeian can alter this movement to another choice to retract and 
  generate appendages necessary for the new movement.  
  Qlippoth Thralls (-2 RP): Rendeians take a -4 penalty on saving throws against effects 
  created by creatures with the qlippoth subtype. 
  Sin Hunters (2 RP):  Rendeians gain a +2 racial bonus on attack rolls and saving throws 
  against non-qlippoth creatures with the evil subtype. 
  Soul Lore (2 RP): Sessr’vatn imparts its servants with an unprecedented knowledge of its 
  enemies. Knowledge (planes) is always a class skill for Rendeians, and they gain a +2 racial 
  bonus on all Knowledge (planes) checks 
  Language: Rendeians begin play speaking Common and Abyssal. Rendeians with high 
  Intelligence scores can choose any language. 
  Rendeian Conversion 
  XF-9 
  
  Pilots for Hire 
  Leader: CEO and board Chairmen Sheyenne Alexxandra 
  Headquarters: Alpha Zeta, mobile space station  
  Two score ago, Accelerated Certification of Explorers, 
  also known as ACE, started as a top gun pilot training 
  academy boasting of the best and brightest from the 
  civilized races around the Quad and beyond the Void. 
  The academy offered a variety of classes ranging from 
  weekend seminars teaching kids to pilot simple single 
  man watercrafts to month long training simulations on 
  tactical heavy freighter combat. It was in a pilots favor 
  and respected if a starship pilot held an ACE approved 
  certification pilot license.  
       As technology advanced and potential pilots sought 
  cheaper training elsewhere, the ACE program expanded 
  beyond the academy portion of the businesses and 
  branched out to planetary expeditions. They serve as 
  aerial surveillance and security for industrial 
  corporations performing planet side surveys for future 
  developments. The Alpha One (A1) Department services 
  its clients with manned craft and aerial drones 
  protecting the ground crew and providing surveillance 
  shielding for clients that wish to keep operations 
  secret. Providing services of radar jamming and 
  scan deflectors are optional for an additional 
  service fee.  
       Department Alpha Two (A2) 
  handles request for security of over 
  long distance travel through 
  hyperspace. Elite A2 star fighter pilots 
  take on escort missions for freighter caravans 
  that need defending from space pirates and 
  organic threats traveling in deep space. This 
  department gives guidance astral navigation 
  through safe routes and pilots assigned to 
  the contract will respond defensively to 
  aggressive actions against employers. 
  However, ACE policy dictates a 
  responsive reaction versus initial 
  confrontation. The pilots that join this 
  department must be skilled in 
  negotiation.    
       Department Alpha Three (A3) is 
  the salvage and rescue fleet of the 
  ACE company. A3 operates under 
  contracts consisting of simple 
  missions of planet-side equipment 
  retrieval for corporations who left items behind, to 
  answering distress beacons that the Union Worlds do 
  not have time or resources in the area to inspect. The 
  makeup of the A3 hosts a number of large freighters, 
  tow ships, and star fighters equipped with the most 
  advanced scanners and towing technology available.  
       Rumors persist of a division of the company that 
  offers select services to only the most high profile of 
  clients. ACE Public Relations (PRD) will never confirm 
  the existence of the whispered department within the 
  organization that performs these hush services. 
  However, conspiracy theorists say the Delta Nova Zeta 
  (DNZ) is a corporate mercenary division taking 
  contracts of black ops rescue and withdraws, acting as 
  crack pilot dog fighters bombarding slave ships, 
  emergency medical extractions for undercover 
  corporate or government agents, and performs ethical 
  espionage and sabotage. The DNZ operatives fly in on 
  unmarked ships and disappear before targets can 
  register their movement.      
       Lead by CEO and Board Chairman Sheyenne 
  Alexxandra, ACE Headquarters is located on a mobile 
  space station that wonders the quadrant known as 
  Alpha Zeta. This station houses a large percentage of 
  ACE internal fleet of ships, and offers a wide variety 
  of services to ACE Certified Pilots. These services 
  include medical services and resupply, 
  dormitories for rent, refueling capabilities, 
  including ship repairs and upgrades, an array 
  of equipment (personal and otherwise) for 
  rental and purchase, a job board access 
  with access to freelance contracts and a 
  number of essential services provided to 
  members only.  
       ACE still operates a number of pilot training 
  facilities among several Union planets, 
  offering local licenses and higher quality ACE 
  certifications. Local licenses focus on the 
  society regulations of the planet, local 
  government and Union qualifications for 
  registered operation of the required craft. 
  Then they offer a more intensive course 
  designed with higher standards and 
  lower graduation rate that qualify the 
  individual as an ACE Certified Pilot. 
  They use these higher courses to 
  scout for potential recruits. 
  XF-10 
  Accelerated Certification of Explorers (ACE)
  Accelerated Certification of Explorers (ACE)
  Accelerated Certification of Explorers (ACE) 
  
