Post by gamedave on Sept 25, 2011 16:05:45 GMT -5
Calling upon the Force requires balance, concentration, and serenity. Unless the Force user gives into his anger, fear, aggression, and hate, and calls upon the Dark Side. This is a faster route to power, but ultimately enslaves the character to his own dark passions and to the Dark Side of the Force.
DARK SIDE SCORE
All characters in Savage Star Wars have a Dark Side Score. All Player Characters begin with a Dark Side Score of 0 (unless they have the Touched by the Dark Side Hindrance). A Dark Side Score of 0 indicates that the character has not been touched by the Dark Side of the Force, and is in control of his own actions.
Once a character's Dark Side Score equals his Spirit die type, he has become lost to the Dark Side, a slave to his own dark passions. He becomes an NPC, under the control of the GM.
A character's Dark Side Score cannot exceed his Spirit die type. If a character who has fallen to the Dark Side later increases his Spirit, his Dark Side Score increases accordingly. Once a character falls to the Dark Side, he may only return to the light as part of a plot development.
Whenever a character must make a roll to resist dark emotions, such as anger, fear, aggression, or hate, he has a penalty equal to half his Dark Side Score (rounded down). However, if he has to roll on the Fright Table, he also subtracts half his Dark Side Score (rounded down) from this roll (which makes the effects less severe). This also applies to the Smarts rolls required by the Berserk Edge.
DARK SIDE CHECK
Whenever a character gives in to his basest urges and darkest emotions, he walks the path of the Dark Side. When he does so, he must make a Dark Side Check. This is a Spirit roll, with a penalty equal to half the character's Dark Side Score (rounded down). Force Points cannot be used to re-roll this check. On a success, the character has resisted the lure of the Dark Side...for now. On a failure, the character's Dark Side Score increases by 1. On a Critical Failure, it increases by 2.
It is up to the GM to determine when a Dark Side Check is required. In general, causing unnecessary pain and suffering to a living creature, or causing serious harm to a living creature for purely selfish motives, may require a Dark Side Check. A character who acts in accordance with the Bloodthirsty, Greedy (Major), or Vengeful (Major) will find themselves making frequent Dark Side Checks.
For example, killing a stormtrooper in a firefight doesn't require a Dark Side Check. Sneaking up behind a sentry and killing him probably wouldn't either, if it's part of a military operation, but probably would if it's part of a robbery.
Similarly, stealing money from a wealthy merchant, while not nice, probably isn't dark enough to require a check, but stealing money from a vagrant probably would.
A Berserk character (acting out of blind rage and aggression) who rolls a 1 on his Fighting Die, hits a friend, ally, or innocent bystander, and does enough damage to cause them to become Shaken must make a Dark Side Check.
At the GM's option, particularly egregious actions (for example, torturing an innocent person, or killing an ewok just because) may increase a character's Dark Side score by 1 or even 2 points without a check.
Dark Side Checks and Force Users
Force Sensitive characters are more attuned to the Force, which also makes it easier for them to be seduced by the Dark Side. When making a Dark Side Check, a Force Sensitive Character uses the lowest of his Spirit attribute, Control skill, Sense skill, or Alter skill.
In addition, Force users must remain in control of themselves and their emotions or they will be overwhelmed by the Dark Side. In addition to the circumstances listed above, Force Sensitive characters risk the Dark Side when they act out of even relatively mild but selfish, materialistic, or dark motives. At the GM's option, a Force Sensitive character may need to make a Dark Side check when they go Berserk, or act in accordance with the Arrogant, Greedy (Minor), Habit (Major), Overconfident, or Vengeful (Minor) Hindrances, or similar actions. Causing significant harm to a friend, ally, or innocent bystander by their actions or as direct result of them (starting a firefight in a crowded cantina, for example) will almost always require a Dark Side Check.
CALLING UPON THE DARK SIDE
Is the Dark Side stronger?
No, no, no. Quicker, easier, more seductive.
Whenever a Force Sensitive character Uses the Force to Soak a wound or re-roll a Trait roll, or attempts to activate a Force power, he may Call Upon the Dark Side. He gains a bonus to the roll equal to half his Dark Side Score (rounded down), but must make a Dark Side Check. A character with a Dark Side Score of 0 or 1 gains +1 to the roll.
