The Dark Side of the Force
The Dark Side is one aspect of the
Force which both hungers for and empowers ignorance,
passion, and strife. Acting on negative emotions engenders comparable responses
from all but the most enlightened beings. Thus a single act of aggression can
have the consequence of producing a reactionary response many times over, first
on the target or targets of the initial act and then on all of those affected
in collateral fashion. Even if the original action is never repeated by that
individual, the consequence of their choice ripples throughout the galaxy,
touching many lives in its wake and often returning to revisit itself upon its
maker. Animosity, despair, selfishness, and violent belligerence all create a
proliferation of the darkness both within and without.
The
chill of the Dark Side never leaves the hearts of those it has touched. Even
those who renounce the dark and tread the light path thereafter are unable
escape the long shadow it forever casts. Such individuals find the specter of
doubt haunting every choice, forcing careful consideration of their motives
lest they have been colored by their past experiences. Indeed, these beings
often see the hand of the Dark Side asserting itself in their lives and in the
galaxy around them. Sometimes, this is simply personal anxiety but the Dark
Side can exploit its servants to bring any of those it has touched to the
crossroads of temptation once more.
This
truth often creates a perpetual cycle which draws one’s spirit further and
further into a shroud of gloom. For some, escape is impossible even after
taking the first step in that direction. The Jedi Order believed that those
who started this journey would be subjugated by the evil within and that their
fall, however incremental, was also inevitable and irreversible.
Dark Side Points
Dark
Side points represent a character’s personal imbalance as a result of behaving
in a manner that is arbitrary, cowardly, reckless, or self-indulgent. Not all
such acts are certain to corrupt the character and draw them within the embrace
of the Dark Side but those who reach out to it find hewing to the light more
and more difficult.
The
gamemaster decides what actions will result in gaining one or more Dark Side
points. Certain types of actions, like killing in anger, yield at least one
Dark Side point. Other actions have the potential to accrue a Dark Side point.
These acts fall within a gray area between virtue and vice offering a chance
for characters to take the action, but resist the call of the Dark Side. While
this may appear to allow characters the opportunity to behave in morally
questionable ways without consequence, it creates a realistic temptation and
encourages players (or the characters they portray) who are intrigued by the
Dark Side to take a chance. The odds indicate that the character will acquire a
Dark Side point sooner or later and once that happens, the Dark Side will
actively tempt and pursue them.
All
player characters should track Dark Side points, regardless of whether they
are, or can become Force-sensitive
unless the gamemaster deems it unnecessary.
Accumulation of Dark Side Points
The
following types of actions always result in the acquisition of a Dark Side
point: Inflicting pain or suffering for their own sake; malicious killing;
using a Dark Side power to inflict harm; using any Force power in anger. All of
these activities serve only to empower the Dark Side and create a parasitic
relationship between it and the character performing any such act, regardless
of how the character may try to justify their wrongdoing. These deeds should be
considered objectively evil within the context of the campaign.
Some
acts are more ambiguous and the gamemaster should consider the situation before
deciding whether to award a Dark Side point immediately or to allow a resistance check. The following
actions all carry the risk of bringing the character closer to the Dark Side:
Executing one who is guilty of wrongdoing but is currently asleep, bound,
dying, incapacitated, paralyzed or otherwise both defenseless and unaware (see Conditions); using any Force
power to inflict disproportionate harm on a living being.
Other
actions may require a resistance check to avoid gaining a Dark Side point if
the act: causes excessive harm; is chosen because of the person’s anger or
fear; or is both harmful and an expression of hate, jealousy, spite, vanity, or
vengeance. All of these acts are questionably evil within the context of the
campaign.
Resisting the Dark Side
If
the gamemaster decides that a resistance check should be allowed to avoid
earning a Dark Side point, the character makes a Will check. The
gamemaster can choose one of the following options when setting the difficulty
class of a Dark Side resistance check.
•DC 10 + half
the series power level
•DC 10 + the
character’s Will defense
The
first option encourages strong willed individuals to be tempted to commit
questionable acts. The difficulty can be raised if the character is compounding
their transgressions and graded
checks can be used in cases where the character might
acquire multiple Dark Side points from one action. This is a reasonable campaign
choice given examples like Count Dooku or Quinlan
Vos.
