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Arcalinte folds his arms and nods as he listens.
I imagine Ted and Jellico will agree as well, and honestly you've got a point that flying off further into the Vast without restocking could be potentially lethal.

GM Cellion |

You take Xavra's body and retreat back the way you came, the majority of the Huntmaster following kish none the wiser. The trip back across Istamak proves uneventful and you soon find yourselves back at the home of the Talavet worshiping rebels. A small crowd of anxious kish outside gather as you approach.
Tzayl traces a pattern across their forehead. "Xavra..." The other kish look solemn.
After a moment of silence among them, Tzayl speaks out loud "We had hoped somehow that Xavra might be convinced of the error of their ways. And yet, I think many of us knew that it would end this way." Tzayl traces a forehead pattern. "I hope you were able to find what you came for, cloudwalkers. I hope that the secrets left behind our ancestors have satisfied you."
"You opened our eyes to the truth behind the gifts our ancestors left behind for us, and your intervention against Xavra has likely changed the path our people will follow for generations to come. Without Xavra's aggressive council, I hope Chieftan Hoyfeq will be amenable to friendship between our two factions. However, it remains to Talavet to tell our tale from here on."
Seeing that you're gearing up to leave, Tzayl adds "You aim to pursue the skullbearers? Our wishes will then go with you. The skullbearers caused our people irreparable harm, and I expect it will reassure future generations that there were other cloudwalkers to exact vengeance against them." There's a round of agreement from the other kish.
Any last RP before leaving?

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"This one will grind their skulls to dust!" yells Isu as he waves all four arms like a super politician, then he ducks into the Dawn Maiden.

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"There was no convincing them of the error of their ways," Spectre drones. "While I thought shooting them was the best course of action, my allies took extraordinary and imprudent measures to convince them otherwise."

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"Spec, we're changing your alignment chip at Absalom," Ted settles in to the engineer's chair and fiddles with the controls as his top runs defense against Ted's fingers pressing buttons deemed dangerous.

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You take Xavra's body and retreat back the way you came, the majority of the Huntmaster following kish none the wiser. The trip back across Istamak proves uneventful and you soon find yourselves back at the home of the Talavet worshiping rebels. A small crowd of anxious kish outside gather as you approach.
Tzayl traces a pattern across their forehead. "Xavra..." The other kish look solemn.
After a moment of silence among them, Tzayl speaks out loud "We had hoped somehow that Xavra might be convinced of the error of their ways. And yet, I think many of us knew that it would end this way." Tzayl traces a forehead pattern. "I hope you were able to find what you came for, cloudwalkers. I hope that the secrets left behind our ancestors have satisfied you."
"You opened our eyes to the truth behind the gifts our ancestors left behind for us, and your intervention against Xavra has likely changed the path our people will follow for generations to come. Without Xavra's aggressive council, I hope Chieftan Hoyfeq will be amenable to friendship between our two factions. However, it remains to Talavet to tell our tale from here on."
Seeing that you're gearing up to leave, Tzayl adds "You aim to pursue the skullbearers? Our wishes will then go with you. The skullbearers caused our people irreparable harm, and I expect it will reassure future generations that there were other cloudwalkers to exact vengeance against them." There's a round of agreement from the other kish.
Any last RP before leaving?
Arcalinte nods solemnly at Tzayl's words.
"I tried to reason with them...but their anger proved stronger. They nearly slew me twice in the clash. But in the aftermath, we did find most of what we sought. The weapon our enemies sought was not built by your ancestors after all: they took it from an enemy that threatened to use it against them, and when they had learned its secrets and just how powerful and dangerous it was, they were the ones that sealed it away to protect the rest of the galaxy. Your ancestors, Tzayl, were heroes. And while I regret that we could not save Xavra from themselves, I know the ancestors will welcome them for endeavoring to protect the secrets of the weapon, even if for the wrong reasons."
He bows to Tzayl again.
"I only regret that I will not have the opportunity to meet with the Chieftain in person. Perhaps someday, when the galaxy is safe from this weapon again, we will return to Istamak and together we can rediscover the rest of the knowledge your ancestors left for you in the Foundry, which is what they called the Temple. Who knows? Maybe it will not be long before your bravest and brightest become the first kish to travel from your world in generations, maybe even visit our own home, the distant Absalom Station."
"We'll make sure your ancestors' hard work is not undone, and that the weapon they protected us all from remains locked away and unused. The skullbearers will face the blinding light of Sarenrae's justice, and all that remains of them will be Talavet's memory until their next turn of the Cycle. It has been an honor and a pleasure to meet and learn from you, Tzayl."
He bows one more time, then is the last one to ascend the boarding ramp back aboard the Sunrise Maiden.
"Saints and stars, this will be enough material for my undergrad thesis! Maybe even enough for a doctoral thesis!"

