1) Gaining Dark Side Points:
There are three ways a Force-Sensitive character may gain Dark Side Points: Through Action, Inaction & Calling Upon the Dark Side.
Action: Anytime a Jedi knowingly and willfully breaks the Jedi Code he gains a Dark Side Point. This includes any use of unjustified violence and justifiable violence fueled by hate or anger. It is the GMs duty to decide what is and is not justifiable violence. A good guideline is any act that makes you say, Damn, thats cold! is unjustifiable.
Example: A Jedi uses Telekinesis to suspend a target off the ground (thus taking away its chance to dodge) while other PCs gun him down. This is unjustifiable.... cool, but still unjustifiable.
A Jedi receives a Dark Side Point this way through using Dark Side powers (Inflict Pain, Telekinetic Kill, Force Lightning, etc.). Any character who uses a Force Point for evil also gains a Dark Side Point in t
The consequences of gaining a Dark Side Point differ according to how a Jedi obtained them. If a Force user gets a Dark Side Point from his actions it is due to the temptations to commit further violence. This also opens up new, easier ways of contacting the Force, so the character receives a +1D bonus to all Force Skills. Example: A Jedi uses Lightsaber Combat and strikes out in anger. He gains a Dark Side Point for the action but realizes he is a better combatant when angry. He now receives a +1D bonus until he A) Wishes to atone or B) realizes that his actions are leading him down the dark path and refuses the bonuses.
If a Dark Side Point is due to his inaction, it is due to his fear and guilt. Since these emotions weaken, instead of strengthen, the character does not receive any bonuses to his Force Skills.
Calling Upon the Dark Side, in addition to the one Force Point already awarded, gives a +2D Bonus to all Force Skills starting the round after the Force Point is spent. After calling upon the Dark Side the character will feel a rush of power remain.
The character may not immediately realize that the added power is something that shouldnt be used, so every time the character successfully uses a Sense power, while using the extra bonuses, the GM rolls a d6. If the roll is greater than the number of dark Side Points the character has, the character senses that something is wrong with his or her connection with the Force. Using the Sense Path power will immediately reveal the influence of the Dark Side, and the danger of using the bonuses, although it may do so in a cryptic manner.
Once Dark Side Points have been atoned for, and even if the Jedi does not atone, the bonuses last only for as long as the Jedi is in the Light. The moment the Jedi turns to the Dark Side, the bonuses are lost. The Dark Side, having snared the Jedi in its power, takes back its favors. However, bonuses gained from calling upon the Dark Side may remain after turning as a reward for actively seeking out the Dark Side (see below).
Lure of the Dark Side:
If the bonuses granted for having Dark Side Points are used for anything but the purest intent, you receive a DSP for accepting the bonus. The DS may also try to influence your actions... If you refuse the bonus, your difficulties for skills increase +3 per DSP for the intense concentration necessary to drive out the DS. (for Force- Sensitives)
Turning to the Dark Side:
A character may not be turned to the Dark Side until he reaches 6 Dark Side Points. Up until that time a character is safe, but his actions are influenced by the Dark Side. Whenever a character with Dark Side Points is in a position where he may commit evil, the GM rolls a d6 and if that number is less than or equal to the number of Dark Side Points then the Dark Side demands some action for the Jedi to perform.
When a character has 1 to 3 Dark Side Points, they are tempted to commit actions that involve the immediate situation. For example, if an enemy was subdued, the Jedi fighting him may be tempted to kill the villain, even though he has surrendered. To resist this temptation, a Force Sensitive character must make an opposed roll of Willpower, or PER, vs. the GM's roll of one die for each Dark Side Point the character possesses. Therefore, if the character had 3 Dark Side Points, then the GM would roll 3D. Non-Force Sensitives add their Willpower and PER die codes together(with only one wild die) for their roll to resist, since they are not affected by the Dark Side as much. If the character succeeds, they resist the tempting voice of the Dark Side, and may act
normally, but if they fail, the character must perform that action. As an example of such an action, the character is contemplating throwing a grenade into a bunch of Stormtroopers, even though there are some innocents around. If he failed his Willpower roll, he would throw the grenade, thus having the possibility of injuring some innocent people.
When the character has 4 or 5 Dark Side Points, their temptations turn to causing unnecessary harm and destruction, or initiating unprovoked attacks. The character is still entitled to a Willpower/PER opposed roll, as above. If they succeed in the roll, then they may act normally, but the Dark Side enacts a punishment, according to the following table.
Table 2.1
PC rolls > GM roll by Character Loses
0 - 5 1 Force Point (or Character Point's equal to # of Dark Side Points x3)
6 - 10 Character points equal to # of Dark Side Points x2
11 - 15 Character points equal to # of Dark Side Points
16+ Character points equal to # of Dark Side Points x.5 (rounded up)
* If the character is unable to pay off the cost he must take 1D from the attribute or Force Skill of his choice. Naturally, all skills based on that attribute will be reduced also. If any attribute ever reaches 0D, the character is consumed by the Dark Side and dies.
If the roll fails, then the character must perform the dictated action, which is usually a direct attack. If the Willpower/PER roll wild die comes up as 1, then the Jedi will actually use the Force in their attack, if it is appropriate, but will not earn another Dark Side Point, since they were not in control of their actions. This may seem cruel, but
by this point, the character has obviously made the choice that they don't care about turning to the Dark Side, or is actually seeking it out, so the Dark Side begins treating them appropriately. Note: that if the player character does not attempt to resist the call
of the Dark Side, and performs the dictated action willingly, they automatically gain another Dark Side Point.
Down the Dark Path
In turning to the DS (6 or more DSPs) the majority of how you received your DSP rules how you were turned.