Such characters may believe that they can enter those doors opened by the Dark
Side of the Force without losing sight of their nobler ends. Inevitably, these
characters will acquire one or more Dark Side points if they continue to find
the risk acceptable. Gamemasters should heighten the temptations that befall
such characters by placing them in more and more situations where the most
expedient options also happen include a cost in the form of more Dark Side
points.
All
the same, resisting the Dark Side is part of internal struggle. The alternative
option makes use of the 55% rule and thus all characters (regardless of how
their character points have been spent) are equally likely to resist or fall to
the Dark Side. This option means that truly well intentioned characters must
avoid choices that would cause them to risk gaining Dark Side points. Players
will be less likely to accept a Dark Side point or take a chance on a
resistance check, unless they want to play a conflicted character and don’t
mind if the character becomes corrupted.
Calling on the Dark Side
The
Dark Side can only corrupt those who allow it to touch them by their own choice.
If a character has never acquired a Dark Side point (recorded on the character
sheet as “–” or “nil”) the gamemaster will not specifically manipulate
circumstances to encourage that character to make an evil choice and the option
to call upon the Dark Side does not exist for that character.
Any
character with 0 or more Dark Side points has reached out to the Dark Side at
one time or another and it reaches back. This may be in blatant and clumsy ways
or the Dark Side may seem to manipulate events with diabolic subtlety where one
difficult decision leads to another and another, each offering an easy escape
(just this once) or a promise of further hardship. If the character has had but
few transgressions or otherwise seems resistant to corruption the Dark Side will
tend to exert influence elsewhere but will seize on any momentary weakness the
character displays.
These
characters, even those who don’t believe in the Force, can call on the Dark
Side. Characters without Force sensitivity or those who don’t believe in or
know about the Force or the Dark Side only know that, in this moment, they are
willing to do whatever it takes to succeed. Calling on the Dark Side requires a
check and immediately earns the
character one Dark Side point. The gamemaster decides what trait the player can
use for this check and may allow only one option or a choice of several. If a
‘flat’ option is desired, a good choice is to have characters roll the better
of Awareness or
Presence.
Other options include Will, skills
such as Deception,
Insight,
Intimidation,
Perception,
Persuasion or
certain Expertise
skills, or a Power check.
In
any case, the base difficulty class of calling on the Dark Side is average (DC
10) except as noted below:
•Add +10 to the difficulty if the action
is not intended to cause harm
•Add +5 to the difficulty each time the
character calls upon the Dark Side during the course the adventure
•Force-sensitives have a base DC of easy
(DC 5)
If
the check is successful, the character gains their choice of any one of the benefits
of extra effort without causing
fatigue. For every degree of success on this check, the character can choose to
gain another of the listed benefits,
even stacking two or more of the same type of benefit! The character gains
another Dark Side point for each additional benefit taken. If the character also uses extra effort on the same turn,
they gain another Dark Side point (and suffer the usual cost) and if they
possess and use the Extraordinary Effort advantage at the same time,
they gain yet another Dark Side point.
The Temptation of the Dark Side
When
a character possesses any number of Dark Side points (even “0”), they are open
to the corrupting nature of the Dark Side. In addition to being able to call
upon the Dark Side, these characters can choose to take ranks in powers with
the Dark Side descriptor and use extra effort (or spend a victory
point) to gain the use of a power with the Dark Side
descriptor as an alternate effect of any power with the Force descriptor unless
that power has the Light Side descriptor.
Such
characters can also be actively pulled towards the Dark Side. While the
gamemaster should consciously design encounters to give these characters a
choice between good and evil on a regular basis (perhaps once every two or
three adventures), temptation is an
active engagement with the player and should happen only when dramatically
appropriate.
First,
there should be a reason why the Dark Side is compelled to tempt the character.
A character experiencing a sudden growth in power or prominence might be tempted to abuse their good fortune
while a character poised to defeat a servant of the Dark Side may be tempted as a way of replacing that
servant, if necessary. The Dark Side has no loyalty and only craves to replace
power with more power.
The
gamemaster should then offer a victory point to the character in exchange for
taking an action that may result in acquiring a Dark Side point. For example,
the gamemaster may say “Her diplomatic immunity means she’ll never face justice
for her crimes. If you let her live will you be there to stop her next time?
