TEXT: Issue # 9 
  August 2018 
  $ 1.25 
   
  
  Xeno File: Issue 9 
  Author: Wojciech Gruchała  
  Editor: Jen LaRose  
  Interior Artist: Sasha  Turk 
  Cover Art: Sasha Turk 
  Page Art Credit: Zsuzsa Fige, Lord Zsezse Works 
  Publisher: Amora Game, LLC 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, 
  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. 
  Amoragame.com 
  Xeno File: Issue 9 “Fred” the Amora Game logo, and all other Amora Game product names and their respective logos are 
  trademarks of Amora Game in the U.S.A. and other countries. All Amora Game characters, character names, and the 
  distinctive likenesses thereof are property Amora Game. This material is protected under the copyright laws of the United 
  States of America. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. 
  Compatibility with the Starfinder Roleplaying Game requires the 
  Starfinder Roleplaying Game from Paizo Inc. See http://paizo.com/
  starfinder for more information on the Starfinder Roleplaying Game. 
  Paizo Inc. does not guarantee compatibility, and does not endorse this 
  product. 
   
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/starfinder/compatibility for more information on the 
  compatibility license.  
   
  XF-1 
  
  Xeno Files: Issue 9 
  Table of Simple Contents 
  Azan. . . . . . . . . . . . . . XF-3 
  Ker-Azan . . . . . . . . . . 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 on the intellectual and magically influenced race known as the Azan.   
   
   
  Enjoy the read and issue 10 is on the way.  See you in the Void, Cowboy! 
  Fancy to be an author, designer, or artist... Have an idea 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. 
  XF-2 
  
  Xeno file: Azan 
  XF-3 
  Azani are an ancient race of child-like 
  magician-scientists, driven across the universe 
  by their curiosity and their overconfidence. 
  Ages ago they became adepts of both magic 
  and technology, using them together to shape 
  themselves into a form they deemed 
  intellectually superior. 
   
  Ability Adjustments: +2 Int, +2 Cha, -2 Str 
  Hit Points: 2 
  Size and Type: Azani are Small humanoids 
  with the azan subtype. 
  Apprentice Affinity: Azani have a knack for 
  a set of skills reflecting the role their 
  progenitors intended embedded in them 
  during their growth. Each azan gains +2 racial 
  bonus to two skills selected from Computers, 
  Culture, Engineering, Life Science, Medicine, 
  Mysticism, and Physical Science. 
  Neurocomm: Each azan has a custom 
  communicator implanted while grown. 
  Neurocomm works like a personal comm, 
  except it is a hybrid device that is tuned to the 
  owner's soul, making it immune to hacking 
  attempts. It can be upgraded to act like a 
  higher tier computer at 110% cost, and does 
  not occupy any implant slot. 
  Technomagical Solutions: Azani have 
  innate understanding of basic magi-tech 
  principles. An azan who has access to a set of 
  tools and some parts, can spend 10 minutes 
  assembling a device that will duplicate effects 
  of a 0-level spell, chosen when the device is 
  constructed. An azan can use the device at will 
  or hand it over to another character. This 
  device breaks down after being used once by 
  anyone other than its creator. An azan can 
  construct another device during the same 10 
  minutes rest needed to regain Stamina Points. 
  This replaces the previous one; which breaks 
  down if it has not yet broke. A technomagical 
  solution is a spell-like ability that uses its 
  creator's character level as its caster level, and 
  the creator's Intelligence bonus to calculate 
  any saving throw DC. 
  Low-Light Vision: Azani can see in dim 
  light as if it where normal light.   
  Playing an AzAn 
  You likely…  
   
  Are prideful of your intellect, your skills, 
  and your academic achievements, as well 
  as scientific and magical expertise. 
   
  Avoid physical activity and close combat, 
  preferring to use technological devices, 
  spells, long range weapons, and minions to 
  deal with threats and problems. 
   
  Appreciate comforts of advanced 
  civilization and care little for “natural”. 
   