1. CONSUMED by the Dark Side: you took the path of INACTION & have become obsessed with your past inactions & the quilt & fear that have resulted from them. Many consumed go insane from their quilt.
* You only gain FP when using FP for the DS
* You gain CP as normal
* You loose ALL bonuses received from the DS
* ALL force skills & willpower are frozen at the level when turned (until returning to the Light- if you can...)
2. SEDUCED by the Dark Side: your ACTIONS took you down the path. You become more aggressive, quicker to anger & enjoy the fear created by your intimidation & actions. Retaining your personality with a newfound strength in your confidence. Anakin Skywalker is an example of Seduction.
* You only gain FP when using FP for the DS
* You gain CP as normal x 75%
* You loose ALL bonuses except +1 pip for each DSP you received at the time you were seduced to the DS.
3. EMBRACED by the Dark Side: you have asked for the power of the DS, by CALLING on the DS. You become more aggressive & enjoy seeing fear in others often becoming more calculating & deceptive, holding your anger until the strongest retaliation can be achieved. Much of your personality remains only for its deceptive ability, that
may give opportunities to further your newfound power. Emperor Palpatine is an example of being Embraced.
* You only gain FP using FP in dramatic DS moments
* You gain CP as normal x 50%
* You loose ALL bonuses except +1D for each DSP you received when finally being Embraced.
Returning to the Light
In the Star Wars stories, we have seen three examples where someone who had succumb to the Dark Side was redeemed to the light, Darth Vader at the end of Return of the Jedi, Luke in the Dark Empire series, and Ulic in the Tales of the Jedi series by Dark Horse Comics.
The Star Wars RPG rules have a contingency for returning characters to the light, but in my experience it has left many people confused. The rule states,
When a Jedi of the Light Side confronts a character of the Dark Side, mention of the fact that the Light Side is more powerful than the Dark Side will cause the Dark Side character to have a Moment of Doubt.
The character loses a number of Dark Side Points equal to the number of dice that the Light Side character has in his control skill plus 1D. If the character is reduced to zero Dark Side Points, the character has been redeemed to the Light Side of the Force. pg. 58 (Rulebook, 2nd Edition).
This rule is a good one, but it needs some clarification, otherwise, most adventures would end with the following exchange,
Jedi: Hey, did you know that the Light Side is stronger than the
Dark Side?
Dark Sider: Really? Wow! I guess you are right...I feel much
better now.
The only changes that should be made to this rule is that the character only need drop below 6 Dark Side Points to be redeemed, and must atone for the rest in the usual manner, and that a Jedi of the Light Side cannot just say to the Dark Side character that the Light Side is stronger, they must prove it. If the Jedi can show the Dark Sider that the Light Side offers more strength, the situation forces the Dark Sider to have their moment of doubt. Luke's strength in the Force, and his convictions to remain in the Light caused Vader to have his Moment of Doubt several times during the Empire Strikes Back and Return of the Jedi. Although he did talk to his father, and try to convince him to return to the Light, he made no mention of the Light Side being the stronger side of the Force.
Force users who have been Seduced to the Dark Side lose a number
of Dark Side Points as per the rulebook.
Those who have been Consumed by the Dark Side are much easier to turn back. Since their guilt is what caused them to turn in the first place, helping them to resolve their guilt or to set things right, in an acceptable, justifiable manner, will reduce the characters number of Dark Side Points to 6. He may not return to the Light until he spends a Force Point in a selfless manner at the dramatically appropriate moment, which he probably had to do to resolve his guilt.
Those who have Embraced the Dark Side are the hardest to turn back to the Light. The number of Dark Side Points they lose, for each Moment of Doubt, is reduced by a number equal to twice the number of Dark Side Points they received through Calling Upon the Dark Side (which would be either 4, 5 or 6...for Palpatine it would most likely be 6).
Returning to the Light Side of the Force is not an easy task though, once the Dark Side user drops below 6 Dark Side Points, the Dark Side enacts its revenge by taking all of the character's Force Points and character points.
Regardless of how a character was turned, he may not drop below 6 Dark Side Points and re-enter the Light until he proves his commitment to the Light by spending a Force Point in a selfless manner at the dramatically appropriate time (and does not gain the usual two Force Points at the end of the adventure).
If a character turns to the Dark Side a second time, he loses 1D from the attribute or Force Skill of the players choosing.
The entire purpose of this system is to give the player a sense of what the Dark Side is going to do to his or her character. Just rolling the d6 and taking the character away isn't entirely fair. We don't believe in dictating to a player what they can and cannot do, and telling a player that what they are going to do will earn them a Dark Side Point seems, well...pointless. Players are usually very aware of what their character is doing, and what the consequences will be. Luke did not have some voice-out-of-nowhere tell him that what he was doing was wrong, so the characters really shouldn't be afforded that luxury. This system gives a player ample warning of what is to come for their character, and allows them the opportunity to redeem the character before it is too late. It also makes for wonderful role-playing possibilities.
Atonement:
When you have 1-5 DSP you may begin to atone the cleansing of the corrupting influence of the DS is a long & difficult process & you must be of serious mind while attempting to atone (GM discretion). You must choose your way of atoning based on spiritual belief. (the Jedi usually fast, reflect through ritual & meditation & renew their commitment to live by the Jedi Code & the ways of the Light). When atoning you must actively work against evil from occurring, & follow a base code in creating your personal
spiritual atonement process, with the following guidelines:
Reaching each through non-violent solutions when possible
1. Preserve the existence of Life
2. Preserve the rite to gain knowledge & enlightenment
3. Preserve the rite of peace & harmony
4. Defend the defenseless
Time required: of approximate atonement, all atonement must begin again if a DSP is received during atonement.
1 DSP = 40 days
2 DSP = 60 days
3 DSP = 80 days
4 DSP = 100 days
5 DSP = 120 days