TEXT: Issue # 2 
  September 2017 
  $ 1.25 
  PLUS:  Daji: Goddess of the Umvee 
  & Umvee conversion for Starjammer 
  
  Xeno File: Issue 2 
  Author: Chance Phillips, Greg LaRose 
  Editor: Greg LaRose  
  Interior Artist: Sasha Turk 
  Cover Art: Sasha Turk 
  Page Art Credit: Zsuzsa Fige, Lord Zsezse Works 
  Publisher: Greg LaRose, Amora Game 
  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 2 “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. 
  Compatibility with the Pathﬁnder Roleplaying Game requires the Pathﬁnder Roleplaying 
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  information on the Pathﬁnder Roleplaying Game. Paizo Publishing, Inc does not 
  guarantee compatibility, and does not endorse this product. 
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook and Advanced Race Guide. 
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  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game 
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  XF-1 
  
  Xeno Files: Issue 2 
  Table of Simple Contents 
  Dyson Ale House 
       By Chance Phillips. . . . . . . . . . . . . . . . . . . XF-3 
       Chart: Drink Appearance & Effect. . . . XF-4 
       Chart: Door Generation. . . . . . . . . . . . . . XF-5 
       Chart: Room Generation. . . . . . . . . . . . . XF-6 to XF-9 
  Daji - The Living Kami. . . . . . . . . . . . . . . . .  XF-10 
  Umvee - Starjammer & Pathfinder . . . . . . XF-11 
  OGL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XF-12 
  XF-2 
  XF-2 
  
  R 
  ead this out loud when the players 
  first encounter the Dyson Alehouse: 
            Massive neon signs saying 
  Dyson Alehouse and “The Best 
  Tavern Everywhere Since [Unintelligible]” in 
  a variety of languages, some dead and some 
  you don’t understand, decorate the building. It 
  resembles a Western saloon coated with 
  chrome and steel plates. Antennae, fluorescent 
  lights, and docking stations scatter the exterior 
  of the building and a single automatic door 
  lies at the front of the building. 
   R ead this out loud when the players first 
  enter the Dyson Alehouse: 
       Aliens and creatures of all descriptions 
  swirl around the room, some popping into 
  doors and others picking up drinks from the 
  circular bar in the center. But one thing is 
  constant, when you step in, all of them glare at 
  you before continuing on their way. 
   
       From the outside, the Dyson Alehouse 
  resembles nothing so much as a saloon plucked 
  straight from the heydays of the Wild West, 
  albeit with more chrome and flashing lights. 
  However, once you step inside, this facade is 
  proved inaccurate. Every portion of the interior 
  walls is covered with doors, portholes, and 
  apertures of every shape, color, and kind. A 
  bar made entirely of a dull silver metal 
  occupies the center of the room, with an 
  insectoid android handing out beverages with 
  their four arms.  
       If a player character attempts to take a drink 
  from Dyson, the insectile android, they will 
  emit a whirring sound before stating that the 
  character must purchase a ticket in a broken 
  version of the character’s native language. If a 
  character tries to talk to Dyson about 
  things besides purchasing a 
  ticket, there is a 50% 
  chance that Dyson will 
  brokenly respond and a 
  50% chance that Dyson 
  will not recognize the 
  character at all.  
        
       A terminal detaches from the bar with a 
  coin slot. Once one hundred gold pieces worth 
  of coinage has been inserted into the terminal, 
  a ticket is spat out with the inscription, ‘Valid 
  for ten drinks’. 
       The ticket is a bright red, metallic, rectangle 
  that is around four inches by ten inches. Every 
  time a drink is taken from Dyson’s arms, the 
  ticket changes shades, becoming a cooler 
  color. The ticket is not valid in other rooms 
  and traditional payment must be made. Once it 
  reaches baby blue, the next time a drink is 
  taken, the ticket dissolves into a fine ash.  
       In order to determine the appearance and 
  effects of a drink, roll twice on the “Drink 
  Appearance and Effects” chart. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DYSON ALEHOUSE bY ChAnCe pHiLlIpS 
  XF-3 
  