  Combine tendency to over-design and over
  -complicate your plans with pragmatism 
  and occasional ruthlessness when it comes 
  to reaping the benefits of success or 
  salvaging remnants of failure. 
   
  Other Races Probably…  
   
  Expect you to either solve major academic 
  and technological problems with ease or 
  fail spectacularly complicating matter even 
  more. 
   
  Consider you either arrogant and blunt or 
  detached and patronizing (or both). 
   
  Don't expect you to fight, or deal with 
  physically demanding activities. 
  nouns and Verbs 
  Azan is singular, azani is plural of the race’s 
  name, azant is adjective/possessive when 
  referring to singular azan, azanti is adjective/
  possessive when referring to plurality of azani 
  (like azanti physiology), and Azanatar is the 
  name of their home world. 
  
  Physical Description 
  Azani look a bit like hairless children with 
  totally inhuman beady black eyes. They tend 
  to be on the chubby side, with rounded faces 
  and slightly pronounced bellies. Their skin is 
  very smooth with wide array of colors ranging 
  from chalk white, ashen gray, pale pink, sandy, 
  yellow-green, turquoise, rust red, deep purple, 
  to bluish-black. The color is determined by 
  some the chemical compounds used in the 
  growing process and is shared by all the batch-
  siblings. Uniquely this color is completely 
  independent of the skin colors of the batch-
  parents. Sexual dimorphism was breed out 
  ages ago, as purposeless—while azani retain 
  sexes on a genetic level, they have little 
  external, psychological, or cultural difference 
  between them. 
       The modern azanti appearance is the result 
  of deliberate tampering with the body 
  development processes, stopping at an early, 
  pre-teenage stage—deemed to be biologically 
  optimal for their desired intellectual 
  superiority. Mature ancient azani grow to be 
  lean Medium-sized humanoids slightly shorter 
  than typical human.   
       Azani have a purely natural lifespan of 
  approximately 150 years. With widely 
  available dietetic supplements and anti-
  geriatric treatments, a fine-tuned to vat-grown 
  physique, azani can easily reach 300 years of 
  age. Still, many azanti scientists and magicians 
  pursue means of extending their life further, 
  via medicine, magic, and less savory methods. 
  Home worlD 
  Azani started to spread from Azanatar tens of 
  thousands of years ago, using magic, followed 
  by waves of sublight generation station-ships, 
  often constructed out of hollowed asteroids, 
  expanding their reach in a slowly growing 
  sphere. Trying to locate azanti home world 
  seems futile now, however. Analysis of 
  trajectories of the eldest of those bases 
  backtrack to an abandoned planetary system 
  with a number of dead planets orbiting a 
  brown dwarf. That is not a navigational or 
  mathematical error, though, and the 
  calculations are correct indeed. What is 
  missing, is the azanti home world itself—
  shifted into a pocket dimension together with 
  its moons and a significant supply of spare 
  asteroids and dust, safe from majority of 
  imaginable galactic cataclysms and potential 
  invasions. Azanatar is not completely severed 
  from the rest of the universe, however, for 
  azanti station-ships and colonies bear a 
  network of dimensional portals leading to 
  their native planet. 
       The world itself is warm, with small polar 
  caps, covered in shallow seas dotted with 
  multiple small continents and thousands of 
  islands. It’s orbited by an artificial miniature 
  sun giving enough light and heat to maintain 
  stable climate and provide energy for orbital 
  and planetary industries. A multitude of 
  domes and arcologies spread across the 
  surface, both on land and over the seas. 
  Factories and other economic facilities are 
  either hidden underground, submerged in seas, 
  rAce 
  avg. height 
  avg. weight 
  age of 
  mAturity 
  mAximum age 
  Azan 
  4-5 ft. 
  60-120 lbs. 
  7 - 10 years 
  150+2d20 years 
  XF-4 
  