  *An interview with Captain “Ion” Jack and 
  his Marvelous Space Parasites* 
  T 
  he galaxy is full of parasites lurking 
  on and around the known worlds. 
  Beyond the black are even more 
  terrifying and numerous slugs 
  waiting to eat your soft wet sponge insides. 
  Trust me, I know. I’ve been out there. I’ve 
  studied them. I cultivate them, breed them, 
  and make them my own. What, don’t believe 
  me? This scar here [rolls up pant leg], from a 
  Tarak Leech. Look at that circle of jagged teeth 
  it left behind. This finger, right here. 
  Reconstructed, the original go bitten off by a 
  Nebulan Orsage. Little sucker started to digest 
  it before I could stomp it with my boot. Nasty 
  little bastards.  
       But don’t get me wrong, there are parasites 
  out there that can do you some good. What do 
  you science folk call them? Cinna-bots? No, 
  that ain’t right. Symbiote. That’s the word I’m 
  looking for. Look, let me tell you how a 
  common Cearkif saved my butt back on 
  Odeious 9. . .  
   
  What’s a Symbiote?  
  I 
  ’m glad you asked. Symbiotes are organic 
  natural creatures, just like the host 
  creature they attach themselves to. Some 
  are parasitic, with a fraction that change 
  the actual DNA structure of a host, but the end 
  result is that it will eventually have to find a 
  new one. These types of symbiotes, while 
  called parasites, do offer benefits to the host, 
  even if it is for a short time. However, the 
  majority of symbiotes, like the Cearkif offer 
  benefits to the host without leeching out all of 
  the host’s cerebral brain fluid.  These are the 
  ones that many folk breed and farm to sell 
  throughout the galaxy. 
       Yes, depending on the area of the void 
  space, these creatures can be seen as pets 
  while others can be seen as illegal biotech 
  modes, despite being natural living creatures.   
       Now all symbiotic relationships are 
  beneficial to both parties, commonly the 
  symbiote gains a source of food and 
  protection, with the host acting as a caretaker, 
  reaps the ability to see in the dark or breathe 
  methane gas. 
       In their own right symbiotes are capable of 
  living on their own, I’ll bet for a while, before 
  they need shelter from the storm. They range 
  in sizes from Fine to Tiny. There is a few that 
  can get to be about the size of a Small dog, but 
  those are generally found on the underbelly of 
  those “space” whales you hear about. 
       Now a host’s body can generally handle 
  about four of these things at a given time 
  before problems start to creep up. And unless 
  it’s breeding season for the symbiote, generally 
  only one per type per host. It’s like the little 
  guys have a natural order to it all and respect 
  each other’s boundaries.  Let me break it down 
  with the few pets I keep handy and available 
  for trade. 
   
  Symbiotes and You! 
  The number of symbiotes that a character’s 
  body can maintain at one time is related 
  directly in portion to the starting racial hit 
  points (HP) a race begins play with. For 
  example, a human begins play with 4 HP, 
  allowing their body to only host 4 different 
  types of symbiotes at once. An abiarazi can 
  support up to six different symbiotes, as their 
  starting racial HP is 6. Umvee can host four 
  symbiotes due to only have 4 HP,  and so on.         
  Holo News: Symbiotes 
  XF-11 
  
       Each symbiote comes with a benefit. This 
  benefit also comes with a cost, a price to that 
  will be paid for cohabitation of the same body. 
  A character’s starting racial HP also acts as a 
  number of maximum slots that can be filled to 
  host a symbiote. Each symbiote has a 
  minimum slot cost, as some take more space 
  than others do, due to size or benefit.  
       A host cannot gain double the benefit from 
  having more than one of the same type of 
  symbiote at a given time. Example: a character 
  with two Cearkif symbiotes, can only gain the 
  benefit as though he had one Cearkif. This also 
  applies to symbiotes that give a numerical 
  bonus, such as a +2 bonus to Fortitude Saves, 
  the character can only benefit from one of 
  these bonuses from the same type of symbiote. 
       For symbiotes that give numerical bonuses 
  to the same statistic, but are a different type of 
  symbiote, these bonuses stack together.  
       Symbiotes can be the subject of attacks. In 
  these instances, they use the host AC and 
  saves, since they are bonded. If an attack is 
  successful against, it can only take damage up 
  to it’s HP. Once it reaches 0 HP, it is 
  considered dead.  
   
