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Will: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Donovan points out the flashing blue lights, "You think that's an invitation or a warning?"

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Most of the party takes off down the corridor, away from the airlock you entred, either through fear, or a desire to explore the unknown. Motivations matter little, it is the end result that counts.
The corridor winds around past a couple of doors and ending in a small engineering bay.
@Sefel Does your bonus count against supernatural effects as well?
If it does you are okay, if not, you too are frightened.
Don sees a ghostly figure gliding down the hallways towards him.
Status : Initiative
Don - 12/35SP; 5/6RP -
Sefel 0/30 SP; 32/34 hp - been inspired; staggered: 3 more rounds; frightened: 2d4 ⇒ (1, 2) = 3
Bad thing (init 15) 109 damage; redead, prone, not breathing.
Other bad thing.
-end of round 3--
Chivix 94/112 SP; been inspired
Jackojare
Bluuu 29/72 SP - been inspired
Bugface; frightened: 2d4 ⇒ (1, 2) = 3

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No, not specifically. Just what I put in the qualify, in case you knew that it was a spell or magical effect. Frightened and staggered then.

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[ooc]Geez! How did I miss that? Sorry, everyone."[ooc]
"We've got another one." He raises his weapon and fires.
Use Get'Em!
Laser Rifle, Corona, called, ghost killer: getem
v EAC: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 Fire Dmg: 2d6 + 5 ⇒ (3, 3) + 5 = 11

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You flee from the source of your fear as best you can. If you are unable to flee, you can instead fight. You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks. You can use special abilities, including spells, to flee; indeed, you must use such means if they are the only way you have to escape while you are frightened. If you are already frightened and become subject to an additional effect that would cause you to be frightened, the duration of the frightened condition increases by the duration of the second effect.
You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken, the duration of the shaken condition increases by the duration of the second effect.
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
Well, I guess he does get an action after all.
Sefel slowly trudges along in his suit and catches up with Don.
[move] 15'

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@Sefel, as you are frightened, you need to trudge...away.. from the frightening thing. Namely that apparition.
Donovan opens up fire on the figure, although his fire seems to be not especially effective against it.
Gliding forward it reaches out to touch Donovan, his hand reaching into the vanguards chest...
atack: 1d20 ⇒ 17
And then squeezes on his heart!
damage: 6d6 ⇒ (6, 5, 5, 1, 5, 6) = 28 Fort DC 16 for half
Status :
Chivix 94/112 SP; been inspired
Jackojare
Bluuu 29/72 SP - been inspired
Bugface; frightened: 2 rounds
Don - 12/35SP; 5/6RP - (28/14 extra damage depending on save)
Sefel 0/30 SP; 32/34 hp - been inspired; staggered&frightened: 2 more rounds;
Bad thing (init 15) 109 damage; redead, prone, not breathing.
ghostly thing. 5 damage
-end of round 4--

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Right, my bad. Given that position do I have line-of-sight to the threatening thing to cast a spell on it in self-defense?
Some RP'ing retcon
The lashunta's antennae start vigorously pointing in the opposite direction as fright sets in. Soon he turns and the rest of him follows until he finds the opposite corner near the forward crew consoles.
Don, run! How can you face that thing!
Force damage, missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
Force damage, missile 2: 1d4 + 1 ⇒ (1) + 1 = 2

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I'm happy with purely defensive spells being cast. So things that will hide you or protect you, but not things that would damage someone attacking you. My take on fleeing is that if you could get out of line of sight of it, you would. If you found youself at the end of a dead-end and saw it coming toward you, you could fire, but if there was a corner you could duck around, you would.

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In that case Sefel will cast invisibility.
Sefel nervously rubs his hands together in his safe corner and makes himself even more scarce.
[standard] cast invisibility on self

Bluuuuu |

Hearing shouts and gunfire from the direction of the bridge, Bluuuuu about-faces and floats back to where he just left.
Seeing Don being assaulted by a spectral...thing, the barathus continues to hurry forwards, calling out to the human. Go: I will keep the spirit occupied!
Double move

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Sefel vanishes! While Bluu floats back toward the sound of combat.
Status :
Chivix 94/112 SP; been inspired
Jackojare
Bugface; frightened: 2 rounds
Don - 12/35SP; 5/6RP - (28/14 extra damage depending on save)
Bad thing (init 15) 109 damage; redead, prone, not breathing.
ghostly thing. 5 damage
-end of round 4--
Sefel 0/30 SP; 32/34 hp - been inspired; staggered&frightened: 2 more rounds; invisible;
Bluuu 29/72 SP - been inspired