GM Cellion |

Tzayl exchanges well wishes with all of you. At Arc's mention of uncovering the ancient knowledge of the ancestors they look uncertain. "Though the thought is tempting, it is equally clear that the knowledge our ancestors held is as dangerous as it is beneficial. After all, it brought cloudwalkers to us from across the stars, seeking secrets of destruction. Perhaps it would be better for these records to be destroyed rather than recovered..."
"Or not. I can tell already we will debate such things long into the night, until the fires a little more than embers." Tzayl looks over you all "Should you visit us again, perhaps there will be an opportunity to ask your counsel."
The kish follow you back to your ship and attempt to imitate your own signs of farewell as you lift off and glide up into the sky.
----
The return trip to Absalom Station is quite swift, and in 1d6 ⇒ 4 days you pop out of the swirling energies of the Drift and settle into a comfortable approach arc to the Station's docks. You notice on your approach a surprising number of military ships hanging near the station, representing various Pact signatory members - a Sarenite Destroyer from the Burning Archipelago, an Idaran Cruiser, smaller Castrovelian warships with their sleek designs. Even a few Iomedean and Hellknight crafts alongside Eoxian ships. Its clear that the Pact Worlds are gearing up for something.
The moment you touch down, you're escorted off your ship and back to the Lorespire Complex for debriefing with Chiskisk.
The shirren looks particularly energized when you arrive in their office. They toss each of you a syrupy plum-brandy flavored Sweetpouch and telepathically say "Wow am I glad to see you all in one piece. We've been busy as skittermanders here getting everyone to agree on a fair contingent to prepare. You saw the starships readied around the Station on the way in? Almost everyone was willing to dedicate at least a few ships. If we weren't possibly going up against the Corpse Fleet, I'd be nothing but confidence."
Realizing they've gotten a little off track, they lean forward "But that's of secondary importance. Tell me you found the Key! Or at least managed to destroy it? What was at Nejeor?"

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"The pizza cult remains a step ahead of us, as always. We now seek the Gate of the Twelve Suns which is the entrance to a demiplane holding the terrify weapon. We have the information to get there, but those blasted cultists also stole the Key to activate this weapon. We need to hurry! It is only a matter of time before they turn it on and the universe is covered in ooey, gooey, sticky pizza dough. Er... cause that is what it does, right, Spectre? Pretty sure the ceramic tiles said that."

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"That seems far more likely than simply atomizing all of the matter in the galaxy," Spectre agrees.
To the shirren, Spectre says "As my allies have indicated, time is of the essence. We must prepare and leave quickly. Any additional resources you are able to allocate to us will increase our probability of success."

GM Cellion |

Chiskisk stares uncomprehending for a few moments "The Cult - the Devourer Cult - Stole the Key to the Stellar Degenerator? And they're already there at the Gate of Twelve Suns!?" Chiskisk sways, overwhelmed by the dire situation. "Spectre, you are incredibly right. If the Cult is already at the Gate and they have the Key as well, then the time we have to act is... well, maybe its already over!"
Just going to give a bit more time for the others to chime in before Chiskisk continues.
Also, since its a good time to mention it, you're going to need to update the Sunrise Maiden to Tier 9. If you'd like to skip updating it, I can always pull out a premade Tier 9 ship for you instead.