  or orbiting the space around the planet. Much 
  of the land remains vacant, either kept in 
  pristine garden-like state or, surprisingly—
  when taking into account azanti disregard for 
  nature, as semi-wild preserves for azanti 
  amusement and to harbor control groups for 
  various long term biological and genetic 
  experiments. 
       Two moons orbit the planet. One is 
  habitable, with an array of different climatic 
  zones, ranging from temperate forests to cold 
  deserts, and the other remains mostly barren, 
  bearing scars of an ancient war and habitable 
  domes. There is also a ring of dust and 
  asteroids, remnant of the third moon shattered 
  in the same long-finished but not forgotten 
  conflict. 
       More asteroids form a sphere around 
  Azanatar beyond the orbit of its sun, at the 
  edge of the pocket dimension, with 
  mining stations, portals suitable for 
  starships, and other installations spread 
  through out. 
  society and alignment 
  Early in their long history azani reached 
  level of magical and technological 
  advancement that allowed them to 
  avoid physical labor, passing it to 
  summoned minions, bred-to-purpose 
  servants, and work-dedicated constructs. 
  Since that time they focus on intellectual 
  pursuits. Their dedication to mastering 
  magic and technology, and blending 
  them into a combined hybrid science 
  borders on obsession. Advances in 
  these fields allow them to offset 
  their minuscule population with 
  their creations used as tools and workforce 
  that tend to the needs of azani; freeing them to 
  pursue higher callings. 
       Because of extensive adjustments made to 
  their biology, azani aren’t capable or interested 
  in natural procreation anymore. Instead, any 
  azan wishing for a progeny must build, 
  purchase, or otherwise acquire a growing vat, 
  as well as numerous alchemical ingredients 
  required for the reproduction process. 
  Multiple azani often pool their resources to 
  share burdens, responsibilities, and benefits of 
  breeding, acting together as “batch parents”. 
  Such cabals often grow single azanti progeny 
  for each of the batch parents. The growing 
  process produces a fully functional young 
  adult and implants basic knowledge of azanti 
  language, culture, and the skills needed for the 
  individual's planned apprenticeship—
  with batch siblings sharing 
  tint of their skin and their 
  skill predisposition. 
  Many azani have little 
  love for their progeny, 
  considering them an 
  investment into 
  procuring a desired 
  assistant and a 
  potential junior 
  colleague more than a 
  child. Azanti culture 
  considers a newly grown 
  azan an apprentice 
  indentured to its batch 
  parents until its servitude 
  repays the costs of its 
  creation, usually with a 
  hefty interest (especially if 
  the batch parents suffered 
  XF-5 
  
