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"That should have a shut-off valve for maintenance."
Profession maintenance worker Aid to engineering: 1d20 + 12 ⇒ (5) + 12 = 17

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It's easy enough to shut those down.
You can repower the remaining operations computers here with Engineering followed by Computers.

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Qimok has 1 rank in Engineering, but none in Computers, so can only help with the first part.
Engineering, aid: 1d20 + 4 ⇒ (13) + 4 = 17

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Momo just stands back, fidgeting a bit, not being good at either engineering or hacking.

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"Now let's see what's left of this beauty. "
Ears turns his attention to the mostly intact console.
Engineering: 1d20 + 15 ⇒ (16) + 15 = 31
Computers: 1d20 + 15 ⇒ (12) + 15 = 27

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"Veeery interesting stuff here." Borq puts their oar/hands into the puzzle, aiding Ears.
Engineering aid: 1d20 + 10 ⇒ (4) + 10 = 14
Computers aid: 1d20 + 5 ⇒ (17) + 5 = 22
"There's almost always someone better than me on these missions, so I just keep my hands in on the basics."

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Ears is in the system and has access to the basic crew logs. More data lies just out of reach - two more computers check please.

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You're working hard, Borq Momo says, trying to encourage the skittermander.
When no-one is watching, Momo starts absent-mindedly shuffling around, making a few dancing steps and humming
♫ There's a girl on this plane
Sitting at the buffer pane
Watching Zo! dancing limbo
Just to help turn off her brain ♫

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"Who puts HR on the top of the stack? Delays access times in an emergency. Should be on a different drive altogether...."
Computers: 1d20 + 15 ⇒ (14) + 15 = 29
Computers: 1d20 + 15 ⇒ (10) + 15 = 25

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Ears digs further into the system. He discovers a flight plan similar to your own, that left from Absalom Station roughly five years ago. Other records include scan data and video of their entry into the star system, ending with an abrupt attack, and a subsequent series of voice logs by the ship’s Security Officer. (see slides)
Underneath that is the sensor records which clarify the Bliss of Pursuit’s old sensor scans and identify the vessel that downed the ship as a Corpse Fleet vessel.
And whoever said that they hoped there wouldn't be another ghost has just got their hopes dashed.
Initiatives:
Borq: 1d20 + 8 ⇒ (18) + 8 = 26
Ears: 1d20 + 7 ⇒ (2) + 7 = 9
Jekcedo: 1d20 + 2 ⇒ (19) + 2 = 21
Momo: 1d20 + 3 ⇒ (18) + 3 = 21
Qimok: 1d20 + 7 ⇒ (9) + 7 = 16
Thrym: 1d20 + 12 ⇒ (7) + 12 = 19
Ghost: 1d20 + 6 ⇒ (12) + 6 = 18
Everyone but Qimok and Ears are up before the apparition.

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Thrym takes the sudden appearance of another spirit with equanimity, and blasts it.
Trick Attack - 'Take 10' = 33. Flat-footed for 1 round on a success.
Ghost Killer Underwater Dazzler Flare Pistol: 1d20 + 12 ⇒ (10) + 12 = 22, for 1d6 + 3 + 4d8 ⇒ (5) + 3 + (1, 3, 8, 1) = 21 Fire damage.

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Jek draws and throws a shock grenade aiming for the square past the ghost
This better work I only have one more
MK2 Shock Grenade: 1d20 + 5 ⇒ (9) + 5 = 14
Damage electrical 15'r: 1d12 ⇒ 3

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"Not again. I promise we're not here to hurt you!" Borq shouts at the ghost as he shoots, completely missing the irony of that statement.
Trick Attack: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37 for Trick Damage: 3d8 ⇒ (7, 5, 5) = 17
Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (13) + 10 = 23 for E&F Damage: 1d4 + 3 ⇒ (4) + 3 = 7 with crit wound