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"We don't know if they're at the Gate yet...I'd say the fact that Mataras is still shining and there's no pizza dough to be found," Arcalinte replies, shooting Isu an annoyed look at that last part, "implies we can catch up with them, especially as we're not the only ones trying to catch them. The race between the Corpse Fleet and the Devourer Cult has worked to our advantage so far, giving us just enough time to catch up and disrupt their plans."
He stands and paces a bit as he continues.
"Had we not obtained the coordinates of Istamak from Captain Vesh back on Eox, Huntmaster Xavra and their followers could have slain Tzayl and the Talavetan kish, and we'd have been attacked on sight and searching the ruined city without a clue as to what we were actually looking for, and lost valuable time. But we got there just in time to turn the tide in Tzayl's favor, who in turn helped us complete in a few days what could have been weeks of investigation. The dawn brings new light: there's hope yet. We just need to rearm and refuel ASAP."

GM Cellion |

Chiskisk quivers in concern "Yes, yes. Rearm and refuel for certain. And time is of the essence. Even if Mataras hasn't been extinguished, that doesn't mean that the Cult has failed. After all, we don't know exactly what the Corpse Fleet plans to do. Even right now, they may be facing off against the Cult for control of the Gate!"
"You five are the most knowledgeable when it comes to the Gate, and are likely the best prepared as well. We'll be counting on you to get there and stop the Cult, or the Corpse Fleet, from seizing and activating the Stellar Degenerator. It'd be best to sabotage or destroy the device. But if you can't, you need to ensure it can't fall into the hands of anyone's hands... not even ours."
"In the meantime, I'll have to redouble my work in gathering the Pact together for a defense against the Corpse Fleet."
Chiskisk works away at their terminal for a few moments and then adds "I've diverted the last of our discretionary funds for your use. Buy what you need on the Station." Chiskisk clicks their mandibles together decisively "And I'll see if the church of Triune is willing to part with a Drift Beacon. If you take it with you and activate it at the Gate, we'll have an easier time sending the Pact Fleet to catch up with you."
Each of your accounts are credited with 10,000 credits.

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Spectre takes note of the transfer of funds.
"We appreciate what you have spared. 100,000 credits each would virtually ensure our success. But for 10,000 credits, you have bought yourself a fair to moderate chance."

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"I only indicated that our probability of success increases in conjunction with being well-equipped. This is not a controversial statement," Spectre retorts.

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Isu nearly falls out of his chair... ok, he DOES fall out of his chair at the 10,000 credit reward, and as he lies there trying to recover from his heart attack, he pulls out his Abadar.com personalized one-in-a-galaxy printed catalog and goes to the power armor section.

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Jellico gives Isu a hand getting back into his chair.
"10,000 is most generous. Thank you. Now, if you'll excuse me, given the short time before we move, I think it best that I report to the Temple of Desna. I'll meet you all back at the ship."
Jellico takes his leave and goes to the Temple. While there, he spends what time is available to him in prayer and meditation or leveling up. He makes sure to leave him enough time to requisition new gear, equipping it before meeting with the others.

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When the group reassembles, Isu of course is sporting a new set of power armor, his 10,000 credit infusion not even lasting an hour in his bank account.
The power armor is hulking. It is thicker than his old set, painted a bright orange with painted yellow flames going up and down the side. It has his artillery gun installed into a weapon slot, ready to be fired at a moment's notice. He holds the new sword and a new shield with the armor's mechanical hands and arms; his own four arms hidden behind the massive armor.
huge increase in KAC; strength goes up 1 and I now have 10 ft reach. I decided that greater cleave was probably useful now that i have reach so adjusted my level up to have that feat
"Those pizza halflings will see this one coming, but there will only be sauce left when this one is done."

