Nov 19, 2016 8:49 pm
DUTY, OBLIGATION, AND MORALITY
A note on dice rolls for Duty and Obligation:
While I do tend to enjoy the core rules for these game mechanics, do not expect them to be rigidly adhered to. Sometimes it just doesn't make sense to apply the more unique plot changing effects of these rolls immediately. As such, I will, at times, apply those effects when it is more sensible to do so, perhaps even combining them with another character's if necessary. Also, do not assume the rolls will take effect exactly as described in the book (e.g., doubles may not always trigger double strain effects or plot changers, while regular rolls may introduce plot changers at my discretion). Ultimately, I like the system but use it more like a guide, with the dice roll primarily being used to determine who's Duty/Obligation takes effect.
Regardless, I will do my best to sensibly work your character's Duty and Obligation into the game, as it adds really good flavor and can make for great twists and turns. Heck, it's why we're using both of them.
DUTY CHART
Dice roll result corresponds to a character's DUTY
01-10 = Hawke: Tech Procurement
11-20 = Krosus: Recruiting
21-30 = Lissewa: Political Support
31-35 = Lexi: Internal Security
36-40 = Lexi: Space Superiority
41-45 = Tajanna: Counter-Intelligence
46-50 = Tajanna: Operations Planning
OBLIGATION CHART
Dice roll result corresponds to a character's OBLIGATION
01-10 = Hawke: Oath to Vhrall Akrulta
11-20 = Krosus: Family
21-30 = Lexi: Oath to Vhrall Akrulta
31-40 = Lissewa: Favor
41-50 = Tajanna: A Score to Settle
MORALITY AND CONFLICT TRACKER
Roll for conflict effects on Morality between missions or adventures, depending on pacing. Use Dark Side Conflict Chart and rules below.
Hawke
Cruelty
Conflict: 0
Morality: 40
Krosus
Arrogance
Conflict: 0
Morality: 40
Lexi
Hatred
Conflict: 0
Morality: 40
Lissewa
Greed
Conflict: 0
Morality: 40
Tajanna
Obsession
Conflict: 0
Morality: 40
CONFLICT RULES FOR MORALITY AND THE DARK SIDE
Morality is a generally soft mechanic, so I've modified it to highlight it a bit more in the game. New game mechanics are detailed below that allow for the use of Morality when playing a Dark Side character. Non-force users must still track Morality, although it's primary impact will be simply to gauge that character's tendency toward Light/Dark (Good/Evil).
Persistent Internal Conflict and It's Effect on the Character
The Morality scale has been upgraded to reflect persistent internal conflict for the character. A force-using Dark Side character trending too far toward the Light side will suffer the following effects:
A Morality score ranging from 50-59 will result in 1 setback die applied on all skill checks.
A Morality score ranging from 60-69 will result in 2 setback dice applied to all skill checks.
A Morality score of 70+ and the player has turned to the Light Side, coming under the auspices of all the rules inherently attached.
As seen above, the Dark Side is consuming, corrupting, and possessive, lashing out at you as you move toward the light. The closer you get to falling to the Light Side, (70+ Morality) the more constant and overwhelming your internal strife becomes, interfering with focus, decisiveness, self-identity, etc.
As we're entering new territory, seemingly unaddressed by any forum or discussion of any kind on the internet, a lot of how we handle conflict regarding your characters will be highly interpretative by your GM. However, the below table is intended to give you an approximate idea of what to expect, showing some of the ways Dark Side characters can accrue conflict.
The list of actions on the table below have attached conflict penalties, along with aspects of Morality that exemplify what emotions/ideals cause the conflict for a dark side user. It is not intended to be a complete list, and you may gain conflict via other means, at the discretion of your GM.
COMMON CONFLICT PENALTIES FOR DARK SIDE CHARACTERS
Knowing Inaction. The PC knows that an NPC or PC will do something to oppose them and allows them to do so. 1-2 conflict. Fear, Weakness.
Self-Incrimination. Honesty detrimental to the PC or their agenda. 1-2 conflict. Fear, Weakness.
Fleeing from a Direct Threat. The PC may consider their flight as the consequence of an associated personal failure that put themselves in a position of weakness. 0-3 conflict. Fear, Weakness.
Seeking Peaceful Resolution to a direct threat of violence. 1-4 conflict. Fear, Weakness, Compassion.
Unnecessary Acts of Kindness. Helping others, unselfishly aiding them in some way. 3-6 conflict. Compassion, Justice.
Granting Mercy, especially to an enemy. 3-9 conflict. Mercy, Compassion, Justice.
Endangering Yourself Unselfishly, to help others. 6-10 conflict. Mercy, Compassion, Justice.
Self-Sacrifice. Offering to take the place of another, etc. at great peril to yourself. 15+ conflict. Mercy, Compassion, Altruism.
The Effect of Conflict on Your Dark Side Character's Morality
Between missions, adventures (or major story events?), each player totals conflict received for their character and rolls 1d10, subtracting the result of the roll from their conflict. The character then adjusts his or her Morality by the result. Positive results move the character toward the Light Side, negative results move the character toward the Dark Side.
For example, Darth Vader accrued a lot of conflict at the end of the last session when he showed mercy to Padme, picking up 6 conflict. He rolls a 2 for his Morality check, and increases his Morality by the difference, which is 4 (6-2= positive 4), slipping to the Light Side of the force.
Later on, he accrues conflict in the next session, as Darth Vader confronts Obi Wan, giving him the chance to walk away. This earns him 2 conflict. He rolls an 8 for his Morality check, and decreases his Morality by the difference, which is 6 (2-8= negative 6), becoming more and more in tune with the Dark Side of the force.