       Every twenty seconds or so, one of the 
  patrons pops into or out of one of the doors or 
  portholes in the walls before either heading to 
  another door or leaving the building. If a 
  player character pays particular attention to 
  this cycle, they will notice that the doors 
  sometimes switch locations or vanish 
  altogether. If they watch for at least ten 
  minutes, they will notice that four doors 
  remain constant, one each in the middle of the 
  four walls. These four doors are the entrance to 
  the Alehouse and the other three cardinal 
  doors, the only constants in the Dyson 
  Alehouse, besides Dyson 
  themselves.  
       N.Door: The north door 
  leads to a small room, around 
  fifty feet by fifty feet with 
  purple walls and a luscious 
  shag carpet on the ceiling and 
  on the roof. In fact, around 
  half of the inhabitants of the 
  room are walking on the roof 
  instead of the floor, discussing 
  obviously important matters 
  with the other patrons of the 
  room, as the room always 
  appears to be on the brink of 
  being embroiled in a raging 
  fight. 
       West Door: The west 
  door leads to a large mead 
  hall, around thirty feet by one 
  hundred feet with a massive 
  fireplace at the farthest end 
  and large wooden tables 
  scattered throughout. Large 
  bucket sized tankards of ale 
  and mead are on the table and 
  several of the patrons are 
  drinking it by the bucket, 
  whilst boasting of their, often 
  impossible, deeds of strength 
  or heroism. 
       East Door: The east door 
  leads to a bar more 
  representative of what you 
  would think would be in a 
  saloon from the Wild West, 
  rotgut and all. The second you step in, your 
  clothes morph, altering into stereotypical Wild 
  West clothing, regardless of your actual body 
  shape; any weapons you may own do not 
  change however, and for all mechanical 
  purposes, it is just an illusion that affects 
  people upon stepping into the room. 
       Each of the three cardinal doors’ rooms also 
  have doors and other portals of all kinds 
  covering the wall, although, unlike the central 
  room, each of the doors in the three rooms is a 
  specific color. The doors in the east room are 
  black, the doors in the west room are all made 
  Drink Appearance and Effects 
  1d20: 
  Description: 
  Effects: 
  1 
  Releases floating bubbles 
  Causes hallucinations of butterflies 
  2 
  Slowly changes color while fizzing 
  Skin turns a light blue for a short while 
  3 
  Exceedingly viscous 
  Grants ability to see in total darkness as 
  if daylight for one hour 
  4 
  Emits a soft green light 
  Ears harmlessly emit steam while 
  drinking 
  5 
  Emits a soft whistling sound 
  Pupils temporarily expand to fill the 
  whole eye 
  6 
  Sickeningly sweet, tar-like substance Causes horrific hallucinations in 
  peripheral vision 
  7 
  Constantly swirls counterclockwise Hair grows an additional inch 
  8 
  Consists of small spheres 
  Hair begins to fall out in clumps 
  9 
  Remains very hot in all conditions 
  Fingernails grow an additional four 
  inches 
  10 Viscosity increases with pressure 
  Skin droops while drinking 
  11 Appears to be liquid shadows 
  Lose consciousness for 1d6+1d4 
  minutes 
  12 Looks like melted gold 
  Drink phases through the consumer 
  13 Drink floats around a small cube 
  The consumer moves 50% quicker for 
  five minutes 
  14 Completely transparent 
  Turns the consumer’s skin transparent 
  15 Emits a harmless flame 
  Small boils pop up on the consumer’s 
  skin 
  16 Gaseous substance in a glass jar 
  Become temporarily blind for 1d12 
  minutes 
  17 Identical to a watery mud 
  Reminds the consumer of their fondest 
  memory 
  18 Smells like fresh wildflowers 
  Warms the consumer from the inside 
  19 Green with consistent pink foam 
  Hair begins to oscillate between different 
  colors 
  20 Emits a bright, warm light 
  A green slime is emitted from the 
  consumer’s pores 
  XF-4 
  