GM Cellion |

With Chiskisk's anxious clicking spurring you on, you complete your new purchases and engage in last minute prayer and meditation upon your faiths, philosophies, or simply upon the task ahead. Later that same day, you return back to the Sunrise Maiden to find what appears to be a new ship in its place. According to Chiskisk, a contingent from Aballon was willing to test a nanobot swarm upon the ship to install upgrades in record time.
As you pile into the craft, a small group of Starfinders stands on the dock's viewing platform. Among them, you see Chiskisk shimmying from leg to leg, Grix offering a prayer to Besmara, and Ralkawi scowling in the general direction of the cockpit. Further back, Ambassador Nor and a small huddle of elebrians watch you getting ready to leave, their bony skulls unreadable.
You're given priority clearance by the Station, and within minutes Jelico is able to ease you out of the Docks and into open space. After some time to check the new systems and get everything running, Spec enters the navigation coordinates and the Drift engine begins humming.
Your destination: the Gate of Twelve Suns.
(Any last minute purchases, reflections, or interactions on Absalom Stations should be now. Tomorrow we're off to somewhere awfully far away in the Vast :>)

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Isu wanders the Sunrise Maiden in his underwear, his power armor much too bulky to wear around the ship and he keeps it in the storage bay.
"Sometimes, everything just needs to breathe a little." he says anytime anyone complains. "This one will be in this one's cabin, that is, assuming Arcaline or Sir Kent did not take down this one's pictures this time."

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Spectre joins Isu on the ship, but wields a massive heavy weapon in addition to his longarm.
"This is the weapon you suggested from the Abadar catalog," the droid says. "By my estimation, it should lead to a 297.6 percent damage output increase."
He does some additional calculations, then looks again at Isu.
"Where are your clothes? I do not recommend going into battle in that attire. The odds of survival would be minimal."

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On Absalom Station
Arcalinte, knowing time is short, sends out a flurry of reports and i-mails. Debriefing Chiskisk and the Society in general of their preliminary discoveries on Nejeor VI, sending coursework to his instructors at the Qabarat University along with more personal correspondence for his father and step-sister, and then returning to the Cosmonastery of the Empty Orbit to inform his brethren in the Order of what transpired, and what they set out to do.
He initially meets with Sola Gorsen, but when he finishes the rudimentary explanation, he notices an uncharacteristic look of shock in his old mentor's eyes, and he's quickly ushered before Tabishad Oseo Markela, the High Sola herself. Again he explains the details they'd learned about the Stellar Degenerator and Chiskisk's instructions to destroy it. High Sola Tabishad nods solemnly in agreement, stating that while Arcalinte's mission was in alignment with the Order's mandate, there was no real time to assemble a strike-force to accompany him. Instead, she offered to grant Arcalinte further insight and power from the masters of old, giving him the power to ensure their mission was successful.
After a brief ceremony where Arcalinte is brought before the ancient crystals brought all the way from Kasath itself, he feels their power surge through him, granting him greater strength and speed than before. He is then granted an emblem of the Order of the Empty Orbit, to proudly show the galaxy he was doing their work when they reached the Stellar Degenerator and ended its threat once and for all. While his teachers ask for nothing but the success of his mission, Arcalinte discreetly makes a donation of credits to the Cosmonastery as a way of saying thank you.
With these events out of the way, Arcalinte returns to the Lorespire Complex, and ponders what to do with the remaining credits. Remembering how they'd been attacked by unseen enemies before, he decides to prepare for such ambushes in the future. With Chiskisk's help, he arranges a surgery to replace his eyes with a pair of ocular implants to allow him to see not just in low-light conditions like his original ones, but also in the infrared and ultraviolet spectrums. These, combined with the sensors in his armor's helmet, would allow him unparalleled ability to spot hostiles regardless of their concealment. And finally, he gets Xavra's armor refitted to his more slender frame and has the upgrades of his old suit removed and installed in this one.
By the time Arcalinte arrives to board the Sunrise Maiden, he appears a very different man. His eyes glow with circuitry, and Xavra's ancient kishalee armor now has lines of glassy, multihued scales breaking the bright white fiber in an attractive pattern that draws the eye to the metal disc upon his chest, Mataras in the center, with the various Pact Worlds and their orbits depicted as circles and ellipses, with a noticeable gap in the middle. He tops it off with a conical helmet much like those the kasatha favor, but with some elven aesthetic twists, Sarenrae's holy symbol on the brow and forming a nose-guard.
Before departing, he greets the Starfinders warmly, hugging Chiskisk, Grix and even Ralkawi. He exchanges some brief pleasantries with the Ambassador, and also bids farewell to his fellow solarians of the Empty Orbit who have come to see him off.
Aboard the Sunrise Maiden
As resplendent as he feels in his new gear, Arcalinte can't help but roll his eyes at Isu's increasingly casual style aboard the ship.
"I'm not in the habit of entering my friends' quarters without their permission, let alone taking their things without asking. Your pictures should be fine."
He takes his favorite seat in the cockpit, and looks at Jellico.
"Well, this is it..."