  Reading a Symbiote Stat Block:  
  Name: The name will state the name of the 
  creature. 
  Underneath the name will describe the 
  creature, the benefits, and where they can be 
  applied.  
  Level: This level will list the availability of the 
  symbiote. 
  Price: This is the price of the little bugger. 
  Size: F-Fine; D-Diminutive; T-Tiny; S-Small  
  HP: In this section, it will explain the HP slot 
  & “cost”; also how much HP the creature has. 
  Bonding: This section will explain the time it 
  takes to form a perfect symbiosis with the 
  creature and gain its benefits. 
  Life Span: Will list the duration a symbiote 
  can live.  
  System: Sometimes on the rare occasion, a 
  symbiote will take over a system slot like an 
  augmentation.   
   
  Symbiotes for SALE!! 
  Adrenal ticks are fine size insects that are 
  small enough that can hide on any part of the 
  body, but are commonly tucked away behind 
  the ear or neck. They can grow bulbous as the 
  feed. When an adrenal tick attaches itself to a 
  host, they bite upon the skin, and use a hind 
  stinger to return a portion of the fluid taken. 
  This return fluid is a type of byproduct that 
  acts as a stimulant in high-pressure situations 
  of fear. It gives the host a +1 morale bonus to 
  saves to resist panicked and frightened 
  conditions. 
    Level: 3; Price: 50; Size: F; HP: 1 
    Bonding: It takes only for the adrenal tick 
  start feeding before the effects are felt. At any 
  point, an adrenal tick can be removed.   
    Life Span: Adrenal ticks can live for up to 6 
  days on the host, before one is too engorged 
  enough to pop. At which point they fall off and 
  search for a mate. For the first 24 hours on a 
  host, roll 1d6. If it lands on a 6, the tick eats to 
  fast and dies. For each consecutive day, roll a 
  1d6 with a cumulative -1 penalty for every 24 
  hours after the first. If the d6 ever rolls higher 
  then this number, the tick pops.  
  Example: On day 3 the player must roll a 4 or higher the 
  adrenal tick burst. If it is a 3 or lower, the tick is fine.  
  Adrenal Tick 
  XF-12 
  
  The cearkif of Epsilon-7782 is bright silver 
  colored fish-like creature with the capacity to 
  help its host understand languages of a 
  humanoid race. These little brain-wave 
  sucking cearkif must be inserted into the body 
  via a cavity that will allow it to work its way 
  to the host’s brain (up a nose or through an ear 
  opening). Cearkif than makes its home living 
  in the cerebral brain fluid of sentient beings. It 
  is a common companion for ambassadors and 
  those that possess telepathy. It gives the host 
  the ability to speak, read, and understand all 
  languages.  
     Level: 1; Price: 125; Size: F; HP: 1 
     Bonding: Cearkif bond with their host as 
  soon as it is physically able to enter the host’s 
  brain fluid. 
     Life Span: Once bonded, cearkif have an 
  accelerated lifespan. So long as the host is in 
  dialogue with an unknown language it 
  naturally does not speak, the cearkif can live 
  indefinitely. After an hour of inconsistent 
  chatter and inactive speech, it dies causing 
  nausea in the host until it is expelled (1d20 
  minutes).   
  Gel Clam is the simple nomenclature given to 
  delicate soft shell infauna bacterium that 
  flourishes on high radiation dump planets. 
  These mostly harmless creatures are the size of 
  a human thumb that glow a toxic green color 
  are harvested and collated in to radiated liquid 
  glass containers and used as ambient lanterns. 
  A second property of the gel clam is the side 
  effect of enhanced vision. To gain such a 
  benefit, one must inject a gel clam and succeed 
  on a DC 18 Fortitude saving throw to resist the 
  effects of radiation poisoning. On a failed save 
  you suffer radiation sickness and spend 1d6 
  rounds vomiting up the gel clam, 
  unfortunately the regurgitation kills the gel 
  clam. However, if one is able to stomach the 
  creature and still has organic eyes, you gain 
  lowlight vision, as well as the ability to see 
  infrared and ultraviolet light while the gel 
  clam is in your system.  
     Level: 5; Price: 300; Size: F; HP: 1 
     Bonding: Once a gel clam has entered the 
  digestive tract of a character, it feeds on the 
  microorganisms living there. It takes 1d6 
  minutes for the side effects to kick in after a 
  successful save.    
     Life Span: Gel clams pass through a 
  creatures system in 24 hours. They are 
  retrievable after this use and require a low-
  level radiation tank to live in the down time. 
  They need 24 hours in this environment to 
  heal before it can be ingested again. If a host 
  comes into contact with a dose of radiation 
  during these 24 hours, the gel clam have been 
  known to embed into the inner stomach lining 
  for several 1d4 days.  
     System: Creature must have organic eyes.  
  The perfect symbiote for icons, entertainers, 
  club going go-go dancers, and socialite neo-
  geisha around the Quad. Coming in the form of 
  many species, spores range the spectrum in 
  appearance from antenna stalks on top of the 
  head, to sub dermal sponges implanted into 
  the wrist. Glitter spores live off a host’s dead 
  skin flaks, keeping the host looking youthful 
  in appearance, while producing a biodegrading 
  form of sparkly glitter. Once a day the spore 
  can be massaged to secrete the glitter used by 
  XF-13 
  Cearkif 
  Gel Clam 
  Glitter Spore 
  