  of charred oak, and the doors in the north room are all the same color purple as the walls. When 
  the player characters closely observe a door, roll once for each column on the following table:  
       Every room in the Dyson Alehouse has a particular set of rules and patrons who frequent it. 
  Quite often, the rules are nonsensical due to the slightly lacking sanity of the criminal 
  inhabitants, but the punishments are still so exacting that no one really crosses the line.  
       In order to randomly generate the patrons and rules of a room that the characters enter, roll 
  for each column on the “Room Generation Table” presented in the following pages. You may 
  want to roll several times to generate rules and punishments. 
       In order to determine the size of the room, just use your best judgment and decide what 
  would be best for the scene. If you think that it would be more cinematic or enjoyable if an 
  alien biker gang is crammed into a tiny room or if microscopic people are in a massive, 
  sprawling room, than they are. 
  d20: 
  Description:  
  Shape: 
  Miscellaneous: 
  1 Dandelion yellow 
  Octagonal porthole 
  Splatters of yellow paint 
  2 Very dark brown 
  Ogre sized door 
  Red and white polka dots 
  3 Mirrored paint 
  Pixie sized door 
  Deep grooves 
  4 Glass; no color 
  Swirling vortex 
  Discharges bolts of lightning 
  5 Translucent blue 
  Open hole 
  Blood stains 
  6 Swirls of different colors Barred trapdoor 
  Emits a soft white light 
  7 Deep crimson 
  Collapsible door 
  Tugging at its hinges 
  8 Shows clouds in a red sky Revolving door 
  Cracked down the middle 
  9 Painting of a tower 
  Hidden door (bookshelf) Torn to shreds 
  10 Painted over window 
  Large hatch 
  Emits agonizing shrieks 
  11 Dog door 
  Penetrable forcefield 
  Tiny stars revolve around it 
  12 Batwing doors 
  False wall 
  High pitched keening 
  13 Revolving door 
  Sliding curtains 
  Appearance changes with an-
  14 Black as the void 
  Collapsible rice paper 
  Soft breeze from the door 
  15 Rainbow colored swirls 
  Pliable glass panel 
  Burning hot to the touch 
  16 Drawing of pixelated eyes Sliding oak panel 
  Frosty cold aura 
  17 Black holographic spirals Collapsible fence 
  Transparent from one angle 
  18 Clashing colors 
  Vault/safe door 
  Sickening odor of decay 
  19 Red and green stripes 
  Laser grid 
  Flickers in and out of existence 
  20 Graffitied  
  Porcelain plug 
  Intangible to organic material 
  XF-5 
  
