Amora - Xeno File 003 - Halloween Edition
Amora - Xeno File 003 - Halloween Edition
October 2017
$ 2.25
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.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying
Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game. Paizo Publishing, Inc does not
guarantee compatibility, and does not endorse this product.
Interior Artist: Sasha Turk, Jeshields, Luigi Castellani, Jeremy Hart, Jenni Saveall, Jacob Blackmon
This product makes use of the Pathfinder Roleplaying Game Core Rulebook and Advanced Race Guide.
These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/prd
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.
Starjammer and associated marks and logos are trademarks of d20pfsrd.com Publishing Inc., and are used under license. See
https://www.opengamingstore.com/pages/starjammer for more information.
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.
Xeno File: Issue 3 “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.
Amoragame.com
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
XF-2
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
Xeno File: Rendeians by Joshua Hennington
Thralls to the qlippoth lord Sessr’vatn, these
warped creatures worship no gods but the Playing a Rendeian
Abyss itself. Relying on abyssal, magical and You likely…
technological augmentations to their body,
they seek little else but the empowerment of You likely view the other Outer Planes as
their alien masters – and the destruction of infringements on proper existence.
their masters’ greatest enemies, demonkind. You see augmentations as a form of
personal art.
Ability Adjustments: +2 Con, +2 Wis, -2 Dex
You know how to deal with outsiders
Hit Points: 6
Size and Type: Rendeians are Medium amicably, but plot to twist ends to your
humanoids with the rendeian and own design.
shapechanger subtypes.
Darkvision: Rendeians have darkvision 60 ft. Other Races Probably…
Think you’re an expert on applying
Adaptive Physiology: A rendeian possesses
one of the following: a burrow speed of 15 feet, augmentations of all kinds.
a fly speed of 20 feet (clumsy), or a climb or Expect you to change form at a moment’s
swim speed of 30 feet. This can be altered to
notice.
another choice by taking 10 minutes to retract
and generate appendages necessary for the Worry you’re going to sacrifice them to
new movement. This does not count as resting your foul god.
for 10 minutes to regain Stamina Points.
Morphic Augmenters: Rendeians take
naturally to augmentations, and their Physical Description
physiology allows them to install such things These creatures have violet skin that subtly
themselves. As such, they need not have the ripples on the surface, with a large beak and
necessary ranks in Medicine to install horns that protrude from their angled skulls.
augmentations on their own body. If they do They tend towards lean structures, but due to
have the required ranks, any implantation time the race’s imbued knack for augmentations,
is halved. This ability does not apply to other individual appearances can vary widely. They
creatures. enjoy the bird-like talons on their hands and
Qlippoth Thralls: Rendeians take a -4 feet, but it’s not uncommon for them to have
penalty on saving throws against effects otherworldly-appearing limbs grafted from the
created by creatures with the qlippoth raw Abyss.
subtype. Rendeians have no true gender; this need
Sin Hunters: Rendeians gain a +2 racial was obviated long ago by their master
bonus on attack rolls and saving throws Sessr’vatn. Instead, they reproduce through an
against non-qlippoth creatures with the evil odd form of communal symbiosis. Each
subtype. rendeian morphs itself to match the structure
of an adjacent mate, allowing the genetic
Soul Lore: Sessr’vatn imparts its servants patterns to mesh, and a small grub
with an unprecedented knowledge of its materializes when the ‘parents’ snap apart.
enemies. Mysticism is always a class skill for This newly-formed child grows to adult size
Rendeians, and they gain a +2 racial bonus on over the span of nearly 3 years, and can live for
Mysticism checks to know information about approximately 50 more after that; the
the Outer Planes and their inhabitants. rendeians’ adaptive biology do not lend
themselves to unassisted long-term survival.
XF-3
Race Avg. Height Avg. Weight Age of Maximum Age
Maturity
Rendeian 6-8 ft. 150-350 lbs. 3 years 35+2d20 years
XF-4
realms. Indeed, there are some breeds of the
fiends that walk freely throughout the Planet Profile: Rendei-5
rendeian society. These qlippoths tend to Classification: Terrestrial: (35 %, water; 15 % land mass, 45% abyssal
specialize in augmentation or evangelization, terrain, 5% fleshjungle)
as these are the things most tolerated by other Atmosphere: Normal
races for which Rendei-5 is known.