This may seem to make characters who don't care about making Dark Side Checks significantly more powerful. However, once a character falls to the Dark Side, he may no longer Call Upon the Dark Side for power. Furthermore, a positive Dark Side Score makes increasing Force skills more difficult (see below).
This does mean that the most powerful Force users are those whose Dark Side Scores are just short of their Spirit die type, and who are willing to risk falling to the Dark Side for short term gains. Such is the temptation of the Dark Side.
Increasing Force Skills
A character who comes to rely on the Dark Side for power often finds their self-discipline and skill lacking. All three Force skills, Control, Sense, and Alter, are linked to Spirit. When determining if those skills are equal to the character's Spirit for purposes of increasing them, add half the character's Dark Side Score (rounded up).
For example, if a character has a Spirit of d8, and Control, Sense and Alter skills of d6, he could increase two of those skills with a single advance. However, if he has a Dark Side Score of 3+, those skills would be considered d8s (or more), and he could only increase one of them with an advance.
THE DARK SIDE AND REDEMPTION
At the GM's option, a character may attempt to purge the stain of the Dark Side from his soul. A player must consistently role-play his character as being genuinely remorseful about his past actions and wanting to reform his ways over multiple game sessions (and at least several weeks in-game). Once the GM decides the character has earned the chance, he may attempt to redeem himself.
Once per game session, as long as the character remains on the path to redemption, he may Spend a Force Point to attempt redemption. He makes a Dark Side Redemption Check. Like a normal Dark Side Check, he suffers a penalty equal to half his Dark Side Score (rounded down), and he may not Use the Force to re-roll the check. Unlike a normal Dark Side Check, if he fails (even with a 1 on the Trait die), his Dark Side Score remains the same. If he succeeds, his Dark Side Score is reduced by 1. A raise confers no additional benefits.
At the GM's option, a character who performs a particularly selfless act during a game session may immediately spend a Force Point to attempt a Dark Side Redemption Check, which does not count as his one attempt per session. Such opportunities should not come often, certainly no more than once a game session, and rarely even that often. The path back from the Dark Side is long and difficult, and requires dedication and patience.
DARK SIDE SCORE
All characters in Savage Star Wars have a Dark Side Score. All Player Characters begin with a Dark Side Score of 0 (unless they have the Touched by the Dark Side Hindrance). A Dark Side Score of 0 indicates that the character has not been touched by the Dark Side of the Force, and is in control of his own actions.
Once a character's Dark Side Score equals his Spirit die type, he has become lost to the Dark Side, a slave to his own dark passions. He becomes an NPC, under the control of the GM.
A character's Dark Side Score cannot exceed his Spirit die type. If a character who has fallen to the Dark Side later increases his Spirit, his Dark Side Score increases accordingly. Once a character falls to the Dark Side, he may only return to the light as part of a plot development.
Whenever a character must make a roll to resist dark emotions, such as anger, fear, aggression, or hate, he has a penalty equal to half his Dark Side Score (rounded down). However, if he has to roll on the Fright Table, he also subtracts half his Dark Side Score (rounded down) from this roll (which makes the effects less severe). This also applies to the Smarts rolls required by the Berserk Edge.
DARK SIDE CHECK
Whenever a character gives in to his basest urges and darkest emotions, he walks the path of the Dark Side. When he does so, he must make a Dark Side Check. This is a Spirit roll, with a penalty equal to half the character's Dark Side Score (rounded down). Force Points cannot be used to re-roll this check. On a success, the character has resisted the lure of the Dark Side...for now. On a failure, the character's Dark Side Score increases by 1. On a Critical Failure, it increases by 2.
It is up to the GM to determine when a Dark Side Check is required. In general, causing unnecessary pain and suffering to a living creature, or causing serious harm to a living creature for purely selfish motives, may require a Dark Side Check. A character who acts in accordance with the Bloodthirsty, Greedy (Major), or Vengeful (Major) will find themselves making frequent Dark Side Checks.