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This thing is resistant to fire? Or is it incorporeal? Cause ghost killer.
Donovan steps back through the door to the bridge to keep away from the apparition and shoots at it.
Laser Rifle, Corona, called, ghost killer:
v EAC: 1d20 + 7 ⇒ (13) + 7 = 20 Fire Dmg: 2d6 + 5 ⇒ (3, 2) + 5 = 10

Chivix Velloro |

Chivix charged down the hallway, angling his shield into the...ghost? He concentrated just a moment until he could feel a buzzing around his left hand, then thrust it at the spirit. His entropic field met the incorporeal form and he felt a slight resistance.
attack vs eac: 1d20 + 12 ⇒ (9) + 12 = 21
acid: 2d6 + 14 ⇒ (3, 6) + 14 = 23
Charging, using entroopic charge to negate penalties. Gaining 1 EP
EAC:25+1
KAC:27+1
SP:94/112
HP:60/60
RP:10/10
Entropy Points:2
Abilities: entropic shield (+1 AC)

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Incorporeal... sorry, missed ghost killer
Those ghost looks slighter the worse for wear as it realises its nature was not quite the protection it had hoped for. And some more as a second blast of fires tears into it.
Chivix pours acid onto the ghost, who wilts, but only slightly.
Given he is frightened, I'll not wait for Bugface
Still need a fort save for you Don, DC16
The ghost again reaches out, to Don and his hated weapon, trying to suck his life from him.
touch: 1d20 ⇒ 12
dex drain: 1d4 ⇒ 3
The Ghost now looks more substantial, as Don finds himself slowing down...
Status :
Bluuu 29/72 SP - been inspired
Chivix 94/112 SP; been inspired
Jackojare
Don - 12/35SP; 5/6RP - (28/14; extra damage depending on two fort saves DC 16); 3 dex drain;
Sefel 0/30 SP; 32/34 hp - been inspired; staggered&frightened: 1 more rounds; invisible;
Bugface; frightened: 1 rounds
Bad thing (init 15) 109 damage; redead, prone, not breathing.
ghostly thing. 26 damage
-end of round 5--

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Nobody sees it, but invisible Sefel creeps up into the nearest corner where he doesn't have to see either scary creature.
[move] 10'

Chivix Velloro |

Chivix hauled off and smacked the creature again with his entropic strike, noting that the energy damage was hurting the creature, but only partially. That's okay. A partial blow from Chivix was still painful, he was certain.He angled his shield directly at the ghost, trying to protect Don as he did.
Swing at ghost, then angle shield to add +2. Going to use Bodyguard this turn for Don if he is attacked again, or Bluuuu if he its hit. That gives them +2 bonus to AC, and lowers mine by same.
vs eac: 1d20 + 12 ⇒ (4) + 12 = 16
a damage: 2d6 + 14 ⇒ (1, 3) + 14 = 18

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Sefel slinks around, while Chivix finds the ghost a little tricky to land a blow on this time.
Status :
Bluuu 29/72 SP - been inspired
Jackojare
Don - 12/35SP; 5/6RP - (28/14; extra damage depending on two fort saves DC 16); 3 dex drain;
Bugface; frightened: 1 rounds
Bad thing (init 15) 109 damage; redead, prone, not breathing.
ghostly thing. 26 damage
-end of round 5--
Chivix 94/112 SP; been inspired
Sefel 0/30 SP; 32/34 hp - been inspired; invisible;

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Even with people in my way, fire tactical rifle, full round action to add the heavy fire soldier ability hit: 14 + 1d20 ⇒ 14 + (1) = 15 vs KAC Nope, not happening
dmg: 2d8 + 12 ⇒ (2, 3) + 12 = 17

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Why is he messing with me? I'm innocent and cute.
-3 Dex
Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Fort: 1d20 + 4 ⇒ (2) + 4 = 6