Known Biomes: Fleshjungle, Biodomes, Wastelands
Rendeians tend towards being chaotic evil,
as their master Sessr’vatn demands their Gravity: Standard
unswerving obedience through anarchy. Orbit: 524 days; 8 months (65 days per month)
Chaotic neutral members of the species are not Rotation: 38 hours (16 hours daylight; 22 hours night)
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. in need who wage war on sin.
Relations Adventure
Rendeians tend to get along with various Some rendeians leave their home world, either
governments by-and-large; their uncanny to increase their own prestige by gathering
reputation for having silver tongues precedes souls for their masters or to evade the
and becomes them. Indeed, some even oppressive anarchy that envelops the world.
augment their tongues to be metallic in nature There are even those few that feel staying in
– not only to smooth words, but to proof one place is not enough; indeed, it is not just
against any poisonous treachery. On an bodily augmentations that can make a great
creation. Experience can come in handy just as
individual basis, however, the qlippoth-thralls
tend to gather much aggression. It’s not often.
uncommon for a lone ship or small fleet to raid These rendeians may be slavers looking to
the planet every so often; their inevitable increase their prestige through sacrifice,
destruction seems to not deter these evangelists desiring to preach their maddening
‘crusaders’. creed, or simply mercenaries wanting a job.
Against worshippers or cultists of other While the more genteel aspects of society
fiends, however, the rendeians brook no typically want nothing to do with them, the
resistance. Like their qlippoth masters, they gutters always have applications open.
seek to eradicate sin from creation, preferring The most common classes for rendeians are
to hunt demon-kind above all other quarries. mechanics (who see all of life as a machine in
Ironically, this leads to them prizing holy need of repair) and mystics with the
weapon fusions above all other kinds – while mindbreaker or star shaman connections.
it is antithetical to their nature, goodness still However, their fearlessness in combat leads
triumphs over sin, in its own way. their soldiers to be regarded with rightful
Crusaders and those with righteous causes wariness.
have a complex relationship with the species
that borders on aggression. While those Names
aligned with the goodly planes accept aid Rendeians have no true gender, and their
against a common enemy, they are wary to do names tend to resonate with harsh clicking
so. The repercussions of siding with the mortal noises. Examples include C’chul, R’thial,
servants of qlippoth, an evil older than evil Surruccin, T’cheriah, Kiilakato and
itself, can be unknowable; regardless, the Shakkuutin.
rendeians are all too eager to give aid to those
XF-5
Language rendeians who rankle under the shackles
of their qlippoth lords; they seek to cut off
The rendeian language is a subtle series of the planet’s Abyssal connection and
caws that can vary widely in tone, depending liberate themselves of the fiends once and
on the inflection and subtext associated with for all. Their leader, Plsharah (CG rendeian
each word. Those with similarly avian mystic) claims to have a personal
physiology are more able to easily pronounce it connection to a forgotten god of the
without a vocal modulator. In addition, due to planet’s past. Once dedicated to peace and
their intimate relations with qlippoth-kind, all goodwill, now she must take a militant
Rendeians learn Abyssal at a young age. hand in the affairs of her now-distorted
people. Any help that off-worlders could
provide to the cause would be immensely
Adventure Hooks appreciated – especially that of closing the
fiendish portals that litter the planet.
While rendeians have a relatively short
lifespan, it’s widely known (and even
expected, to a degree) that the most Augmentations
lucrative profiteers from the flesh trade
preserve their minds in various Despite their morphic nature, rendeains are
encapsulations. These can range from one uncanny pioneers in the realm of biotech.
of many myriad paths of undeath, to being Listed below are some examples of their
transformed into an AI, to forcing other biotech; while easily purchasable on any world
bodies to act as spiritual and mental where the species is at the least in a large
surrogates. These various secrets of minority, they may draw suspicious eyes from
immortality can be sold to many a buyer – more benign onlookers.
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
Sa
god.
e
2:
Re
XF-6
Skinshedding System: Skin Metaplanar anchor System: Brain
Price: 1,250 Level 3 Price: 19,500 Level 9
This transparent lining on your skin taps into Through surgery that laces one’s mind with
your natural pigments, and can quickly remove essences from Purgatory, the center of
them. As a swift action, you may activate this existence, this biotech gives a sensation of
biotech to render your skin transparent for one always being at home regardless of your planar
round. Any creatures that can see you within locale. You are never treated as if you have the
30 feet must succeed at a Fortitude saving extraplanar subtype, regardless of your
throw (DC = 10 + half your level + your original plane and the plane in which you
Constitution modifier) or be sickened for 2d4 currently reside. Furthermore, you are
rounds at the sudden sight of your churning unaffected by any planar traits that would
organs. After using skinshedding, you are impede you based on your alignment.
