Nov 28, 2016 4:56 pm
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, and from that point forward will abide by 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. 1-3 conflict. Fear, Weakness.
Self-Incrimination. Honesty detrimental to the PC or their agenda. 1-3 conflict. Fear, Weakness.
Fleeing from/Submitting/Surrendering to 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. 0-4 conflict. Fear, Weakness.
Seeking Peaceful Resolution to a direct threat of violence. 1-5 conflict. Fear, Weakness, Compassion.
Unnecessary Acts of Kindness. Helping others, unselfishly aiding them in some way. 3-7 conflict. Compassion, Justice.
Granting Mercy, especially to an enemy. 3-10 conflict. Mercy, Compassion, Justice.
Endangering Yourself Unselfishly, to help others. 6-12 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.
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, and from that point forward will abide by 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. 1-3 conflict. Fear, Weakness.
Self-Incrimination. Honesty detrimental to the PC or their agenda. 1-3 conflict. Fear, Weakness.
Fleeing from/Submitting/Surrendering to 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. 0-4 conflict. Fear, Weakness.
Seeking Peaceful Resolution to a direct threat of violence. 1-5 conflict. Fear, Weakness, Compassion.
Unnecessary Acts of Kindness. Helping others, unselfishly aiding them in some way. 3-7 conflict. Compassion, Justice.
Granting Mercy, especially to an enemy. 3-10 conflict. Mercy, Compassion, Justice.
Endangering Yourself Unselfishly, to help others. 6-12 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.