  Room Genera�on Table: 
  d100 
  Rules: 
  Punishments: 
  Patrons 
  1 
  Can’t wear the color yellow 
  One hundred gold fee 
  Paranoid space cabal 
  2 
  Must buy a drink for every-
  one 
  Sever the right hand 
  Violent drug cartel 
  3 
  All weapons must be bound Cut out the tongue 
  Alien mercenaries 
  4 
  Can only enter in groups of 
  three 
  Trial by combat 
  Archivist cult 
  5 
  Only inorganic clothing al-
  lowed 
  Drink Valois juice 
  Compulsive drinkers 
  6 
  Robots must accompany 
  biotic guests 
  Be frozen for one year 
  Robbers on the lam 
  7 
  Must tell story of greatest 
  victory 
  Must write a novel 
  Neo-hippies 
  8 
  Must donate one novel or 
  memoir 
  An impossible quest 
  Illegal book club 
  9 
  Everyone has to be drunk to 
  remain 
  Death by bamboo 
  Undercover journalists 
  10 
  No recording devices of any 
  kind 
  Ritual scarification 
  Sentient furniture 
  11 
  No patrons can have horns 
  Branding 
  Nihilistic A.I.s 
  12 
  No melee weapons; only 
  ranged ones 
  Tied between two ships fly-
  ing apart 
  Technological Luddites 
  13 
  No silver jewelry is permitted Tossed out into space 
  Luddite androids 
  14 
  Can not insult anyone else in 
  the room 
  Fed to the Beast 
  Proselytizing sell-swords 
  15 
  Must communicate in a 
  ‘dead’ language 
  Death by a thousand cuts 
  Infamous cult 
  16 
  No flowers of any kind 
  Must apologize 
  Undercover cops 
  17 
  Must be seated immediately 
  Cannot talk again 
  Zealous monks 
  18 
  Must be from a class V or 
  higher planet 
  Must leave the room 
  Biker gang 
  19 
  Must bring offering of finest 
  alcohol 
  Must drink blood 
  Lazy adventurers 
  20 
  No leather or furs whatsoev-
  er 
  Burned alive 
  Impertinent druids 
  21 
  Must be a card carrying 
  member 
  Imprisoned for a day 
  Minor demons 
  22 
  Must be a citizen of the Fed-
  eration 
  Gagged and blindfolded 
  Druggies 
  23 
  Must bring tribute of premi-
  um fuel 
  Right eye cut out 
  Insectile clan 
  24 
  Must kiss the leader of the 
  crew 
  Tooth yanked out 
  Rowdy dwarves 
  25 
  No pets allowed 
  Coated in pheromones 
  Pyromaniac elves 
  26 
  Cannot have published any 
  writing 
  Beaten to death with their 
  own limbs 
  Scholarly orcs 
  27 
  Must win a gladiatorial match 
  first 
  Hunted by the Space Hound Greedy slavers 
  28 
  Must be able to jump >5 feet 
  high 
  Bound to a tree 
  Careful bookies 
  29 
  Must be missing at least one 
  limb 
  Put on the Registry 
  Space pirates 
  30 
  Must be a spellcaster 
  Reported to the authorities 
  Artificers of all sorts 
  XF-6 
  
  Room Genera�on Table Con't: 
  31 
  Must be blind or mute to 
  enter 
  Battle to the death 
  Bootleg dealers 
  32 
  Cannot draw a weapon at all Must drink till unconscious 
  Microscopic folk 
  33 
  Sign name to parchment with 
  blood 
  Infected with spores 
  Sentient shadows 
  34 
  Cannot have taken a drink 
  yet 
  Cast into the 9th dimension 
  Uncaring hive-mind 
  35 
  Must have heavy scarring 
  Magically aged 
  Food critics 
  36 
  Must own a spaceship of 
  some kind 
  Whipped ten times 
  Artist collective 
  37 
  Must be >100 years old 
  Cold shoulder 
  Mixture of people 
  38 
  Must have all appendages 
  One pint of blood 
  Transhumanists 
  39 
  Has to be clean shaven 
  Must break a bone 
  Cyborg meeting 
  40 
  Can not have two or more 
  heads 
  One hour in the Chamber 
  Vampire collective 
  41 
  Can not wear any silk 
  Memories wiped 
  Two headed aliens 
  42 
  Must chug whiskey at mid-
  night 
  Greatest possession is taken Secret meeting of the Federa-
  tion 
  43 
  Cannot be over 30 years of 
  age 
  Ritually sacrificed 
  Xenophobes 
  44 
  Must don a tinfoil hat upon 
  entrance 
  Framed for a crime 
  Conspiracy nuts 
  45 
  Has to be a wanted man in 
  2+ systems 
  Kindly asked to leave 
  Sentient mushrooms 
  46 
  Must have a hat of some 
  description 
  Publically shamed 
  False god meeting 
  47 
  Must relinquish greatest pos-
  session 
  Spaceship is taken 
  Hoarders meeting 
  48 
  Fee is required upon leaving Clothes are burned 
  Mutant silkworms 
  49 
  All communication has to be 
  written 
  Weapon confiscated 
  Moonshiners 
  50 
  No electric circuits or elec-
  tronics 
  One week in jail 
  Scaleless dragons 
  51 
  No heavily radioactive equip-
  ment 
  Starved for a week 
  Worm hunters 
  52 
  No talking or communicating 
  at all 
  Electronics are fried 
  Toad worshippers 
  53 
  Cannot be called by a certain 
  name 
  Banned from the room 
  Non-carbon based life forms 
  54 
  No gasping or sighing per-
  mitted 
  Twenty lashings 
  Evolved viruses 
  55 
  No robots or androids per-
  mitted 
  Gear confiscated 
  Robotic cabal 
  56 
  Cannot have been arrested 
  Magically de-aged 
  Vigilante group 
  57 
  Must be a cyborg of some 
  fashion 
  Shrunk 
  Supercomputer AI 
  58 
  Must abstain from alcohol 
  Stretched out 
  Meteor miners 
  59 
  Must complete a puzzle 
  Death by quicksand 
  Phobia sufferers 
  XF-7 
  