fatigued for one round, and cannot use it again
until you’ve rested for 10 minutes to regain Parasitic Twin growth System: Arm and
Stamina Points, though you can spend 1 Hand
Resolve Point at any time to recharge it
Price: 155,000 Level 15
immediately. This is a sight-dependent effect
that does not affect others if you are wearing The grafted biotech can take a variety of forms,
heavy armor, powered armor, or heavy from a withered head sprouting from your
clothing (at the GM’s discretion). shoulder, to a mouth encapsulating your arm,
Outsider's Grasp to an entirely alien organism replacing the
System: Hand limb entirely. A parasitic twingrowth gives
Price: 2,725 Level 5 your arm an intelligence of its own, albeit a
subservient one. If you would be targeted by
This graft replaces one of your hands with that an effect that requires a Will saving throw,
of an extraplanar creature, giving any weapon there is a 20% chance that it instead targets
that hand wields the alignment-based power the twingrowth – if the saving throw is failed
of its progenitor. Some renditions of this in this case, you are sickened for 2d3 rounds
biotech are artificially grown and treated with (or for the effect’s duration, whichever is
planar elements, but rendeians much prefer an longer) as your arm convulses eerily.
actual outsider’s limb to use for this purpose. Furthermore, it can act of its own accord
When this biotech is installed, an alignment when you cannot. If you would be
component is selected in accordance with the incapacitated (such as through a compulsion
alignment of the limb’s original owner: chaos, effect, falling unconscious, or death), you may
good, law or evil. The hand gives the effects of expend 1 Resolve Point to allow the parasitic
a corresponding weapon fusion to any weapon twingrowth to act of its own accord for 1
wielded with that hand. If this would result in
minute. It uses your bonuses with any object it
more than one alignment-based fusion being in possesses in its hand, and can draw what it
effect, all such infusions are nullified. If chaos needs from your body. For instance, if you gave
is chosen, the anarchic weapon fusion is your twingrowth control and you had an
bestowed; good corresponds with holy; law azimuth laser pistol in your hand, the biotech
corresponds with axiomatic; and evil would use your attack roll and damage
corresponds with unholy. 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
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. Case Study Interview: Rendeian come is all sorts
of shapes and sizes out in the ‘Verse. You really
XF-8
Rendeian Conversion
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.
Pilots for Hire retrieval for corporations who left items behind, to
Leader: CEO and board Chairmen Sheyenne Alexxandra answering distress beacons that the Union Worlds do
Headquarters: Alpha Zeta, mobile space station not have time or resources in the area to inspect. The
Two score ago, Accelerated Certification of Explorers, makeup of the A3 hosts a number of large freighters,
also known as ACE, started as a top gun pilot training tow ships, and star fighters equipped with the most
academy boasting of the best and brightest from the advanced scanners and towing technology available.
civilized races around the Quad and beyond the Void. Rumors persist of a division of the company that
The academy offered a variety of classes ranging from offers select services to only the most high profile of
weekend seminars teaching kids to pilot simple single clients. ACE Public Relations (PRD) will never confirm
man watercrafts to month long training simulations on the existence of the whispered department within the
tactical heavy freighter combat. It was in a pilots favor organization that performs these hush services.
and respected if a starship pilot held an ACE approved However, conspiracy theorists say the Delta Nova Zeta
certification pilot license. (DNZ) is a corporate mercenary division taking
As technology advanced and potential pilots sought contracts of black ops rescue and withdraws, acting as
cheaper training elsewhere, the ACE program expanded crack pilot dog fighters bombarding slave ships,
beyond the academy portion of the businesses and emergency medical extractions for undercover
branched out to planetary expeditions. They serve as corporate or government agents, and performs ethical
aerial surveillance and security for industrial espionage and sabotage. The DNZ operatives fly in on
corporations performing planet side surveys for future unmarked ships and disappear before targets can
developments. The Alpha One (A1) Department services register their movement.
its clients with manned craft and aerial drones Lead by CEO and Board Chairman Sheyenne
protecting the ground crew and providing surveillance Alexxandra, ACE Headquarters is located on a mobile
shielding for clients that wish to keep operations space station that wonders the quadrant known as
secret. Providing services of radar jamming and Alpha Zeta. This station houses a large percentage of
scan deflectors are optional for an additional ACE internal fleet of ships, and offers a wide variety
service fee. of services to ACE Certified Pilots. These services
Department Alpha Two (A2) include medical services and resupply,
handles request for security of over dormitories for rent, refueling capabilities,
long distance travel through including ship repairs and upgrades, an array
hyperspace. Elite A2 star fighter pilots of equipment (personal and otherwise) for
take on escort missions for freighter caravans rental and purchase, a job board access
that need defending from space pirates and with access to freelance contracts and a
organic threats traveling in deep space. This number of essential services provided to
department gives guidance astral navigation members only.