  from failed growing attempts before). 
  Apprenticeship on average lasts for 7—10 
  years. Afterwards the progeny might be 
  retained as an assistant, sent as an agent to 
  perform services away from its parent, or 
  dismissed to live independently. 
       Adult independent azani organize 
  themselves into cabals (small groups that 
  share interests, goals, and resources), colleges 
  (larger networks that share information about 
  related interests and exchange information), 
  or corporations (groups that control specific 
  resources or technologies). Majority of azani 
  live in small outposts where all the activity 
  focuses around a cabal or two. Larger azanti 
  settlements are usually governed by a college 
  or corporation serving primarily as a focal 
  point for interest of the group. Azani are free 
  to change their allegiances as they please as 
  long as they have fulfilled their contractual 
  obligations. 
       Azanti settlements are marvels of 
  engineering and magic, using short-range 
  portals, extradimensional space, guardian 
  constructs, mechanized factories, and mutated 
  flora and fauna whenever possible. 
       The closest thing to a centralized authority 
  across the azanti civilization is The Science 
  Council. It operates from Azanatar, 
  functioning as the primarily peer-review 
  group,  recording claims of scientific 
  discoveries and engineering inventions, 
  overseeing exchange and archiving of 
  information, holding copies of contracts and 
  azanti lineages. Most of their power is derived 
  from the respect given to an individual 
  members’ achievements, although they also 
  have the codes allowing them to disconnect 
  portals linking their home world with out 
  world stations and colonies, severing selected 
  settlements from Azanatar. This power is 
  almost never actually used, but more like an 
  unspoken threat. They also command 
  Azanatar’s significant automated defense 
  systems and its fleet, which is sometimes 
  called to mediate between various azanti 
  groups as mutually respected third party. 
  relAtions 
  Azani see themselves as intellectually and 
  culturally superior to other races. Individual 
  and group attitudes range from patronizing 
  benevolence to shameless exploitation, with 
  isolationism being the dominant policy among 
  cabals and colleges. While the azani often 
  consider other races inferior in the field of 
  science, research, and culture, they are aware 
  of their own need for raw resources and 
  occasionally trade with non-azani. They prefer 
  to control sources of materials, though, 
  building their outposts in locations allowing 
  them to oversee harvest and refinement of 
  resources without relying on others. 
       Still, most azani see maintaining contact 
  with other races as having great potential, 
  especially when it comes to exploration and 
  fighting against larger threats, for it allows 
  joining exceptional azanti intelligence with 
  brute strength, violence, stubbornness and 
  other qualities present in other species for a 
  shared cause—preferably under azanti subtle 
  guidance. Many young azani join groups either 
  during their apprenticeship missions, or while 
  going independent after finishing their 
  services to their parents. At least for a while 
  until they gather enough prestige and capital 
  to join a college or a corporation. 
  XF-6 
  
  aDVenture 
  Azani adventure for science! Either directly, 
  seeking information, performing experiments, 
  gathering samples, experience, and 
  components. Or indirectly, by gathering funds 
  to finance further research and materials to 
  develop research infrastructure. Many azani 
  taste adventuring life during their 
  apprenticeship, either by aiding their parents 
  in their endeavors, or being sent on minor 
  missions in service to their parents. Even as 
  adventurers, azani prefer to avoid mundane 
  labor, using drones, robots, summoned 
  minions, and more burly allies for activities 
  that require exertion of physical strength. 
  nAmes 
  Azani have a first name that is short and often 
  sharp sounding, usually composed of one or 
  two syllables. This is, followed by a batch 
  name that is composed of the first names of all 
  the parents and the number of the batch they 
  created together. It is then then followed by 
  ranks and organizations they belong to. Azani 
  that are still in their indenture period are 
  expected to precede their name with term 
  such as “apprentice”, “disciple” or "student", 
  depending on whim and title of the parent(s) 
  they serve. Respected azani may claim the 
  honorific of master, doctor, or professor before 
  their name. 
       Sample Name: Zix CortValDax III, fractalist 
  of Pyromantic College, inductor of ValDax 
  Corporation. 
  lAnguAge 
  Azanti language is an ancient and complex 
  one. Like their biology, it is subject to 
  deliberate shaping, maintaining single unified 
  dialect between all the colonies connected to 
  their home world, with any irregularities 
  rooted out to maintain its scientific accuracy, 
  information transfer efficiency, and dedication 
  to intellectual pursuits. 
  aDVenture Hooks 
   
  You were grown by your parent with a 
  very specific purpose in mind. During your 
  apprenticeship you are expected to fulfill 
  that purpose, be it exploring a facility, a 
  planet, or a whole system, test a newly 
  constructed device, or discover full 
  functions of an ancient one. Until you 
  finish the task placed before, you won’t be 
  freed from your obligations. Thankfully, 
  you are not alone in your challenge—you 
  are accompanied by a number of batch-
  siblings and minions mercenaries hired by 
  your parents to accompany you in your 
  mission. 
   
  Your parent (or all of them) left a strange 
  message before vanishing without trace. 
  Their cabal knows not what happened. 
  You and your current crew have to follow 
  the clues, track them down and find out 
  what happened to them. 
   