A note on dice rolls for Duty and Obligation:
While I do tend to enjoy the core rules for these game mechanics, do not expect them to be rigidly adhered to. Sometimes it just doesn't make sense to apply the more unique plot changing effects of these rolls immediately. As such, I will, at times, apply those effects when it is more sensible to do so, perhaps even combining them with another character's if necessary. Also, do not assume the rolls will take effect exactly as described in the book (e.g., doubles may not always trigger double strain effects or plot changers, while regular rolls may introduce plot changers at my discretion). Ultimately, I like the system but use it more like a guide, with the dice roll primarily being used to determine who's Duty/Obligation takes effect.
Regardless, I will do my best to sensibly work your character's Duty and Obligation into the game, as it adds really good flavor and can make for great twists and turns. Heck, it's why we're using both of them.
DUTY CHART
Dice roll result corresponds to a character's DUTY
01-10 = Hawke: Tech Procurement
11-20 = Krosus: Recruiting
21-30 = Lissewa: Political Support
31-35 = Lexi: Internal Security
36-40 = Lexi: Space Superiority
41-45 = Tajanna: Counter-Intelligence
46-50 = Tajanna: Operations Planning
OBLIGATION CHART
Dice roll result corresponds to a character's OBLIGATION
01-10 = Hawke: Oath to Vhrall Akrulta
11-20 = Krosus: Family
21-30 = Lexi: Oath to Vhrall Akrulta
31-40 = Lissewa: Favor
41-50 = Tajanna: A Score to Settle
MORALITY AND CONFLICT TRACKER
Roll for conflict effects on Morality between missions or adventures, depending on pacing. Use Dark Side Conflict Chart and rules below.
Hawke
Cruelty
Conflict: 0
Morality: 40
Krosus
Arrogance
Conflict: 0
Morality: 40
Lexi
Hatred
Conflict: 0
Morality: 40
Lissewa
Greed
Conflict: 0
Morality: 40
Tajanna
Obsession
Conflict: 0
Morality: 40
CONFLICT RULES FOR MORALITY AND THE DARK SIDE
Morality is a generally soft mechanic, so I've modified it to highlight it a bit more in the game. New game mechanics are detailed below that allow for the use of Morality when playing a Dark Side character. Non-force users must still track Morality, although it's primary impact will be simply to gauge that character's tendency toward Light/Dark (Good/Evil).
Persistent Internal Conflict and It's Effect on the Character
The Morality scale has been upgraded to reflect persistent internal conflict for the character. A force-using Dark Side character trending too far toward the Light side will suffer the following effects:
A Morality score ranging from 50-59 will result in 1 setback die applied on all skill checks.
A Morality score ranging from 60-69 will result in 2 setback dice applied to all skill checks.
A Morality score of 70+ and the player has turned to the Light Side, coming under the auspices of all the rules inherently attached.
As seen above, the Dark Side is consuming, corrupting, and possessive, lashing out at you as you move toward the light. The closer you get to falling to the Light Side, (70+ Morality) the more constant and overwhelming your internal strife becomes, interfering with focus, decisiveness, self-identity, etc.
As we're entering new territory, seemingly unaddressed by any forum or discussion of any kind on the internet, a lot of how we handle conflict regarding your characters will be highly interpretative by your GM. However, the below table is intended to give you an approximate idea of what to expect, showing some of the ways Dark Side characters can accrue conflict.
The list of actions on the table below have attached conflict penalties, along with aspects of Morality that exemplify what emotions/ideals cause the conflict for a dark side user. It is not intended to be a complete list, and you may gain conflict via other means, at the discretion of your GM.
COMMON CONFLICT PENALTIES FOR DARK SIDE CHARACTERS
Knowing Inaction. The PC knows that an NPC or PC will do something to oppose them and allows them to do so. 1-2 conflict. Fear, Weakness.
Self-Incrimination. Honesty detrimental to the PC or their agenda. 1-2 conflict. Fear, Weakness.
Fleeing from a Direct Threat. The PC may consider their flight as the consequence of an associated personal failure that put themselves in a position of weakness. 0-3 conflict. Fear, Weakness.
Seeking Peaceful Resolution to a direct threat of violence. 1-4 conflict. Fear, Weakness, Compassion.
Unnecessary Acts of Kindness. Helping others, unselfishly aiding them in some way. 3-6 conflict. Compassion, Justice.
Granting Mercy, especially to an enemy. 3-9 conflict. Mercy, Compassion, Justice.
Endangering Yourself Unselfishly, to help others. 6-10 conflict. Mercy, Compassion, Justice.
Self-Sacrifice. Offering to take the place of another, etc. at great peril to yourself. 15+ conflict. Mercy, Compassion, Altruism.
The Effect of Conflict on Your Dark Side Character's Morality
Between missions, adventures (or major story events?), each player totals conflict received for their character and rolls 1d10, subtracting the result of the roll from their conflict. The character then adjusts his or her Morality by the result. Positive results move the character toward the Light Side, negative results move the character toward the Dark Side.
For example, Darth Vader accrued a lot of conflict at the end of the last session when he showed mercy to Padme, picking up 6 conflict. He rolls a 2 for his Morality check, and increases his Morality by the difference, which is 4 (6-2= positive 4), slipping to the Light Side of the force.
Later on, he accrues conflict in the next session, as Darth Vader confronts Obi Wan, giving him the chance to walk away. This earns him 2 conflict. He rolls an 8 for his Morality check, and decreases his Morality by the difference, which is 6 (2-8= negative 6), becoming more and more in tune with the Dark Side of the force.