  Room Genera�on Table Con't: 
  60 
  Patrons must’ve written a 
  scholarly paper 
  Name slandered 
  Moonshine brewery 
  61 
  Must have completed an 
  impossible quest 
  Companions sent away 
  Committee of Manners 
  62 
  Has to be able to lift one ton Crushed by weights 
  Worldly temple 
  63 
  Cannot say the word ‘orange’ Wrestle a monster 
  Fighting ring 
  64 
  No gold can change hands 
  Confiscate all gold 
  Neocolonialists 
  65 
  Must donate to a charity of-
  ten 
  Hair shaved 
  Sawbones meeting 
  66 
  Cannot insult the musicians Finger amputated 
  Makeshift hospital 
  67 
  Must offer prayers on the 
  half hour 
  Thrown into pit 
  Vengeful warriors 
  68 
  Must sacrifice a small crea-
  ture 
  Death by rats 
  Solitary hologram 
  69 
  Must plant a tree in the room Blood used to paint 
  Ratcatchers’ union 
  70 
  Must add to the collective 
  painting 
  Polymorphed 
  Space warlocks 
  71 
  Must assist with the Great 
  Hunt 
  Drowned in alcohol 
  Bazaar of secrets 
  72 
  Cannot stop someone from 
  drinking 
  Toes chewed off 
  Secretive traitors 
  73 
  Cannot trade blows with 
  anyone 
  Opened to insanity 
  Unholy monks 
  74 
  Must wear a blindfold in the 
  room 
  Eyelids sewn shut 
  Weightlifters’ guild 
  75 
  Must add a spell to the spell-
  book 
  Tarred & feathered 
  Master artisans 
  76 
  Cannot have feathers or 
  scales 
  Pit of Despair 
  One monkey/ape 
  77 
  Cannot question room’s au-
  thorities 
  Used as a sculpture 
  Drunken warlord 
  78 
  Must create a piece of art 
  before leaving 
  Lost to time itself 
  Time-travelers 
  79 
  Must wear a mask in the 
  room 
  Possessed by spirits 
  Insane cenobites 
  80 
  No food can be eaten in the 
  room 
  Gorged to death 
  Paranoid refugees 
  81 
  No aquatic aliens can enter 
  Eyes sewn open 
  Revolutionaries 
  82 
  Must witness the hologram 
  Sent to desert world 
  Questing party 
  83 
  Cannot leave before a day’s 
  passed 
  Must stay forever 
  Fasting priests 
  84 
  Robots must be shut down 
  E.M.P. detonated 
  Dwarven clan 
  85 
  All jewelry must be surren-
  dered 
  Hated by patrons 
  Thieves 
  86 
  No holograms of any kind 
  Lips sewn shut 
  Immortal beings 
  87 
  All ammunition must be sur-
  rendered 
  Shot with own guns 
  Pacifists 
  88 
  Must sample everyone’s dish Brain digitized and encrypted Illegal marketplace 
  89 
  Cannot be invisible or use 
  magic 
  Ears severed 
  Miniature country 
  XF-8 
  