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Oh, another one!
Momo flares up in a bright yellow, and looks more determined than before Mister Ghost... excuse me... we're not here to hurt you, but you must realise that you seem to be dead. Better to let go of this world. I know it's hard, but there's not much here now - this world is for the living.
She feels a bit hypocritical saying that, seeing as how she cheated death herself...
Move: draw weapon, move: plasma sheath (cause weapons to do fire damage)

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The spectre takes full damage from Thrym, half damage from Borq and Jekcedo (-33)
Seeing Thrym as the most dangerous, it fires a thunderstrike sonic pistol at him before withdrawing out the other bridge door - without opening it - into the corridor.
trick: 1d20 + 16 ⇒ (10) + 16 = 26 damage: 1d8 ⇒ 5 debilitating on success.
attack: 1d20 + 8 ⇒ (5) + 8 = 13 sonic: 1d8 + 4 ⇒ (3) + 4 = 7
Everyone is up

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Qimok is slower than most of his teammates to react to the ghost--and as luck would have it, further away form the enemy as well. He readies his pike as he rushes out the door that the Starfinders opened to access the bridge, and thrusts the point of his weapon at the ghost.
invigorating tactical pike: 1d20 + 10 ⇒ (11) + 10 = 21; damage (P): 1d8 + 12 ⇒ (6) + 12 = 18

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Borq dodges out the door past Qimok and back down the corridor before firing at the ghost from around the corner.
Trick Attack: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33 for Trick Damage: 3d8 ⇒ (8, 8, 3) = 19
Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (11) + 10 = 21 for E&F Damage: 1d4 + 3 ⇒ (4) + 3 = 7

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Thrym hurries back out the door he came in by, and fires another ectoplasmically-enhanced flare at the ghost.
Trick Attack - 'Take 10' = 33. Flat-footed for 1 round on a success.
Ghost Killer Underwater Dazzler Flare Pistol: 1d20 + 12 ⇒ (20) + 12 = 32, for 1d6 + 3 + 4d8 ⇒ (4) + 3 + (6, 7, 5, 8) = 33 Fire damage.

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Jek redies a Serum of healing, MK1 while moving up behind Qimok acting as a Bodyguard while looking non-threatening to the ghost. Telepathically Jek tells Qimok.
"I got your back."
Bodyguard: As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.
In Harms Way: When an attack hits an ally whose Armor Class you have increased with the Bodyguard feat, you can intercept the attack. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it. This ability takes no action, but you can intercept only one attack in this way each round.

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Huh. Ghost Killer weapons actually ignore the immunity to crits of incorporeals. The more you know!
Extra crit damage: 1d6 + 3 + 4d8 ⇒ (6) + 3 + (5, 1, 5, 8) = 28 Fire damage.

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Momo moves after the ghost, through the eastern door, to end up behind it. More resolute, and glowing a bit brighter, she readies to strike in case the ghost remains hostile.
Carbon blade, plasma sheath (fire), flanking: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 261d10 + 8 ⇒ (5) + 8 = 13

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That ghost basically didn't have a ghost of a chance to reply.
Searching the bridge, you find a ferocity blazon (Starfinder Armory 113) lying partly wedged in the captain station’s shrapnel-ridden seat. The insignia is stylized in the form of a blooming lotus flower spitting out flames. A credstick containing 1,200 credits has been secured to the blazon’s back with a small note reading “reserve funds”.
Where to now Pathfinders?

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"Whoever is captain might want to take the blazon. It'll help with yelling at other captains." Borq grins toothily at Momo and the others. "Shall we continue around?" A6 next, I think.

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"I only got one grenade left that can harm ghosts, so I'll open the door, so I have a clear shot, before the rest of you close in. I hope there aren't any more ghosts they are immune to all of my mystic powers."
Jek draws their last shock grenade and opens the door to A6 looking to see what is inside.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18

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A6 - Starboard Crew Quarters
Hanging blue curtains cover two of the bunks in this section of crew quarters. The remaining bunk has been converted into a couch. A shelf opposite the bunks contains several meticulously organized, old-fashioned physical books. An archaic set of swords rests above the couch. Everything appears neat and orderly, though dried blood covers the shower’s floor.
No ghosts or other apparitions visible.