  fashion icons across the universe. In times of 
  intense stress, spores can be persuaded to 
  shoot a puff of glitter, covering a 10-foot radius 
  with glitter, and coating all within the area. 
  Many icons have used this tactic to identify 
  invisible stalkers. 
       If used as an aggressive action, such as 
  aiming your glitter spore implanted in your 
  wrist at an attacker’s eyes, a standard action is 
  used to make a ranged attack (Dex based). It 
  has a range of 10 feet and deals no damage, but 
  causes the blinded condition. This condition 
  can be removed as a full round action to 
  remove the glitter from the eyes. On a critical, 
  the subject is also confused and dazzled for 
  one round or until they remove the glitter from 
  their eyes.  
     Level: 3; Price: 3,050; Size: F-D; HP: 2 
     Bonding: Glitter spores bond very quickly 
  once attached to a host. The spore does take 
  three days to spread its roots underneath the 
  host’s organic skin in a slow and 100% painless 
  process (just a little itching).   
     Life Span: Glitter spores can live from 3 days 
  to 25 years when attached to an active healthy 
  host.    
     System: A glitter spore “digs in” to the 
  dermal system of area in which it is planted.  
  The neurohedra is a byproduct of the Cuscuta 
  race when they were developing biotech data 
  technology. Neurohedra was originally 
  engineered and designed to replace 
  hard lines of wire and cable on bio-
  ships, but it became an invasive 
  species attaching itself and 
  feeding on other plants. The 
  genetic makeup of neurohedra 
  allows it to act as conductors of electrical data. 
  When attached to a tech savvy host, one can 
  act as a datajack with a 2 foot adapter cable. 
  So long as the vine can be "plugged in" to a 
  port, it can be used.  
     Level: 1; Price: 1,200; Size: F; HP: 1 
     Bonding: Neurohedra bury roots into the 
  host after a short time of willing contact. It 
  takes a full week for the roots to integrate 
  with the host's nerves system. After such time, 
  it begins to accept electro-impulses of the host 
  and can be used as a data jack. Removal of a 
  neurohedra is all or nothing and requires a 
  base Medicine check of DC 15 and one hour 
  surgery.  
       For every month the plant is attached to 
  host, this DC increases by 1; up to a DC of 30. 
  For every 5 DC, add one hour to the removal 
  surgery. Each hour requires a successful 
  Medicine check. If a check is unsuccessful, the 
  host takes lethal damage equal to the DC 
  check + the difference of the roll vs DC. A 
  failed roll adds an additional hour to the 
  surgery.   
     Life Span: Neurohedra can live as long as the 
  host. For every year the host and symbiote 
  have bonded, the size can increase, For each 
  size category over Fine, it also gains 1 HP 
  requirement, and offers a +1 to Computer skill 
  checks.  
     System: Spinal Chord 
  Sum Leeches live on planets with areas of 
  constant humidity and marshlands. 
  This slug-like creature starts at 
  around 2 inches in length, 
  but can grow to be 2 feet 
  long. The sum leech 
  have been known to 
  XF-14 
  Neurohedra 
  Sum Leech 
  