   
  Using this Building: 
   
  The Dyson Alehouse is meant to serve as a more secure inn or resting place for the 
  player characters after an adventure. It also provides a ready to use location for when the 
  characters are trying to extract some information from the criminal underground, or when they 
  need some really good alcohol. It also serves as a unique location that you could base an entire 
  session around, as the party tries to track down a criminal who ducked into one of the doors, 
  forced to try every door until they find the one with their target inside. Plus, due to how erratic 
  the Dyson Alehouse is, you can easily incorporate it anywhere in your campaign setting, even 
  somewhere the players have already explored, with minimal explanation. 
   
  How Do the Doors Work? 
   
  The doors in the Dyson Alehouse actually serve as wormholes to other locations 
  scattered throughout various systems. But due to the erratic nature of wormholes, they are 
  constantly disappearing and reappearing, but when someone from the Dyson Alehouse enters a 
  wormhole, the wormhole will almost always stay open until they return, although the door may 
  change location.  
       There still is the odd campfire story of a patron who entered a wormhole before the 
  wormhole closed, without any way to get back to the tavern. The three cardinal doors are the 
  only ones that were stabilized properly so they are on the only wormholes that never close, and 
  even stay in the same place all of the time. In the locations that the doors link to, the wormholes 
  are seen as a potential security hazard, but so long as the travelers follow the rules of the 
  establishment and don’t cause too much trouble, they’re generally allowed to stay. Because the 
  three cardinal rooms have been connected to the Dyson Alehouse for as far as anyone has 
  remembered, they have adapted to it, and many people from the native system of the cardinal 
  rooms head there for tales of galactic adventure and traders of odd goods or services from all 
  over the universe. 
  Room Genera�on Table Con't: 
  90 
  All spellcasters must be 
  gagged 
  Sent to timeless void 
  Gravediggers 
  91 
  Must light a fire in the room Spellbook burned 
  Broken optimists 
  92 
  Cannot say ‘no’ in the room Skin turned orange 
  Self-fueling robots 
  93 
  Must wait six hours before 
  talking 
  Bomb installed in body 
  Hunters of the Beast 
  94 
  Must kiss everyone’s hand 
  Shot by firing squad 
  Government goons 
  95 
  Cannot ask any questions at 
  all 
  Skin used as rug 
  Mercenary squad 
  96 
  Must donate to the local beg-
  gar 
  Burned alive 
  Anti-spellcasters 
  97 
  Cannot refuse a drink 
  Become a beggar 
  Burglars 
  98 
  Only priests can talk in the 
  room 
  Indefinitely cursed 
  Turnkey zealots 
  99 
  Only lies can be spoken in 
  the room 
  Buried alive 
  Preppers’ room 
  100 
  None 
  None 
  Completely empty 
  XF-9 
  