through safe routes and pilots assigned to ACE still operates a number of pilot training
the contract will respond defensively to facilities among several Union planets,
aggressive actions against employers. offering local licenses and higher quality ACE
However, ACE policy dictates a certifications. Local licenses focus on the
responsive reaction versus initial society regulations of the planet, local
confrontation. The pilots that join this government and Union qualifications for
department must be skilled in registered operation of the required craft.
negotiation. Then they offer a more intensive course
Department Alpha Three (A3) is designed with higher standards and
the salvage and rescue fleet of the lower graduation rate that qualify the
ACE company. A3 operates under individual as an ACE Certified Pilot.
contracts consisting of simple They use these higher courses to
missions of planet-side equipment scout for potential recruits.
XF-10
Holo News: Symbiotes
*An interview with Captain “Ion” Jack and ones that many folk breed and farm to sell
his Marvelous Space Parasites* throughout the galaxy.
T
Yes, depending on the area of the void
he galaxy is full of parasites lurking
space, these creatures can be seen as pets
on and around the known worlds.
while others can be seen as illegal biotech
Beyond the black are even more
modes, despite being natural living creatures.
terrifying and numerous slugs
Now all symbiotic relationships are
waiting to eat your soft wet sponge insides. beneficial to both parties, commonly the
Trust me, I know. I’ve been out there. I’ve symbiote gains a source of food and
studied them. I cultivate them, breed them, protection, with the host acting as a caretaker,
and make them my own. What, don’t believe reaps the ability to see in the dark or breathe
me? This scar here [rolls up pant leg], from a methane gas.
Tarak Leech. Look at that circle of jagged teeth In their own right symbiotes are capable of
it left behind. This finger, right here. living on their own, I’ll bet for a while, before
Reconstructed, the original go bitten off by a they need shelter from the storm. They range
Nebulan Orsage. Little sucker started to digest in sizes from Fine to Tiny. There is a few that
it before I could stomp it with my boot. Nasty can get to be about the size of a Small dog, but
little bastards. those are generally found on the underbelly of
But don’t get me wrong, there are parasites those “space” whales you hear about.
out there that can do you some good. What do Now a host’s body can generally handle
you science folk call them? Cinna-bots? No, about four of these things at a given time
that ain’t right. Symbiote. That’s the word I’m before problems start to creep up. And unless
looking for. Look, let me tell you how a it’s breeding season for the symbiote, generally
common Cearkif saved my butt back on only one per type per host. It’s like the little
Odeious 9. . . 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
I
What’s a Symbiote?
for trade.
’m glad you asked. Symbiotes are organic
natural creatures, just like the host
creature they attach themselves to. Some Symbiotes and You!
are parasitic, with a fraction that change The number of symbiotes that a character’s
the actual DNA structure of a host, but the end body can maintain at one time is related
result is that it will eventually have to find a directly in portion to the starting racial hit
new one. These types of symbiotes, while points (HP) a race begins play with. For
called parasites, do offer benefits to the host, example, a human begins play with 4 HP,
even if it is for a short time. However, the allowing their body to only host 4 different
majority of symbiotes, like the Cearkif offer types of symbiotes at once. An abiarazi can
benefits to the host without leeching out all of support up to six different symbiotes, as their
the host’s cerebral brain fluid. These are the starting racial HP is 6. Umvee can host four
symbiotes due to only have 4 HP, and so on.
XF-11
Each symbiote comes with a benefit. This Bonding: This section will explain the time it
benefit also comes with a cost, a price to that takes to form a perfect symbiosis with the
will be paid for cohabitation of the same body. creature and gain its benefits.
A character’s starting racial HP also acts as a Life Span: Will list the duration a symbiote
number of maximum slots that can be filled to can live.
host a symbiote. Each symbiote has a System: Sometimes on the rare occasion, a
minimum slot cost, as some take more space symbiote will take over a system slot like an
than others do, due to size or benefit. augmentation.