GM Cellion |

Alright! Welcome to Book 5!
The long journey to the Gate of the Twelve Suns gives ample time for you all to get used to your new gear, as well as the new interiors of the Sunrise Maiden. The Drift swirls with strange intensity outside the ship, as though even the mutative plane itself is aware of the impending clash between the Cult of the Devourer, the Corpse Fleet, and a small band of now highly skilled Starfinders.
5d6 ⇒ (2, 1, 5, 2, 2) = 12 days into your journey, the ship's scanners suddenly begin picking up strange debris up ahead. While this isn't the first time during the trip that Jelico has had to navigate around scattered chunks of other planes derelict within the Drift, its the first time that they take his full attention to avoid. Strange storms of quantum foam and clusters of undulating, iridescent matter zip and twist in the space ahead, forcing Jelico to execute evasive maneuvers.
Even as he sends the Sunrise Maiden spinning, a massive wave of what appears to be gold dust rises up, filling your main viewscreen. You punch through the wall of dust without issue and not long afterwards, the region of chaotic matter peters out. It seems you've gotten through unscathed...

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computers: 1d20 + 21 ⇒ (9) + 21 = 30
"We have a stowaway!" Ted's fingers race across his terminal, "Spec, stop messing with the ship."

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"Stowaway! How would we not see such a person after 12 days." says Isu, though he briefly considers that he spent most of that time in his own cabin.
His first thought is to make sure his armor is safe so he goes running through the corridors to the storage bay and looks around.
percep: 1d20 + 10 ⇒ (12) + 10 = 22

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Spectre presses a few more buttons. "I have come to the same conclusion that someone onboard is hacking the ship. If you knew very much about computers, however, you would realize it is not me."
Turning to the others, he says [b]"We must check everywhere. I will try to lock down all the important systems and take counter-measures to stop this.
computers: 1d20 + 23 ⇒ (10) + 23 = 33
I'd like to access the ship computer and see if 1) there's any damage done I can counteract 2) determine where it's coming from 3) shut down their access.
computers (expert rig): 1d20 + 21 ⇒ (6) + 21 = 27 If successfully hack into a computer, also disable one countermeasure installed in the system (except firewalls). In addition, counts as engineering or hacking specialty kit and counts computer with a tier equal to half level with the Artificial personality, hardened, or security I upgrade module.
computers (expert rig): 1d20 + 21 ⇒ (1) + 21 = 22
computers (expert rig): 1d20 + 21 ⇒ (5) + 21 = 26

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Earlier, on the ship
"Yes, this is it." Jellico replies to Arc. The ship felt almost new, given the various upgrades it underwent while at the station. "Those engineers work quickly. We weren't there for very long, yet they had time to get a few fun things installed."
He'd had time to take stock of the upgraded Maiden while doing the pre-flight checks. Once everyone is aboard, Jellico comes on the intercom, "Alright, we're ready for take off. Let's see what difference these upgrades make!" He punches in the coordinates and begins the launch sequence.
A bit later
Jellico gets his wish as he navigates the debris. That golden dust is certainly strange. Just then, Ted reports that the computer seems to be being hacked from inside the ship. "They could have done something while we were in drydock. Do we know who it was that worked on the ship? Maybe they're an enemy and were trying to sabotage something."
Are there interior sensors?