  DaJi 
  The Living Kami 
  LN goddess of Umvee, 
  adaptation, 
  community, tradition, 
  symbiosis 
  Centers of Worship: 
  Amorian, assorted minor cults throughout 
  the Realm 
  Symbol: Kitsune clan mon from the old world  
   T 
  he Umvee have followed the “Great 
  Practice” from the time the first Kami 
  placed their thumbprint onto the forehead of 
  Man. Daji lived among these Kami and helped 
  mankind move forward into the world. In 
  guise of a human, she walked with them, 
  guiding their first civilization into a grand 
  dynasty. Daji even birthed a bloodline in order 
  watch over mankind as she grew tired of her 
  human form. She returned to the lands of her 
  origin to be with her sibling kami and enjoy 
  her first children, the Kitsunemimi. Then like 
  other kami, she slept, but a faithful group 
  continued to watch over her. When she woke, 
  she explored a world that was absent from her 
  presence, grow and mature. Then she cleansed 
  the world of the children that had gone astray, 
  leading her faithful children to an advanced 
  “clean slate” world.  
       Daji is an opportunist, with only regard for 
  the betterment of her children. She has walked 
  the material plane for millennia and has herded 
  her flock of loyal followers to a brighter future. 
  Even taking the time to learn the technology in 
  order to modify the Umvee genetically, instead 
  of changing them with her divinity.  
       Symbiosis with the natural environment 
  and technologic advancements is the largest 
  concern of hers. She feels there should be an 
  ebb and flow between the two, while keeping 
  the environment untouched. Work with 
  science as a tool to improve natural order and 
  achieve greater biological perfection.  
       Worshipers of Daji follow her philosophy 
  and oral tradition that has been written in 
  press and digital format called the Great 
  Practice. One part environmental survival guide 
  and one part cultural instructions on how to 
  live, its table of contents boast ancient poems, 
  tenets of faith, guidelines on traditional 
  ceremony for serving tea, arranging living 
  quarters to best motivate an individual, along 
  with wardrobe, color preferences, and 
  practical living guide for the technology 
  assisted naturalist. It contains doctrines on 
  social and physical combat, along with ancient 
  and present warfare strategies to include aerial 
  and spacecraft combat.  
        
   
  Pathﬁnder Compatible: Starjammer Compatible 
  DaJi 
  Alignment: LN 
  Domain: Animal, Community, Plant, Law, Trickery 
  Favored Weapons:  Katana, Stun Baton 
  Nationality: Amorian 
   
  XF-10 
  
   
  Umvee Racial Traits 
  +2 Constitution, +2 Intelligaince, -2 Charisma (0 RP): Umvee are genetically designed to be 
  hardy and intelligent, but follow a strict social hierarchy.   
  Kemonomimi (0 RP): Umvee are humanoids with kemonomimi subtype. 
  Medium: Umvee 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. 
  Genetically Engineered (2 RP): Umvee are born with a genetic advantage. Choose on of the 
  following genetic birthrights:  
       Alpha: Bulkier and stronger, alphas gain with a +1 racial bonus to damage on melee attacks. 
  Starting at 1st level, an alpha gains 1 Stamina per level. 
       Beta: More social than the others, betas gain a +1 racial bonus to two of the following Skills: 
  Bluff, Diplomacy, Intimidate, or Sense Motive. 
       Omega: Omegas hold the role of spiritual advisors and gain +1 racial bonus to Knowledge 
  (arcana) and Knowledge (religion) checks and receive a +2 on caster level checks. 
       Zeta: Zetas are the hardiest of the birthright. Zetas receive a +2 racial bonus on saving 
  throws against disease, poisons, and becoming nauseated or sickened, and mind-affecting 
  effects. 
  Natural Hunters (4 RP: Umvee have a +2 racial bonus to Handle Animals and 
  Survival skill checks. They have natural aptitude for taming animals, 
  hunting, and tracking. 
  Limited Telepathy (Su) (4 RP): Umvee can mentally communicate 
  with any other creature within 30 feet that has a common 
  language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as 
  simultaneously speaking and listening to multiple people 
  at the same time. 
  Language: 
  Umvee 
  begin 
  play 
  speaking 
  Common and Amorian. Umvee with high 
  Intelligence scores can choose any language. 
  UmVeE CoNvErSiOn 
  XF-11 
  
  OPEN GAME LICENSE VERSION 1.0A 
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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 2 © 2017, Amora Game; Author: Chance 
  Phillips, Greg LaRose. 
  XF-12 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Amora/Xeno File 002 - Dyson Alehouse.pdf