The Dark Side

The Dark Side

THE DARK SIDE
The Force has two aspects, one light and one dark. The dark side lurks in the shadows, whispering to Force-users, tempting them with quick and easy access to power. While seemingly stronger, the dark side is only easier. It consists of the destructive impulses of all living beings. Anger, fear, hatred, and aggression are expressions of the dark side, and such emotions can quickly lead a Force-user down the dark side's corrupting path. Early on in her training, a Force-user finds that the dark side greatly enhances her abilities. After a time, the dark side demands more and more of those in its embrace.
Dark Side Score.

If you are playing an darkside character you flip the roles and use Charisma instead of Wisdom.


Your Darkside Score measures the extent to which you've been corrupted by the dark side of the Force. A 1st-level character begins play with a Darkside Score of 0. The only way to increase one's Darkside Score is to commit evil acts.


A character who commits an evil act increases their Darkside Score by 1. What constitutes an evil act is discussed under Darkside Transgressions, below. Regardless of how many evil acts a character commits, the maximum Darkside Score a character can possess is equal to his Wisdom Ability Score. For example, a character with a Wisdom score of 15 can have a maximum Darkside Score of 15.

A character whose Darkside Score increases beyond their Wisdom Score score has fully embraced the dark side and is whole evil. A hero who falls to the darkside becomes an NPC (unless the GM chooses to allow the player to continue playing the darkside character as a sort of campaign anti-hero or villain/evil PC, though this is not suggested for balancing reasons, take caution if you wish to proceed with such.), if the latter is the case, than the PC instead has their character work towards its own goals and not the parties.


Darkside Transgressions

The GM should use the considerations detailed below as guidelines for whether or not to increase a character's Dark Side Score. The guidelines are separated by degree: Major transgressions are acts that definitely deserve an increase, moderate transgressions are acts that probably deserve an increase, and minor transgressions are acts that could be considered dark but probably don't deserve an increase.


Major Transgressions
Any of the following transgressions should increase a character's Darkside Score by 1:

  • Performing a blatantly evil act: This includes deliberately killing or injuring another character who hasn't done anything wrong or who honestly seeks redemption for evil acts performed in the past.

  • Using the Force in anger: Using the Force in anger or hatred is bad, but this can be hard to enforce. The GM should increase a character's Dark Side Score by 1 in these situations only when the player specifically states that his character is feeling fear, anger, hatred, pride, jealousy, greed, vengeance, and so forth.

Moderate Transgressions:
Any of the following transgressions might increase a character's Dark Side Score by 1, at the GM's discretion:

  • Using the Force to cause undue harm: Many of the uses of the Force are not overtly of the dark side, but they can be harmful or even fatal in their applications. When a Force power that isn't specifically tied to the dark side is used to harm living beings, the GM should consider increasing the character's Dark Side Score to 1.

  • Performing a questionably evil act: Some acts, while seemingly cruel, aren't necessarily evil. The GM should consider the intent behind the action before deciding to increase a character's Dark Side Score. For example, it may be a transgression to deliberately kill or injure (or allow someone else to kill or injure) a character known to have committed evil acts without remorse, but who is otherwise helpless.


Minor Transgressions:
Any of the following transgressions should probably not increase a character's Dark Side Score, unless the GM feels there's a food cause to make an exception.

  • Performing a dubiously evil act: Increase a character's Dark Side Score only when the act is out of proportion to the situation. In most cases, the GM shouldn't increase a character's Dark Side Score for a single incident, but multiple incidents may indicate that a character has an unconscious cruel streak. For example, a hero who kills an opponent in combat while ignoring opportunities to end the situation without the loss of life might deserve an increased Dark Side Score, though a specific situation might not appear so clear.

DARKSIDE SCORE TRACKER

The Darkside Score tracker is a useful tool for tracking a hero's devotion to the darkside. The box below could be drawn or copied onto a standard character sheet. A character's Darkside Score tracker should have a number of empty boxes equal to the character's Wisdom score. Any extra boxes should be shaded in or blacked out. 

DARK SIDE SCORE: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20]

​THE POWER AND BENEFITS 

The rise in the Darkside Score also increases your natural abilities. When your Darkside Score increases this increases your Ability Checks that rely on Charisma and Strength equal to half your Darkside Score (rounded down). 

This is also true for the flip side and as you increase your Lightside Score your Ability Checks that rely on Wisdom equal to half your Lightside Score (rounded down).

Maxing Out Your Score

You can max out your score in the right area if you are doing what you should be doing. Those that follow the path of the Light can max out their Lightside score (20) and those who follow the path of the Darkside can max out their Darkside score (20). When you do this, you get certain bonuses depending on which.

Lightside Max: +2 Wisdom and Dexterity. This increases your maximum ability scores in these two to 22. You cannot use Darkside Force Powers.

Darkside Max: +2 Charisma and Strength. This increases your maximum ability scores in these two to 22. You cannot use Lightside Force Powers.