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Innocent? You just burnt him, twice, and through his incorporeality! You are a bad man(tm)
Don resists the worst damage from the ghost, while Jack, obviously worried by it, fires into the ceiling. Just in case there was another specter up there. Hard to tell with the faintly flickering emergency lights.
Status :
Bluuu 29/72 SP - been inspired
Don - 0/35SP; 32/34hp; 5/6RP ; 3 dex drain;
Bad thing (init 15) 109 damage; redead, prone, not breathing.
ghostly thing. 26 damage
-end of round 5--
Chivix 94/112 SP; been inspired
Sefel 0/30 SP; 32/34 hp - been inspired; invisible;
Jackojare
Bugface;

Bluuuuu |

Bluuuuu steps into the adjoining hall as the barathu lashes out twice with his chains. W/ his Soldier's Hit-and-Run style
Attack v EAC: 1d20 + 11 ⇒ (3) + 11 = 14 for Cold damage: 3d4 + 17 ⇒ (3, 1, 2) + 17 = 23
Attack v EAC: 1d20 + 11 ⇒ (10) + 11 = 21 for Cold damage: 3d4 + 17 ⇒ (4, 3, 1) + 17 = 25

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Donovan retreats from the ghost (accepting AoO) and readies to use Inspiring Boost on whomever it attacks or to run if it comes after him again.

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The ghost reaches out to offer Donovan a final caress as he pulls back.
attack: 1d20 ⇒ 10
damage(fort DC16 for half): 6d6 ⇒ (3, 2, 1, 4, 6, 1) = 17
Bluu's chains wrap around the ghost, but seem to have only a limited effect on it. One miss, one hit for half damage
It turns it's ire on the barathu.
attack: 1d20 ⇒ 6
But, unused to other floating combatants, is unable to get its ghostly hands upon him
Sefel and Bugface realise that hidden as they are, they have nothing to worry about as the supernatural fear they faced slowly dissipates.
Status :
Chivix 94/112 SP; been inspired
Sefel 0/30 SP; 32/34 hp - been inspired; invisible;
Jackojare
Bugface;
Bluuu 29/72 SP - been inspired
Don - 0/35SP; 32/34hp; 5/6RP ; 3 dex drain; (extra 17/8 damage; fort dc16)
Bad thing (init 15) 109 damage; redead, prone, not breathing.
ghostly thing. 38 damage
-end of round 6--

Chivix Velloro |

"That's right, ghostie! Chivix has you right where he wants you!"
Chivix lashed out again, taunting the ghost and trying to keep it off his companions. He kept that shield up, this time covering Bluuu as much as possible.
Swing at ghost, then angle shield to add +2 to AC. Going to use Bodyguard this turn for Bluuuu if he its hit. That gives them +2 bonus to AC, and lowers mine by same.
attack vs eac: 1d20 + 12 ⇒ (2) + 12 = 14
a damage: 2d6 + 14 ⇒ (3, 5) + 14 = 22
EAC:25+2 (-2?)
KAC:27+22 (-2?)
SP:94/112
HP:60/60
RP:10/10
Entropy Points:2
Abilities: entropic shield (+2 AC), bodyguard (-2 AC if applicable)
Dice roller DOES NOT like me this combat.

Bluuuuu |

Indeed. Bluuuuu replies to the vanguard as he swings his own weapon at the spirit. We could have tried to help you, but it seems you wish only violent responses.
Attack the first v EAC: 1d20 + 11 ⇒ (7) + 11 = 18 for Cold damage: 3d4 + 17 ⇒ (2, 3, 3) + 17 = 25
Attack the second v EAC: 1d20 + 11 ⇒ (8) + 11 = 19 for Cold damage: 3d4 + 17 ⇒ (1, 4, 2) + 17 = 24

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Chivix's swing is well wide of the mark, but Jackojare is right on target. But the bullet goes straight thought the ghost without doing any obvious damage to it.
Bluuu's cold chains however bring back the chill of the grave to it, tearing at its essence.
Status :
Sefel 0/30 SP; 32/34 hp - been inspired; invisible;
Bugface;
Don - 0/35SP; 32/34hp; 5/6RP ; 3 dex drain; (extra 17/8 damage; fort dc16)
Bad thing (init 15) 109 damage; redead, prone, not breathing.
ghostly thing. 62 damage
-end of round 6--
Chivix 94/112 SP; been inspired
Jackojare
Bluuu 29/72 SP - been inspired

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Bugface realizes that there's nothing to be afraid of and heads back towards the fight.
Double move.

