Dark Side Spirit

By Gallus Drake, in Game Masters

Hi all!

I am a Game Master writing an adventure about a lost schoolship of the jedi.

Charachters are recruited to find it and salvage all they can.

Unknown to them all of the scholars died after a incident to the ship. Kept by the terror of impending death they all died in fear and became a collective dark side spirit.

I did not find guidelines to handle such a creature.

Can anyone help me with this one?

Thankyou

I can, but I don't know if you'll like it...

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 instantly kills the Restless Massassai Spirit bound to it.

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.

Edited by CrunchyDemon

You may want to ditch the bit about the Phylacrity, it was specific to an adventure I ran, and I ended up tossing that out the window. Instead of the phylacrity instantly killing the ghost, I made it turn the ghost corporeal, so it lost that "Etherial" quality I made up.

CrunchyDemon has a good approach if direct combat is the way to go (even though this is a BEAST of a thing to throw at an unsuspecting party). There's also a few pages you can pull from other RPGs that may help:

1) Use The Force: Some games made Dark Side Spirits only susceptible to Force-sensitives and/or Force powers.

2) Force of Will: Some games with incorporeal entities make them untouchable physically, and introduce a non-physical combat system. We already have examples of a Social Combat System thanks to abilities like Scathing Tirade. Use those guidelines but use Willpower with Discipline as a starting point for "combat" to take place.

3) Hand wave the whole thing: Make the ghosts an annoyance, a bit of suspense, whispers in the dark, that kind of thing. If the party isn't fighting it directly, then don't bother with stats.

4) Destiny Points: This plays up with the previous comment. Any time they do something physically, use a Destiny Point to make it happen.

5) The Dark Side Destiny Pool Approach. A few games would tie their big bad to the number of chips the GM had on hand. In this case, you could use it to determine the number of minions when there is a confrontation, for example.

Those would be my approaches to it, but again, that's just my opinion.

Shouldn't such a spirit have some serious Force abilities?

Shouldn't it also be incorporeal and thus immune to physical damage? And IIRC from the Dark Side Sourcebook and Jedi sourcebook from WotC, spirits are also unable to physically affect the world.

The scariest thing about a Dark side spirit (and the following is just my personal opinion) is that it deals in threats and manipulation rather than direct assault. If you have your players fight it with weapons it becomes just another enemy. In my long-running D6 campaign I've had an ancient Sith spirit occasionally haunt the players, and she's one of the two NPCs I've introduced that scares them the most. She already caused on PC to fall to the Dark side by offering to save his life (making him accept a Dark side point in the process) and then led him further into darkness by teaching him Dark side Force powers. She manipulates people and events and then show up to capitalize on the situation by offering desperately needed advice or assistance in return for unspecified future favours. This sort of thing is much scarier than if the players could simply shoot her dead.

Shouldn't such a spirit have some serious Force abilities?

They could, it depends on how you want to play it. Environmental effects and hazards could just as easily represent super force powers and me more manageable from the GM side of things.

The old D6 module Domain of Evil had a system where the players were accosted by dark side hallucinations that would slowly chip away at their attributes until they went insane. You could do a similar effect with EotE.

Run combat normally (with the players fighting against whatever baddy the dark side spirit wishes to manifest as...stromtroopers, rancors, boba fetts, rabbits with sharp pointy teeth). Upon completion of the combat players wounds return to normal and crits are removed (unless caused by a physical environmental effect instead of the hallucination) and any incapacitated/killed players just wake up. But their strain threshold is reduced by say 1 for every crit suffered. Once their ST hits 0, they become nutters. Once the dark side is defeated and the adventure ends, everything goes back to it's normal stats, XP is awarded, and girl scout cookies are eaten.

Run combat normally (with the players fighting against whatever baddy the dark side spirit wishes to manifest as...stromtroopers, rancors, boba fetts, rabbits with sharp pointy teeth). Upon completion of the combat players wounds return to normal and crits are removed (unless caused by a physical environmental effect instead of the hallucination) and any incapacitated/killed players just wake up. But their strain threshold is reduced by say 1 for every crit suffered. Once their ST hits 0, they become nutters. Once the dark side is defeated and the adventure ends, everything goes back to it's normal stats, XP is awarded, and girl scout cookies are eaten.

I ran something similar to this for a FATE game I ran with some horror elements. Things like this are ALWAYS a hoot for a haunted house type game. . .