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As they travel, Arcalinte busies himself with more university coursework, meditation and drinking tea, all while trying to get used to seeing the universe with literally new eyes.
When Jellico alerts them to this odd hacking attempt, Arcalinte begins looking around the Maiden. If there WAS a stowaway, he could detect their body heat in the infrared.
Perception: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31

GM Cellion |

1d20 + 24 ⇒ (13) + 24 = 37 1d100 ⇒ 81
1d20 + 24 ⇒ (20) + 24 = 44 1d100 ⇒ 36 1d100 ⇒ 83
Isu and Arc start taking a look around the ship as Spec dives in to defend against the digital intrusion. From what Spec manages to gather from a quick inspection, the intrusions into the Sunrise Maiden's computer systems are in their early stages yet. The core computer is currently being hacked - but there are no external connections. The hacker is not only working from within the Sunrise Maiden... but they're capable of hacking without leaving a digital trail that shows the point of entry!
Spec tries to block the hacker's access and eject them from the system, but despite his prodigious skills, the hacker seems to always be one step ahead of him. As Arc and Isu are running to the back end of the ship, the lights flicker and shut off, the air circulation begins whirring and chugging ominously, and the ship's intercom begins to crackle.
KHHHHRHT- Cease. Transgressions. Re-re-re-turn to origin. No more. Persistence equals de-de-destruction.
The synthesized voice emitting from the ship's speakers seems as though stitched from dozens of different voice samples.
In the storage bay and within the ship's corridors, neither Arc nor Isu find any stowaways, nor anything out of place. There are no anomalous sources of body heat.
----
With 3 Failures on hacking attempts, the ship's life support, sensors and power core are now glitching. For each additional Computers check attempted to stop the intrusion, the rest of the party can also attempt Engineering checks to patch malfunctioning systems, just like if this was a Starship Combat. If you have other actions you'd like to take that would take a minute or less, those are also good for each Computers check Spec attempts.

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Those were some nasty rolls, Spectre
Engineering patch systems: 1d20 + 16 ⇒ (5) + 16 = 21
computers aid Spec: 1d20 + 21 ⇒ (18) + 21 = 39

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Isu jumps into his power armor, not willing to be on the ship in his skivvies and no environmental protections!
It seals up behind him and he hears the familiar *hissssss* of the internal air circulation and the *vroooommmp* of the suit powering up.
A flick of his wrist pops out the ultrathin sword from the glove of storing and his other arm reaches behind him to pull the riot shield off his back.

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Arcalinte activates his enviro-seals as well, breathing a sigh of relief seeing Isu safely in his suit.
"No heat signatures, I think Jellico's right: this may have been installed during the Maiden's upgrade process..."
Lacking the technological prowess of Spectre or Ted, he lowers his head and thinks.
"That message sounded strange, and not just because of the voice sampling...it asked us to cease our transgressions and return to Absalom Station...if our enemies had tried hacking us, they'd probably just do it do destroy us outright, not give us a chance to save ourselves."

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"So who'd only be made enough to make us turn around? The cult would try to destroy us right? Is there any chance the kish could have done something before we left?"
Jellico's fingers dance across the controls, trying to fix some of the glitching systems. Unfortunately, he hasn't spent as much time as he would have liked to delving into the Maiden's systems. Most of what he tries is guesswork.
Computers: 1d20 ⇒ 7
Engineering: 1d20 ⇒ 16

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Spectre continues to try to isolate the intrusion, but it seems pervasive.
"It is possible this is a virus," the droid drones.
computers (expert rig): 1d20 + 23 ⇒ (6) + 23 = 29 If successfully hack into a computer, also disable one countermeasure installed in the system (except firewalls). In addition, counts as engineering or hacking specialty kit and counts computer with a tier equal to half level with the Artificial personality, hardened, or security I upgrade module.
Where are all my hacking 20s!
Also, please note that the previous rolls I made should have each been 2 higher. I had failed to update my dice, but my computers modifier is +23, not +21.

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This is effectively a starship combat, right? Could I theoretically try a Captain action to help Spectre? Otherwise I won't really be able to contribute much as I got no techno-skillz.

GM Cellion |

It's not technically a Starship combat, it just has some similarities to one. You can certainly try to aid Spec though!
Ted and Spec can see from the functioning readouts that the power core is going haywire. It seems the hacker is not able to fend the two of them off, but is dealing more and more damage to the ship in the process!
S-S-Submit. Sacrifice all hope. You wi-wi-will not reach destination.
The speakers continue to crackle and buzz as the patched together voice speaks.
----
The ship's life support and sensors are glitching and the power core is now malfunctioning.