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Sefel suddenly snaps to it, realizing he's pressed hard into his corner and is suddenly self conscious of his cowering. He quickly looks around to see that nobody is in the forward hold and dashes through the door, seeing Bluuu and Chivix confronting the ghost that had sent him running.
Begone pesky poltergeist!
[move] 30'
[standard] Cast magic missile on ghostly thing
Force damage, missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
Force damage, missile 2: 1d4 + 1 ⇒ (4) + 1 = 5
No longer invisible

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Now that he has a bit of space between himself and the ghost, Donovan gets his gumption back. "That's it team. Don't let up. Tear it apart." use Get'Em!
Laser Rifle, Corona, called, ghost killer: get'em
v EAC: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 Fire Dmg: 4d6 + 10 ⇒ (4, 3, 2, 4) + 10 = 23
A crit! Can ghostly things burn?

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The magical missiles slam into the ghost with considerable force. It turns a baleful glare on the technomancer as if to say "you're next, jimmy."
Sadly incorporeal creatures are immune to crits.
Donovan opens fire and blasts the ghost as well, fire coursing through its insubstantial form.
And when the flames vanish... so does the ghost... at least for now.
Out of combat... for now.
Status :
Sefel 0/30 SP; 32/34 hp - been inspired;
Bugface;
Don - 0/35SP; 32/34hp; 5/6RP ; 3 dex drain; (extra 17/8 damage; fort dc16)
Chivix 94/112 SP; been inspired
Jackojare
Bluuu 29/72 SP - been inspired

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Sefel beams with his newfound courage after the horrible fright.
Yeah! That wasn't so bad. I wonder if we'll come across the ghosts of the rest of this ship's crew...

Bluuuuu |

I hope not. Bluuuuu replies as he drifts back towards the others. Given the size of the shuttle, the crew may have been sizable.
Don, Sefel: I can see blood on your armor. Perhaps we should secure this room and compose ourselves. If there are more ghosts that will be an issue, but we can bar the doors against any of the undead with bodies.
Take a 10-minute rest here?

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Donovan puts another shot in the prone form of the bad thing.
"Can somebody tell me what that is.... was?"

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The team retreats to the abattoir that was once the flight deck. The computers, now blinking at you with restored power.
On the way past you drag mr Dead again in with you so you have time to search his body while you rest up.
The body was wearing kasatha microcord (II), and a cloak (a mk1 diffraction cloak) has was armed with a resonant dirge pistol and an ultrathin switchblade.
Who is taking ten apart from Bluuu?
Status :
Sefel 0/30 SP; 32/34 hp - been inspired;
Bugface;
Don - 0/35SP; 32/34hp; 5/6RP ; 3 dex drain; (extra 17/8 damage; fort dc16)
Chivix 94/112 SP; been inspired
Jackojare
Bluuu 72/72 SP; 9/10RP;

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Donovan will take the time to recuperate.
That armor would be quite an upgrade to Donovan's AC. How hard is it to tranfer armor upgrades?

Bluuuuu |

Swapping out armor upgrades, or transferring from one to another, takes 10 minutes.
Bluuuuu's own armor is solid for now (and he's much better protected than you), so if you'd like the microcord, I'm fine with it.

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Sefel is taking 10/spending RP
Sefel slumps down and rests while his body overcomes the recent fright and previous frost burn from the boreal "cold springs".

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I thought so. I just couldn't find it to be sure. People willing to wait a bit longer than 10 minutes?

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Sure thing!

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There is no immediately obvious rush on you.
The group waits while some members rest up, and bits of armour upgrades are moved across. Oh, and Don undresses the dead guy. Everyone turns their backs.
don fort save: 1d20 + 4 ⇒ (2) + 4 = 6
That computer keeps blinking at you. All that effort to restore power...
Status :
Sefel 30/30 SP; 32/34 hp; 6/7RP
Bugface;
Don - 35/35SP; 15/34hp; 4/6RP ; 3 dex drain;
Chivix 94/112 SP; been inspired
Jackojare
Bluuu 72/72 SP; 9/10RP;

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That computer keeps blinking at you. All that effort to restore power...
Sefel had done some work on it before? Re-roll to get back into it?
Sefel returns to the console and continues where he left off at the powered-up computer.
Computers: 1d20 + 17 ⇒ (17) + 17 = 34