For example, killing a stormtrooper in a firefight doesn't require a Dark Side Check. Sneaking up behind a sentry and killing him probably wouldn't either, if it's part of a military operation, but probably would if it's part of a robbery.
Similarly, stealing money from a wealthy merchant, while not nice, probably isn't dark enough to require a check, but stealing money from a vagrant probably would.
A Berserk character (acting out of blind rage and aggression) who rolls a 1 on his Fighting Die, hits a friend, ally, or innocent bystander, and does enough damage to cause them to become Shaken must make a Dark Side Check.
At the GM's option, particularly egregious actions (for example, torturing an innocent person, or killing an ewok just because) may increase a character's Dark Side score by 1 or even 2 points without a check.
Dark Side Checks and Force Users
Force Sensitive characters are more attuned to the Force, which also makes it easier for them to be seduced by the Dark Side. When making a Dark Side Check, a Force Sensitive Character uses the lowest of his Spirit attribute, Control skill, Sense skill, or Alter skill.
In addition, Force users must remain in control of themselves and their emotions or they will be overwhelmed by the Dark Side. In addition to the circumstances listed above, Force Sensitive characters risk the Dark Side when they act out of even relatively mild but selfish, materialistic, or dark motives. At the GM's option, a Force Sensitive character may need to make a Dark Side check when they go Berserk, or act in accordance with the Arrogant, Greedy (Minor), Habit (Major), Overconfident, or Vengeful (Minor) Hindrances, or similar actions. Causing significant harm to a friend, ally, or innocent bystander by their actions or as direct result of them (starting a firefight in a crowded cantina, for example) will almost always require a Dark Side Check.
CALLING UPON THE DARK SIDE
Is the Dark Side stronger?
No, no, no. Quicker, easier, more seductive.
Whenever a Force Sensitive character Uses the Force to Soak a wound or re-roll a Trait roll, or attempts to activate a Force power, he may Call Upon the Dark Side. He gains a bonus to the roll equal to half his Dark Side Score (rounded down), but must make a Dark Side Check. A character with a Dark Side Score of 0 or 1 gains +1 to the roll.
This may seem to make characters who don't care about making Dark Side Checks significantly more powerful. However, once a character falls to the Dark Side, he may no longer Call Upon the Dark Side for power. Furthermore, a positive Dark Side Score makes increasing Force skills more difficult (see below).
This does mean that the most powerful Force users are those whose Dark Side Scores are just short of their Spirit die type, and who are willing to risk falling to the Dark Side for short term gains. Such is the temptation of the Dark Side.
Increasing Force Skills
A character who comes to rely on the Dark Side for power often finds their self-discipline and skill lacking. All three Force skills, Control, Sense, and Alter, are linked to Spirit. When determining if those skills are equal to the character's Spirit for purposes of increasing them, add half the character's Dark Side Score (rounded up).
For example, if a character has a Spirit of d8, and Control, Sense and Alter skills of d6, he could increase two of those skills with a single advance. However, if he has a Dark Side Score of 3+, those skills would be considered d8s (or more), and he could only increase one of them with an advance.
THE DARK SIDE AND REDEMPTION
At the GM's option, a character may attempt to purge the stain of the Dark Side from his soul. A player must consistently role-play his character as being genuinely remorseful about his past actions and wanting to reform his ways over multiple game sessions (and at least several weeks in-game). Once the GM decides the character has earned the chance, he may attempt to redeem himself.
Once per game session, as long as the character remains on the path to redemption, he may Spend a Force Point to attempt redemption. He makes a Dark Side Redemption Check. Like a normal Dark Side Check, he suffers a penalty equal to half his Dark Side Score (rounded down), and he may not Use the Force to re-roll the check. Unlike a normal Dark Side Check, if he fails (even with a 1 on the Trait die), his Dark Side Score remains the same. If he succeeds, his Dark Side Score is reduced by 1. A raise confers no additional benefits.
At the GM's option, a character who performs a particularly selfless act during a game session may immediately spend a Force Point to attempt a Dark Side Redemption Check, which does not count as his one attempt per session. Such opportunities should not come often, certainly no more than once a game session, and rarely even that often. The path back from the Dark Side is long and difficult, and requires dedication and patience.