Why not kill her now…? You can earn a victory point if you do.” Usually the temptation should begin with a
questionable act; one that allows a resistance check. This stage of temptation functions like a
psychological complication; the hero can choose
to follow the suggested action and gain an immediate reward. This should be an
apparent win-win option; do something that helps you and you will be rewarded.
If the player carries out the proposed deed, they gain the victory point (and
can use it immediately). If the act was questionably evil, they should make a
resistance check to avoid gaining a dark side point.
Regardless
of the player’s decision, the Dark Side continues to target the character.
After the initial temptation, the
gamemaster should inform the player that while they are tempted by the Dark Side, they gain a +5 bonus when they make a
check to call on the Dark Side and an additional cumulative +5 bonus if they successfully called upon the Dark Side
during their previous turn. This allows a tempted
character to call upon the Dark Side in rapid succession without increasing the
difficulty of the check!
The
temptation should continue until one
of the following conditions is met: It becomes clear that the character intends
to remain steadfast in denying the Dark Side; the Dark Side has no more use for
the character; or the character falls to the Dark Side completely.
The Corruption of the Dark Side
Conflicted Characters
The
power the Dark Side offers comes with a cost. Early on, the Dark Side is
seductive in that it offers its boons and asks nothing in return. As a
character accumulates Dark Side points however, the true nature of the Dark
Side begins to assert itself. The first sign of this malignance is usually a
new complication, typically psychological in nature such as addiction, hatred,
obsession, phobia, prejudice or temper. When the player chooses to receive a
victory point and roleplay the new complication any actions the character takes
as a direct result of that complication does
not earn the character any Dark Side points. The exception to this is if
the character, as specified by the player, feels no remorse for their actions
or if the character chooses to use any options that would earn Dark Side points
(such as using a Dark Side power to inflict harm or using any Force Power in
anger) while taking the action suggested by their complication.
The
frequency with which a Dark Side complication comes into play should depend on
the number of Dark Side points the character possesses. A good guideline is one
time per Dark Side point during the course of a particular story arc or every
two or three game sessions. In some cases it may make sense for a character to
acquire multiple Dark Side complications, particularly as the number of Dark
Side points they possess increases, however this should not add to the total
number of times that any of these complication come into play.
When
a character accumulates between 6 and 10 Dark Side points, he or she becomes conflicted. At this stage of
corruption, the character gains the following circumstance modifiers:
•+2 circumstance bonus on all checks
made while employing a power with the Dark Side descriptor
•+2 circumstance bonus on checks to call
on the Dark Side
•-5 circumstance penalty on any check
made while using a power with the Light Side descriptor
•-5 circumstance penalty on resistance
checks to avoid earning a dark side point
•-5 circumstance penalty on resistance
checks to resist or overcome any effect or skill that relies on negative
emotions (anger, fear, hatred, guilt, sadness and so on)
Dark Characters
When
a character acquires 11 or more Dark Side points, he or she becomes dark. These characters have all of the
same bonuses and penalties as conflicted
characters however the Dark Side begins to fundamentally alter the character’s
demeanor and outlook. A dark
character’s motivation should be examined
and the gamemaster should help the player indentify any heroic motivation that
is no longer consistent with the character’s new nature. Specific motivations
such as doing good, justice and responsibility should either be suppressed or
intentionally warped to fit an unbalanced mind.
For
example, the character may express their desire to do good by waging a personal
war on slavery. Although the character’s goal may remain noble, their
methodology should betray the influence of the Dark Side. Perhaps the character
thinks it’s permissible to torture a slaver to get information or even simply
to punish them. Maybe the character plans to destroy a cantina where slavers
are known to gather. What matter if a few of the patrons are not involved in
the trade? Surely they are guilty of some other crime. At the very least they
should know what kind of villainous
scum they rub elbows with.
When
a dark character’s motivation comes
into play it does not earn the player any victory points, however the player
can choose to spend a victory point (if they have any) to resist the
compulsions of the Dark Side. Essentially, a dark character must roleplay their new nature or they must pay a
premium to control themselves. In one sense, the Dark Side motivation becomes a
victory point ‘tax’. If the player has no victory points but does not want act
as the Dark Side commands, have the player make a Will resistance check with a
DC of 10 + the number of Dark Side points the character has earned. Each time
this resistance is successful, the character acts as the player wishes, but the
player must record “-1 Victory Points” on their character sheet. The next time
the character’s victory points refresh, they start at 0 until the player has “paid
off” all of the negative victory points accumulated this way.
