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Before we get to any OGL content, an editorial aside:

You may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do episodes picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game. This article ties in to the "Owen Explains It All; Ghostbuster's Afterlife" episode.

The show has a logo and everything!

Adding Weapons to Use Against Ghosts to Starfinder

Really, the two things you need to add the ability to bust ghosts to Starfinder are weapons that can affect and grab ghosts, and traps to hold them. So, here are two OGL options for the Starfinder Roleplaying Game, designed to work together: the antiectoplasmic fusion, and the ghostbinder grenade modifications

(art by evilratalex)

New Fusion: Antiectoplasmic [Level 1]

Only weapons that deal electricity damage, and no other type of damage, can have the antiectorplasmic fusion.

An antiectoplasmic weapon does full damage to incorporeal creatures, and can score critical hits against incorporeal creatures. If an incorporeal creature is out of Stamina Points (or is at half or less of its HP, for creatures without a Stamina Point score), and has unrecovered damage from an antiectoplasmic weapons on it, then any ectoplasmic weapon can be used to grapple the target (even at range) by hitting its EAC +4 (rather than KAC +8). If an antiecotplasmic weapon has an incorporeal creature grappled, as a standard action you can both maintain the grapple and move the creature a number of squares equal to the weapon's item level. This counts as an attack, including for purposes of expending charges or ammunition.

Grenade Modification: Ghostbinder

Ghostbinder is a modification that can be applied only to grenades that do electricity damage, and it increases their cost by 100%. A ghostbinder grenade does half damage, and has a trigger connected to it by a cord allowing it to be triggered within 30 feet. A grappled incorporeal creature in the area of a ghostbinder grenade must make a Fortitude save against the grenade's DC, or be trapped within it. For every foe grappling the incorporeal creature, it takes a -2penalty to this save. An incorporeal creature within a ghostbinder grenade can take no action, cannot affect anything, and is immune to the effects of anything other than the grenade. If the grenade is shut off or destroyed, the incorporeal creature is released.

Unlike most grenades, a  ghostbinder grenade is not destroyed when used. If there is no incorporeal creature bound within it, it can be recharged for the cost of a normal grenade of its type.

Expanded Content

Here's a bit of expanded content, just for you my supportive patrons!

Of course, if you don't want to be stuck with a room full of ghostbinder grenades (and if you'd like to save some money by reusing ones that currently have ghosts in them), you need some way to permanently store trapped ghosts. A Ghost Vault can do this, holding up to 100,000 levels worth of trapped ghosts it can safely remove from ghostbinder grenades, keeping them in the same stasis as those grenades. A Ghost Vault has the same size, cost, and portability requirements as a medical lab (Level 7, 7,000 credits, bulk 50), and the GM should allow any starship module, gear, or ability that can function as a medical lab to have a variant that acts as a Ghost Vault.

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