Difference between revisions of "SW PC Morality"

From OakthorneWiki
Jump to navigationJump to search
Line 17: Line 17:
 
* '''Dark Side Results to Generate Force Points:''' If a Light Side aspected Force-wielder spend a Destiny Point to turn Dark Side results on a Force Die roll into Force Points, they also gain 1 Conflict per Dark Side Result so utilized. (The reverse is true of Dark Side characters who use Light Side Results.)
 
* '''Dark Side Results to Generate Force Points:''' If a Light Side aspected Force-wielder spend a Destiny Point to turn Dark Side results on a Force Die roll into Force Points, they also gain 1 Conflict per Dark Side Result so utilized. (The reverse is true of Dark Side characters who use Light Side Results.)
 
* '''Conflict-Generating Actions:''' Certain actions ripple through the Force, introducing dissonance. Though all such actions do so, the actions of Force-wielders generate greater disharmony. Some examples include:
 
* '''Conflict-Generating Actions:''' Certain actions ripple through the Force, introducing dissonance. Though all such actions do so, the actions of Force-wielders generate greater disharmony. Some examples include:
[[Image:Conflict-Generation.jpg|center|400px]]
+
[[Image:Conflict-Generation.jpg|center|800px]]
  
 
==Increasing & Decreasing Morality==
 
==Increasing & Decreasing Morality==

Revision as of 23:22, 13 January 2016

Morality is a trait used by Force-wielders to determine where their experiences cause them to fall on the spectrum between the Dark and the Light Sides. Morality as a game trait is made up of three aspects: a number representing placement on that spectrum, at least one Emotional Strength, and at least one Emotional Weakness.

The Morality Scale

  • The scale of Morality is a number between 1 and 100.
  • Player characters begin with a Morality of 50.
  • The Dark Side Threshold: Morality 29. When a character's Morality drops to 29 or lower, he has become a Dark Side Force-wielder.
    • Force Points: A Dark Side wielder generates Force Points using Dark Side results. The character may still spend a Destiny Point and take one Strain per Light Side result to generate Force Points from Light Side results on Force Dice.
    • Destiny Pool: At the beginning of a game session, for each character in a group that is aligned with the Dark Side, flip one Light Side result to the Dark Side.
    • Thresholds: At Morality 19, a Dark Side Force-wielder's Strain Threshold is decreased by 1, and his Wound Threshold increased by 1. At Morality 9, they are decreased and increased by another 1 point each.
    • Redemption: A character remains a Dark Side user even if his Morality rises above 30 again. In order to achieve redemption, the character must achieve the Light Side Paragon Threshold, and go through mystical/spiritual trials to achieve redemption.
  • The Light Side Paragon Threshold: Morality 71. When a character's Morality rises to 71 or higher, he becomes a Light Side Paragon if he is already aligned with the Light Side, or achieves the possibility of Redemption if he is Dark Side aligned.
    • Destiny Pool: At the beginning of a game session, for each character in a group that is a Light Side Paragon, add one Light Side Destiny Point to the pool.
    • Thresholds: At Morality 81, increase a Force-wielder's Strain Threshold by 1. At Morality 91, it is increased by another point.

Emotional Strengths & Weaknesses

x

Conflict Generation

  • Conflict is generated in one of two main ways during play.
  • Dark Side Results to Generate Force Points: If a Light Side aspected Force-wielder spend a Destiny Point to turn Dark Side results on a Force Die roll into Force Points, they also gain 1 Conflict per Dark Side Result so utilized. (The reverse is true of Dark Side characters who use Light Side Results.)
  • Conflict-Generating Actions: Certain actions ripple through the Force, introducing dissonance. Though all such actions do so, the actions of Force-wielders generate greater disharmony. Some examples include:
Conflict-Generation.jpg

Increasing & Decreasing Morality

  • At the end of a game session, a player character whose character has accrued any Conflict rolls a single d10.
  • If the result of the roll is greater than total Conflict, the player increases their Morality by the difference. (Conflict of 7 and a roll of 9 increased Morality by 2.)
  • If the result of the roll is less than total Conflict, the player decreases their Morality by the difference. (Conflict of 7 and a roll of 5 decreases Morality by 2.)
  • If the result of the roll is exactly equal to total Conflict, the character neither increases or decreases Morality.

Triggering Morality

  • At the beginning of a game session, the GM rolls 1d100.
  • Whosever Morality is closest to the number rolled is considered to have a Triggered Morality.
  • The player's character with the Triggered Morality is "haunted" by their Emotional Strengths and Weaknesses during that game session, and should make a point of roleplaying that.
  • At the end of the game session, the Triggered character's increase or decrease in Morality is doubled.