A host cannot gain double the benefit from
having more than one of the same type of Symbiotes for SALE!!
symbiote at a given time. Example: a character Adrenal Tick
with two Cearkif symbiotes, can only gain the Adrenal ticks are fine size insects that are
benefit as though he had one Cearkif. This also small enough that can hide on any part of the
applies to symbiotes that give a numerical body, but are commonly tucked away behind
bonus, such as a +2 bonus to Fortitude Saves, the ear or neck. They can grow bulbous as the
the character can only benefit from one of feed. When an adrenal tick attaches itself to a
these bonuses from the same type of symbiote. host, they bite upon the skin, and use a hind
For symbiotes that give numerical bonuses stinger to return a portion of the fluid taken.
to the same statistic, but are a different type of This return fluid is a type of byproduct that
symbiote, these bonuses stack together. acts as a stimulant in high-pressure situations
Symbiotes can be the subject of attacks. In of fear. It gives the host a +1 morale bonus to
these instances, they use the host AC and saves to resist panicked and frightened
saves, since they are bonded. If an attack is conditions.
successful against, it can only take damage up Level: 3; Price: 50; Size: F; HP: 1
to it’s HP. Once it reaches 0 HP, it is Bonding: It takes only for the adrenal tick
considered dead. start feeding before the effects are felt. At any
point, an adrenal tick can be removed.
Reading a Symbiote Stat Block: Life Span: Adrenal ticks can live for up to 6
Name: The name will state the name of the days on the host, before one is too engorged
creature. enough to pop. At which point they fall off and
Underneath the name will describe the search for a mate. For the first 24 hours on a
creature, the benefits, and where they can be host, roll 1d6. If it lands on a 6, the tick eats to
applied. fast and dies. For each consecutive day, roll a
Level: This level will list the availability of the 1d6 with a cumulative -1 penalty for every 24
symbiote. hours after the first. If the d6 ever rolls higher
Price: This is the price of the little bugger. then this number, the tick pops.
Size: F-Fine; D-Diminutive; T-Tiny; S-Small Example: On day 3 the player must roll a 4 or higher the
HP: In this section, it will explain the HP slot adrenal tick burst. If it is a 3 or lower, the tick is fine.
& “cost”; also how much HP the creature has.
XF-12
Cearkif effects of radiation poisoning. On a failed save
The cearkif of Epsilon-7782 is bright silver you suffer radiation sickness and spend 1d6
colored fish-like creature with the capacity to rounds vomiting up the gel clam,
help its host understand languages of a unfortunately the regurgitation kills the gel
humanoid race. These little brain-wave clam. However, if one is able to stomach the
sucking cearkif must be inserted into the body creature and still has organic eyes, you gain
via a cavity that will allow it to work its way lowlight vision, as well as the ability to see
to the host’s brain (up a nose or through an ear infrared and ultraviolet light while the gel
opening). Cearkif than makes its home living clam is in your system.
in the cerebral brain fluid of sentient beings. It Level: 5; Price: 300; Size: F; HP: 1
is a common companion for ambassadors and Bonding: Once a gel clam has entered the
those that possess telepathy. It gives the host digestive tract of a character, it feeds on the
the ability to speak, read, and understand all microorganisms living there. It takes 1d6
languages. minutes for the side effects to kick in after a
Level: 1; Price: 125; Size: F; HP: 1 successful save.
Bonding: Cearkif bond with their host as Life Span: Gel clams pass through a
soon as it is physically able to enter the host’s creatures system in 24 hours. They are
brain fluid. retrievable after this use and require a low-
Life Span: Once bonded, cearkif have an level radiation tank to live in the down time.
accelerated lifespan. So long as the host is in They need 24 hours in this environment to
dialogue with an unknown language it heal before it can be ingested again. If a host
naturally does not speak, the cearkif can live comes into contact with a dose of radiation
indefinitely. After an hour of inconsistent during these 24 hours, the gel clam have been
chatter and inactive speech, it dies causing known to embed into the inner stomach lining
nausea in the host until it is expelled (1d20 for several 1d4 days.
minutes). System: Creature must have organic eyes.