  attached along the spin near a humanoid host’s 
  digestive track to blend in, but the common 
  spot is on the belly of an individual. Sum 
  leeches feed off the waste return of its host, in 
  direct response a sum leech can be massaged 
  once a day to release a “paste” that causes 
  elevated feelings of euphoric self-awareness. 
  This single dose can be ingested, and provides 
  a +2 morale bonus to saves against mind-
  affecting effects for 1 hour. The paste can be 
  stored for up to 48 hours before it dries out, 
  rendering it ineffective.  
     Level: 2; Price: 475; Size: D; HP: 2 
     Bonding: Sum leeches bond with their host 
  within 4 hours of attaching themselves. 
     Life Span: Sum leeches can live for up to five 
  years. Over the course of a steady diet, it will 
  grow from diminutive to small in a matter of 6 
  months. A sum leech can become larger to the 
  size of tiny and up to small.  
  Quick growing gymnosperm conifer plant that 
  solely lived on a temperate low gravity 
  planet that has been vaporized from an 
  exploding sun. Before the planet 
  vaporized, there was a forest of vascular 
  plants that slowly noticed the world 
  around it getting warmer. The forest 
  made a decision to grow beyond 
  the world and pollinate the stars. 
  It launched seed pods into the 
  atmosphere, catching the solar 
  winds and spread across the void. 
  These trees would be called Thaxion, 
  and Thaxion bark carries the same drive 
  as the historical planet jumping ancestors, 
  the resolve to survive.   
  Thaxion bark lives unobtrusive with the 
  host that it is surgically grafted too. 
  Among the social elite Thaxion bark is an 
  expensive gift to a child when they come of age 
  or it is applied when they come of the human 
  comparative age of 3 years. Once applied the 
  bark fusses and grows with the host over it's 
  life time, forming a bond that last till death. 
  For the first time in the host life, when they 
  reach 0 HP and is dying, the bark sacrifices 
  itself, spending its life force to stabilize the 
  host as if the host had spent resolve points to 
  stabilize.  
       On occasion the bark has been tricked by 
  the host to sacrifice itself to stay in the fight. 
  As a reaction, the host can choose to use the 
  bark's resolve early, sacrificing it to allow the 
  host  act as though they had spend their own 
  resolve to staying in the fight. Unlike the 
  resolve ability, the bark can be sacrificed if you 
  are knocked unconscious from nonlethal or 
  lethal damage.  
     Level: 1; Price: 9,950; Size: S; HP: 3 
     Bonding: On a successful Medicine check 
  (DC 20) and 2 hour surgery, the bark is fused 
  with the spin of the host. It takes one full 
  month for the bark to grow and form 
  around the spine, encasing it in a "sheath".   
     Life Span: The life of Thaxion bark is a 
  simple one, living of the spinal fluid of 
  the host. They can live as long as the 
  host, or until the host has reached 
  dying or is sacrificed.   
     System: Spinal Chord 
  Thaxion Bark 
  XF-15 
  
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  Looking for 28mm and 35mm? 
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  Art of War Miniatures is a product line inspired by the Warring Sates 
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  Our miniatures are 3D printed to order in 
  association with 
   
  Find our shop: www.imagine3dminiatures.com 
  XF-16 
  
  OPEN GAME LICENSE VERSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All 
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  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. 
       Pathfinder Roleplaying Game Core Rulebook. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams. 
       Pathfinder Roleplaying Game Advanced Race Guide © 
  2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
  MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Campaign Setting: Technology Guide. © 2014, 
  Paizo Inc.; Authors: James Jacobs and Russ Taylor. 
       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. 
       Starjammer © 2016 Open Gaming LLC; Authors: Peter K. 
  Ullmann, Kirby Flake, John Reyst, Troy Daniels, Michael McNeill, 
  Manuel A. Oaxaca, Allen Snyder, Michael Ritter. 
     Xeno File: Issue 3 © 2017, Amora Game; Author: Joshua 
  Hennington, Greg LaRose. 
  XF-17 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Amora/Xeno File 003 - Halloween Edition.pdf