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"How are we supposed to submit if we don't know whose authority we must submit to?! How can we atone for our transgressions if we do not know of what we stand accused?!" Arcalinte yells. "How is saving the galaxy a godsdamned crime?!"

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Now suited up, Isu starts to rumble through the corridors, looking for any intruder, though it is possible this is a virus planted by someone from Absalom Station.
percep: 1d20 + 10 ⇒ (8) + 10 = 18
I suspect Ambassador Nox because he has corpse fleet connections

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Spectre tries to determine what might be done to isolate the virus.
"It is shutting down multiple systems. Fortunately, I am able to survive without most of them."
computers (expert rig): 1d20 + 23 ⇒ (9) + 23 = 32 If successfully hack into a computer, also disable one countermeasure installed in the system (except firewalls). In addition, counts as engineering or hacking specialty kit and counts computer with a tier equal to half level with the Artificial personality, hardened, or security I upgrade module. If I could roll over a 10!

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Engineering patch systems: 1d20 + 16 ⇒ (1) + 16 = 17
computers aid Spec: 1d20 + 21 ⇒ (2) + 21 = 23
wow, more horrid rolling for us all...

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Jellico is doing all he can to keep the Maiden on track. "Whatever it is, we won't have a ship much longer if we can't stop it!" he yells to the others.
He pushes some buttons to try and counteract the worst of the effects.
Computers: 1d20 ⇒ 2

GM Cellion |

But the reprieve is only momentary. Isu, halfway down the ship, notices gold dust flowing out of all the air circulation ducts and toward the rear of the ship where the power core lies. It gusts past him, gaining speed, and phases through a bulkhead on a direct path for the power core!
Not long after it vanishes from his sight, you hear a great, resounding bang that vibrates through the entire ship, followed by another one. Spec's readouts say that something is damaging the power core... from inside the ship!
(Map Updated! I'm using the default Sunrise Maiden map here because we don't have a custom map for your ship.)
(The Sunrise Maiden still has life support and sensors glitching and the power core malfunctioning)
----
Isu: 1d20 + 6 ⇒ (15) + 6 = 21
Spectre: 1d20 + 8 ⇒ (3) + 8 = 11
Ted: 1d20 + 5 ⇒ (13) + 5 = 18
Jelico: 1d20 + 3 ⇒ (4) + 3 = 7
-----------------------
Enemy: 1d20 + 3 ⇒ (2) + 3 = 5
|||| INIT ||||
Isu
Arc
Spec
Ted
Jelico
??? Intruder
Everyone is up!
Doors are all closed from Isu on back, but anyone can spend a move action if they're on the bridge to cycle all of the ship's doors open. Otherwise its a move action to open a door while you're adjacent to it, as it takes a moment to cycle open.

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Spectre does a quick diagnostic of the failing systems.
"I am best equipped to repair the ship. I will remain at the com and do so. The rest of you deal with the intrusion," the droid drones.
I'll use Miracle Worker to repair the malfunctioning power core, if possible. I've got the best engineering, and I think I should stay here to deal with anything else it does while you all try to kill it.
-Damaged Ship: You restore a number of Hull Points equal to the starship’s base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase.
engineering: 1d20 + 20 ⇒ (3) + 20 = 23

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Jellico looks at Spec. "If you've got things handled up here, I'm going back to help Isu."
Jellico pushes the button to cycle the doors open and then takes off to the back of the ship.

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Jellico looks at Spec. "If you've got things handled up here, I'm going back to help Isu."
Jellico pushes the button to cycle the doors open and then takes off to the back of the ship.
"I'm with you, Jellico!" Arcalinte says, his solar armor flaring to life, making him appear as a white-gold angel tearing down the corridor after him.

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"Spec needs help."
Will stay here to help with damage control for a turn or two.
Engineering patch systems: 1d20 + 16 ⇒ (10) + 16 = 26
Computers aid Spec: 1d20 + 21 ⇒ (20) + 21 = 41

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Isu double moves to the most aft room of the ship.
it is blocked off on the map, but if Jelico opened all the doors I can get 10 feet into it