XF-13
fashion icons across the universe. In times of allows it to act as conductors of electrical data.
intense stress, spores can be persuaded to When attached to a tech savvy host, one can
shoot a puff of glitter, covering a 10-foot radius act as a datajack with a 2 foot adapter cable.
with glitter, and coating all within the area. So long as the vine can be "plugged in" to a
Many icons have used this tactic to identify port, it can be used.
invisible stalkers. Level: 1; Price: 1,200; Size: F; HP: 1
If used as an aggressive action, such as Bonding: Neurohedra bury roots into the
aiming your glitter spore implanted in your host after a short time of willing contact. It
wrist at an attacker’s eyes, a standard action is takes a full week for the roots to integrate
used to make a ranged attack (Dex based). It with the host's nerves system. After such time,
has a range of 10 feet and deals no damage, but it begins to accept electro-impulses of the host
causes the blinded condition. This condition and can be used as a data jack. Removal of a
can be removed as a full round action to neurohedra is all or nothing and requires a
remove the glitter from the eyes. On a critical, base Medicine check of DC 15 and one hour
the subject is also confused and dazzled for surgery.
one round or until they remove the glitter from For every month the plant is attached to
their eyes. host, this DC increases by 1; up to a DC of 30.
Level: 3; Price: 3,050; Size: F-D; HP: 2 For every 5 DC, add one hour to the removal
Bonding: Glitter spores bond very quickly surgery. Each hour requires a successful
once attached to a host. The spore does take Medicine check. If a check is unsuccessful, the
three days to spread its roots underneath the host takes lethal damage equal to the DC
host’s organic skin in a slow and 100% painless check + the difference of the roll vs DC. A
process (just a little itching). failed roll adds an additional hour to the
Life Span: Glitter spores can live from 3 days surgery.
to 25 years when attached to an active healthy Life Span: Neurohedra can live as long as the
host. host. For every year the host and symbiote
System: A glitter spore “digs in” to the have bonded, the size can increase, For each
dermal system of area in which it is planted. size category over Fine, it also gains 1 HP
requirement, and offers a +1 to Computer skill
Neurohedra checks.
The neurohedra is a byproduct of the Cuscuta System: Spinal Chord
race when they were developing biotech data Sum Leech
technology. Neurohedra was originally Sum Leeches live on planets with areas of
engineered and designed to replace constant humidity and marshlands.
hard lines of wire and cable on bio- This slug-like creature starts at
ships, but it became an invasive around 2 inches in length,
species attaching itself and but can grow to be 2 feet
feeding on other plants. The long. The sum leech
genetic makeup of neurohedra have been known to
XF-14
attached along the spin near a humanoid host’s
Among the social elite Thaxion bark is an
digestive track to blend in, but the common expensive gift to a child when they come of age
spot is on the belly of an individual. Sum or it is applied when they come of the human
leeches feed off the waste return of its host, in
comparative age of 3 years. Once applied the
direct response a sum leech can be massaged bark fusses and grows with the host over it's
once a day to release a “paste” that causes life time, forming a bond that last till death.
elevated feelings of euphoric self-awareness.
For the first time in the host life, when they
This single dose can be ingested, and provides
reach 0 HP and is dying, the bark sacrifices
a +2 morale bonus to saves against mind- itself, spending its life force to stabilize the
affecting effects for 1 hour. The paste can be
host as if the host had spent resolve points to
stored for up to 48 hours before it dries out,
stabilize.
rendering it ineffective. On occasion the bark has been tricked by
Level: 2; Price: 475; Size: D; HP: 2 the host to sacrifice itself to stay in the fight.
Bonding: Sum leeches bond with their host As a reaction, the host can choose to use the
within 4 hours of attaching themselves. bark's resolve early, sacrificing it to allow the
host act as though they had spend their own
Life Span: Sum leeches can live for up to five
resolve to staying in the fight. Unlike the
years. Over the course of a steady diet, it will
resolve ability, the bark can be sacrificed if you
grow from diminutive to small in a matter of 6
months. A sum leech can become larger to theare knocked unconscious from nonlethal or
size of tiny and up to small. lethal damage.
Thaxion Bark Level: 1; Price: 9,950; Size: S; HP: 3
Quick growing gymnosperm conifer plant that Bonding: On a successful Medicine check
solely lived on a temperate low gravity (DC 20) and 2 hour surgery, the bark is fused
planet that has been vaporized from an with the spin of the host. It takes one full
exploding sun. Before the planet month for the bark to grow and form
vaporized, there was a forest of vascular around the spine, encasing it in a "sheath".
plants that slowly noticed the world Life Span: The life of Thaxion bark is a
around it getting warmer. The forest simple one, living of the spinal fluid of
made a decision to grow beyond the host. They can live as long as the
the world and pollinate the stars. host, or until the host has reached
It launched seed pods into the dying or is sacrificed.
atmosphere, catching the solar System: Spinal Chord
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.
XF-15
Looking for a Ronin miniature?
Looking for a Geisha miniature?
Looking for 28mm and 35mm?
Amora Game has a shop for you!
XF-17