  A major threat looms, endangering a whole 
  system or a cluster… Local authorities 
  assemble an emergency response team and 
  they picked you for your superior expertise 
  and intellectual prowess, (along a bunch of 
  representatives of other species and groups). Or 
  were there other reasons for your selection, 
  reasons that were not disclosed to you? 
  XF-7 
  
  Ker-azani are azanti batchlings who 
  manifested various biological defects during 
  their growth, but were good enough to be 
  supplemented with synthetic replacement 
  parts instead of being salvaged for biological 
  components.  
       While nominally considered azani, there is 
  a degree of social bias against them, for they 
  are a reminder that even azanti creations can 
  be flawed. One difference Ker-azani endear is 
  being bound via apprenticeship to their batch-
  parents for longer amount time than the 
  typical for azan. This extended duration is due 
  to repaying the costs for not only their growth 
  but of the synthetic augmentations received.  
       Once they are released from apprenticeship, 
  they are expected not to participate in the 
  breeding cycle. While not exactly forbidden 
  from growing their own progeny, they are 
  unlikely to find co-parents. A majority of ker-
  azani are socially conditioned not to pursue it.  
  However, some do obsess at improving the 
  growing process so they can procreate without 
  risking genetic defects passing to the next 
  generation.  
       Ker-azani are not often seen in managerial 
  positions in colleges or corporations. Although 
  that can be self-fulfilling prophecy brought by 
  their lower confidence in their ability to 
  oversee other azani. 
   
  Ability Adjustments: +2 Str, +2 Int, -2 Con 
  Hit Points: 2 
  Size and Type: Azani are Small humanoids 
  with the azan subtype.. 
  Constructed: For the purpose of effects 
  targeting race, ker-azani are treated as both 
  humanoids and constructs (whichever effect is 
  worse). They receive +2 racial bonus to saving 
  throws against disease, mind-affecting effects, 
  poison, and sleep, unless those effects 
  specifically affect constructs. In addition, ker-
  azani do not breathe nor suffer the normal 
  environmental effects of being in vacuum. 
  Neurocomm: Each azan has a custom 
  communicator implanted while grown. 
  Neurocomm works like a personal comm, 
  except it is a hybrid device that is tuned to the 
  owner's soul, making it immune to hacking 
  attempts. It can be upgraded to act like a 
  higher tier computer at 110% cost, and does 
  not occupy any implant slot. 
  Technomagical Solutions: Azani have 
  innate understanding of basic technomantic 
  principles. An azan with access to a set of 
  tools and some parts can spend 10 minutes 
  assembling a device that will duplicate effects 
  of a 0-level spell, chosen when the device is 
  constructed. An azan can use the device at will 
  or hand it over to another character. This 
  device breaks down after being used once by 
  anyone other than its creator. An azan can 
  construct another device during the same 10 
  minutes rest needed to regain Stamina Points. 
  This replaces the previous one; which breaks 
  down if it has not yet broke. A technomagical 
  solution is a spell-like ability that uses its 
  creator's character level as its caster level, and 
  the creator's Intelligence bonus to calculate 
  any saving throw DC. 
  Low-Light Vision: Azani can see in dim 
  light as if it where normal light.   
  Xeno file: ker-Azan 
  XF-8 
  
  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 Rights Reserved. 
  1. Definitions: (a) “Contributors” means the copyright 
  and/or trademark owners who have contributed Open 
  Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and 
  translations (including into other computer languages), 
  potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game 
  Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the 
  extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work 
  covered by this License, including translations and 
  derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, 
  characters, stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or 
  the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this 
  License. 
  3. Offer and Acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the terms of 
  this License. 
  4. Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open 
  Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the 
  rights conveyed by this License. 
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement 
  with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  distribute. 
  11. Use of Contributor Credits: You may not market or 
  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 9: © 2018, Amora Game, LLC; Author: 
  Wojciech Gruchała  
  XF-9 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Amora/Xeno File 009 - Azan & Ker-Azan.pdf