A SHIP WITHOUT A CREW
When a brutal gang war breaks out on a docking bay in Absalom Station, the player characters are recruited by the Starfinder Society to investigate the unexpected bloodshed. Delving into the station's seedy Spike neighborhoods, the heroes confront the gangs and discover that both were paid to start the riot and that the true conflict is between two rival mining companies battling over a new arrival in orbit around the station: a mysteriously deserted ship and the strange asteroid it recovered from the Drift. To head off further violence, the heroes are asked to investigate the ship and discover what happened to its crew, as well as the nature of the asteroid it tows. But what the players find there will set in motion events that could threaten the entirety of the Pact Worlds and change the face of the galaxy forever...
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TELEPATHY
Until we hear an official ruling, telepathy works as follows:
Telepathy works as a private two-way channel that must be initiated by the telepath. Once the telepath opens this channel, then the non-telepath (or telepath) can think back to the telepath.
The telepath can open up multiple channels at once but these are still 'individual' two-way channels. That is, if Kamiya (telepath) broadcasts to John (non-telepath) and Robert (non-telepath) at the same time, then John can think back to Kamiya but Robert won't hear this.
The communication is private, meaning that other telepaths cannot hear this conversation.
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Hippocampus
The Sunrise Maiden
The Pyramid People of Ukulam