Another
aspect of dark characters that
changes is how they are awarded Dark Side points. Dark characters are evil within the context of the campaign and
using powers with the Dark Side descriptor or fueling their actions with hate
and rage is a common occurrence. There is little purpose in tracking Dark Side
points for these acts as dark
characters perform them with casual nonchalance. These characters only gain
Dark Side points in the following circumstances:
•Actions taken as a result of their dark motivation(s)
•Directly influencing another character
to earn a Dark Side point
•Heinously evil actions (causing wide-ranging
and lasting anguish; mass slaughter of innocents)
Finally,
dark characters can gain victory
points in two additional ways:
•Directly causing another character to
become conflicted or dark
•Directly creating a new source of
heinous evil (designing or constructing a super-weapon; training an apprentice
to become an agent of evil)
Even if dark characters are allowed they should eventually be redeemed or removed from play upon being consumed by the Dark Side unless the campaign centers around Dark Side play. Characters should be considered consumed by the Dark Side when they have earned 20 Dark Side points.
Redemption
Characters
wishing to cleanse themselves of the Dark Side can do so through adherence to the Jedi
Code, atonement, and restraint.
Adherence
to the Jedi Code requires that the character know it. If the character is not a Jedi
or does not know one it is impossible to remove Dark Side points this way.
Following the rise of the Empire, knowledge of the entirety of the code is
lost, but some characters and organizations are versed in portions of it. As
long as the character knows the mantra of the code and makes a serious effort
to follow it, adherence is possible.
Characters
seeking atonement must attempt to
take direct action to redress any wrongs they may have done. They must also follow
the rule of law and seek peace (unless doing so creates undue suffering), and
must act to assist others to do these things whenever possible. The character
need to throw their life away recklessly in the pursuit of these things, in
fact to do so would likely empower the Dark Side, but they must take
opportunities to help others when it is within their power to do so.
In
essence, adherence and atonement become secondary motivations
(see Motivations). Adherence is similar to having honor as a complication (see Complications) while atonement incorporates elements of doing good, justice, responsibility
and occasionally patriotism. Whenever the character could gain a victory point
by acting heroically or playing out their adherence
or desire for atonement, the player
may remove one Dark Side point instead.
Restraint
involves refraining from any action with the potential to earn a Dark Side
point, whether or not a resistance check is allowed and regardless of whether
the character is currently conflicted
or dark. Therefore, when a conflicted character acts in accordance
with a Dark Side complication, they have failed to show restraint even though no Dark
Side point is earned. Likewise, a dark
character who uses a Dark Side power has also failed in showing restraint. Showing restraint for a
period of time as chosen by the gamemaster absolves the character of one Dark
Side point. One week of restraint is
standard, however if events are moving more quickly or more slowly, another time
frame should be considered. In any case, the opportunity to remove a Dark Side
point this way should come up no more than once for every two game sessions.
Lasting Torment
Characters
who embrace the Dark Side to the point of becoming conflicted or dark but
then later spurn the Dark Side’s gifts seem to earn the galaxy’s spite. Even if
the character experiences personal success, misfortune slowly hedges in around
them and those they form attachments with. These characters should feel the weight
of their past burdening their thoughts. The further removed from the darkness
they become, the greater does the guilt, remorse and shame crush down upon
their spirit.
At
times, giving in to the Dark Side may seem to promise an end to or reversal of
this trend and when tempting the player, the gamemaster should indicate as
much. This should be similar to using a victory point to gain inspiration (see Victory Points)
except it costs the character nothing. The suggested course of action should
carry the risk of earning a Dark Side point, however (like exploiting an
enemy’s weakness to a Dark Side power or using blackmail or murder to eliminate
a rival).
These
characters may choose to live a vagabond lifestyle lest their presence should
call the Dark Side and bring ruin to the lives that surround them. The redeemed must strictly adhere to the
Jedi way of avoiding attachments. The Dark Side will first endeavor to tempt
them back with opportunities to improve the fortunes of their loved ones. Later,
the agents of evil will (knowingly or otherwise) beget woe upon all whom the redeemed hold dear. Some redeemed choose exile rather than risk
the well-being of others.
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