*IMPERIAL TRANSMISSION, YAVIN 4 EXCURSION - SUPERNATURAL PHENOMENA*

By CrunchyDemon, in Game Masters

*TRANSMISSION BEGINS*

My Lord, our team has uncovered and entered another ruin, we have designated this site "1-Delta". Unfortunately we did not make it very far in. We were driven away by the tomb's inhabitants. Decidedly hostile, but I'm not entirely sure can be classified as a "life" form. Quite the opposite, in fact. The creatures appear like some ghostly, icy-blue vestigal image of death itself. The only other thing with which I can compare their appearance to would be, well, holographic images, just as Your Majesty uses on a daily basis to issue Your Divine orders to Your Empire.

We wouldn't have even been able to get into temple to begin with if Your Majesty's Guardsman hadn't translated the inscriptions on the temple's door for us. Even our finest protocol droids were unable to decipher the runes. It was a riddle, of sorts, involving archaic images and scriptures in tandem. The particulars of which, I am ashamed to admit, are quite beyond my learnings. However Your Majesty's agent proved quite adept at the task at hand.

Unfortunatley for the expedition, however, no sooner had we sent foot within the ruins that these ghastly, skeletal, and tatter-clad beings came out from the very pillars and set upon us. They shot beams of fire from their eyesockets, sufficient to incinerate two of our men. The first was killed instantly, the second's own armor caught ablaze, cooking him inside quite like a blast-roast ronto.

The third man to die was perhaps the most disturbing. One of the creatures, flying, swooped down upon him and thrust an ethereal hand directly through his forhead, through his helmet, leaving neither entry nor exit wound. The thing appeared to then enter the trooper's body, perhaps like the appearance somewhat of fluid being sucked through a hull breach in sublight travel.

We weren't sure what to do. At first the trooper appeared stunned, quite like being hit by a grenade, but then his voice was no longer his own, he raved angrilly in some unknown tongue at us and turned his weapon on us, killing two more before our return salvo put him down.

It was Your Majesty's own Guardsman who called for the tactical retreat. I was reluctant to flee at first until he so boorishly grabbed me by my collar and pushed me back out of the temple at a sprinter's pace. The raw strength of Your Majesty's man is considerable indeed. I can only hope to unlock but a fraction of Your Majesty's many breakthroughs in cloning technology some day.

Oddly, when we made our egress from the ruin, the creatures did not follow or give chase. I am transmitting this messsage now, and then I shall sit with the other officers we and discuss our next course of action.

Captain Quaid out.

*TRANSMISSION ENDS*

Edited by CrunchyDemon

((These are awesome - thank you for a great read! I hope that you will lay down the setting for us some time. Are the Imperial officers players at your table?))

Lol no, the adventure is in progress with my group right now so I won't be spoiling anything just yet. I'll post the full thing when the adventure is done at our table.

Edited by CrunchyDemon

Restless Massassai Spirit [Rival]

Brawn 1, Agility 3, Cunning 4, Willpower 1, Presence 2

Soak 20, W Threshold 10, S Threshold 10, M/R Defense: 1/1

Skills: Brawl 3, Vigilance 5, Cool 5, Ranged (Light) 1

Talents: None

Abilities:

One With the Force: Restless Massassai Spirits may not spend Destiny points for any purpose

Etherial: As they lack physical form, conventional weapons are practically useless against them (this is reflected abstractly by their soak [boosting defense would be closer to author's intent, if you have the dice]). Additionally, they cannot lift or move material objects, they simply pass through them (reflected by the Breach quality of attacks). This also removes any and all Defense bonuses against the spirits gained by players in cover.

Phylacrity-Bound: Restless Massassai Spirits are each bound to their own glass or stone prison, typically a vial or urn. They may move no further than Long Range from their Phylacrity. A Phylacrity may be destroyed (5 wounds, 5 soak) by conventional means, and if destroyed gives the spirit a physical, skeletal form, which can take damage normally and has 5 soak.

Ghostly Flight: may ignore terrain penalties and have a single, free maneuver each turn that may only be used for movement, this allows them to exceed 2 maneuvers per turn.

Equipment:

Searing Beams: (Ranged [Light], Damage 5, Crit 4, Range [Medium], Linked 1, Burn 1)

Ghastly Touch: (Brawl, Damage 2, Critical 2, Range [Engaged], Disorient 1, Breach, Stun Damage)

Possession: On a successful Ghastly Touch attack, may spend Triumph or Critical activation to possess the target for the remainder of the current round, as well as the next round. The player character becomes a GM controlled Nemesis for the duration, using all of its own stats and equipment and acts on the possessing spirit's initiative. The spirit inhabits the target and may not use any of its own abilities for the duration of this effect. At the end of the duration (two rounds after inital possession), on the spirit's turn, the possessed character may make a Difficult (3) Discipline check to break free of the spirit's possession and regain control. Failure means they are possessed for an additional round, but successive rounds of possession reduce the difficulty of the Discipline check by 1, to a minimum of 1. Possession requires a living target (Droids cannot be Possessed). This ability may only be used once per encounter.