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Ears isn't quick enough to contribute to the fight before his companions lay the ghost to rest. "At least this last ghost didn't bring a shobhad."
In the starboard quarters Ears takes in the furnishings. "A military sentient's room. Someone interested in the past."
He moves to examine the books.

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Jek raises thier hand
"That would be me, I like tech, but it's good to have other options in case you're tech stops working, that's why I joined the Cognates, more options!"

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Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Momo searches the quarters, inspecting the swords, but looking a bit apprehensive at seeing the blood in the shower. Ghosts don't bleed, do they? I think this is older... on the last ghost ship I was on she says, and almost makes it sound as if she's routinely visiting ghosts ships somebody got hurt and tried to heal themselves in the bathroom. You think that's what happened here?

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Ears looks up from the book he's drawn from the shelf. "Or they were killed in the shower. But where are the bodies? Did someone clean up after? Then why didn't they clean up the blood? " The pitch of his voice rises and takes on a softer tone. "There's insufficient data to substantiate a conclusion."
But he also doesn't return his attention immediately to the book. He holds it open in his hands while examining the floor of both the cabin and the shower.
Life Science, is it really blood and possibly what kind?: 1d20 + 14 ⇒ (12) + 14 = 26
Survival, traces of tracks?: 1d20 + 4 ⇒ (10) + 4 = 14
Perception: 1d20 ⇒ 8

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Qimok takes a cursory glance at the books, but the archaic weapons catch his interest more.
Perception: 1d20 + 0 ⇒ (3) + 0 = 3

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Jekcedo finds a datapad. The books are novels as well as some on gardening,
Yes it's blood, and given that the Corpse Fleet is involved, it's likely the bodies were reanimated and put to use.
Could Jakcedo roll me two computer checks please.

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"Why are you even asking? Give me that!"
If Jekcedo chooses to cede the datapad, Ears will check it out.
computers: 1d20 + 15 ⇒ (2) + 15 = 17
computers: 1d20 + 15 ⇒ (19) + 15 = 34

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You might want to reroll that '2'

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I guess you could call for aids

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Borq pulls the datapad down to their eye level. "Looks interesting."
Computers, aid: 1d20 + 5 ⇒ (15) + 5 = 20

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One more successful aid will do it. Don't forget about product boons that allow a reroll. These should be listed on the Guide to Organised Play.

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Computers, aid: 1d20 + 0 ⇒ (12) + 0 = 12
Have you tried pushing all the buttons?

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With quite a bit of help from his friends, Ears manages to get into the datapad. Readily available files include several counterintelligence manuals and a number of books on gardening. Behind a firewall, Ears finds a secure, encrypted file behind a firewall.
A third computers check is required to see the contents

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Ears touches a few buttons, and realizes that he done something wrong and disaster is imminent. Following Momo's well timed suggestion to punch all the buttons, Ears throws himself bodily onto the datapad, thus overwhelming the system input capacity and preventing catastrophe. He reboots the pad and negotiates it tentatively in consultation with Borq.
He soon regains his confidence and digs into the firewall, then into the files concealed behind it.
Computers: 1d20 + 15 ⇒ (16) + 15 = 31

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The data behind the firewall contains surveillance footage of an unknown location at Absalom Station, accompanied by cryptic notes about a rival security officer’s movements, and a series of messages between Hinji and Qinhu as they attempt to arrange meetings between Hinji’s training and Qinhu’s required duties as the house’s technomancer. It appears that the young scion Hinji was carrying on an affair with the hacker

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Culture: 1d20 + 2 ⇒ (15) + 2 = 17
"Yes...but me, neither."