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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2947 Location: Online
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Posted: Wed Nov 27, 2013 8:32 pm Post subject: |
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Using the system I am currently outlining. How about a resisted skill roll Perception vs. Taint of the Dark Side?
EXAMPLE: The character has Taint: 3 giving them a Taint of the Dark Side 3D (rolls 9) and they have Perception 4D (rolls 13). No problem, they may suffer some nightmares or moments of doubt but that is all. But if the Roll had been less than 9 they fall to the Dark Side.
This can be further added to. (Control - Alter) = +/- die modifier to Perception to resist falling to the Dark Side.
I don't think that a Willpower roll to resist the Dark Side is the way to go. Let's face it, Palpatine and Vader have Willpower out the yin yang. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Nov 27, 2013 9:02 pm Post subject: |
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But Willpower is a better fit because it represents the character's control over himself. Perception defines his ability to perceive his surroundings. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2947 Location: Online
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Posted: Wed Nov 27, 2013 10:16 pm Post subject: |
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To call upon the Dark Side of the Force (SW2E R&E, p.86) the character uses either Control or Perception.
I guess I can see it either way. _________________ Don Diestler
Host, Shooting Womp Rats
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Nov 27, 2013 11:24 pm Post subject: |
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shootingwomprats wrote: | To call upon the Dark Side of the Force (SW2E R&E, p.86) the character uses either Control or Perception.
I guess I can see it either way. |
I can see a character using Perception to call on the Dark Side, but it just isn't a good fit for a character controlling himself. Perception is about what a character perceives about the world around him, but Knowledge is internal, about what the character has learned and about himself. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Jedi Skyler Moff


Joined: 07 Sep 2005 Posts: 8440
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Posted: Wed Nov 27, 2013 11:58 pm Post subject: |
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I kinda have to agree with crmcneill on this point; Perception allows the character to somehow sense the dark side, but it's an act of will to actually call on it. |
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lurker Commander


Joined: 24 Oct 2012 Posts: 423 Location: Oklahoma
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Posted: Thu Nov 28, 2013 12:12 am Post subject: |
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shootingwomprats wrote: |
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I don't think that a Willpower roll to resist the Dark Side is the way to go. Let's face it, Palpatine and Vader have Willpower out the yin yang. |
For that, I would argue that willpower would be used to avoid something they do not want, and I can't see them trying to avoid evil (after they fall to the dark any way). Someone not fallen would use their willpower to help fight the desire do to wrong.
That said, I wouldn't know how to rule it, but would lean more toward role playing it than roll playing it.
Oh yeah I do like your idea of taint. My one question is how to you cleanse yourself from taint?
Ok, now my view on the original quote from Yoda ... I see it like a soldier and PTSD. Going to combat changes you at least a little ... Even now years after my last deployment, I still have a nightmare every once in a while. With that view, once a Jedi does evil, the taint will be there in the back ground no matter what. Now that does not mean they will be evil no matter what (just like it doesn't mean that me and my team mates are going to freak out and pull a gun while driving down main street) it will just be an evil little voice on their left shoulder. _________________ "And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Nov 28, 2013 12:31 am Post subject: |
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shootingwomprats wrote: | Using the system I am currently outlining. How about a resisted skill roll Perception vs. Taint of the Dark Side?
EXAMPLE: The character has Taint: 3 giving them a Taint of the Dark Side 3D (rolls 9) and they have Perception 4D (rolls 13). No problem, they may suffer some nightmares or moments of doubt but that is all. But if the Roll had been less than 9 they fall to the Dark Side.
This can be further added to. (Control - Alter) = +/- die modifier to Perception to resist falling to the Dark Side.
I don't think that a Willpower roll to resist the Dark Side is the way to go. Let's face it, Palpatine and Vader have Willpower out the yin yang. |
I could see willpower (or control which ever is higher) against the Taint roll.. _________________ Confucious sayeth, don't wash cat while drunk! |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2947 Location: Online
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Posted: Thu Nov 28, 2013 12:47 am Post subject: |
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Upon reflection I agree. I have made changes to my, "Corruption: Alternate Rules for Tracking the Dark Side v1.0".
Corruption: Alternate Rules for Tracking the Dark Side v1.0
+Oliver Queen (2013-11-27)
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Whenever a character is at risk of receiving Corruption, the GM should inform the player that the action will give the character a point of Corruption. Give the player the option of changing their mind. (If they continue anyways, they have no right to complain if the character is consumed by the Dark Side). When a character gets a point of Corruption, roll 1D for every point of Corruption they have. This is an Easy 10 Willpower or Knowledge task roll. Refer to the chart below to see what happens. The character may use up to 2 character points to augment this roll. Force Points may not be used.
Corruption Table (Corruption xD vs. Willpower/Knowledge)
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0-3 ..... Nothing happens..
4-8 ..... Feelings of euphoria, delusions of grandeur, etc.
9-12 .... Roll 1 (m)inor personality trait (TotJ p.144).
13-15 ... Roll 1 (M)ajor Personality trait (TotJ p.144).
16+ ..... consumed by the Dark Side, roll 1 (M)ajor and 1 (m)inor personality trait (TotJ p.144).
TotJ refers to the Tales of the Jedi Source Book.
(m)inor: requires a Moderate Perception roll to temporarily overcome.
(M)ajor: requires a Difficult Perception roll to temporarily overcome.
Personality Trait Table (4D)
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4 Arrogant
5 Compulsive
6 Contempt for no-Jedi
7 Deceitful
8 Depressed
9 Disagreeable
10 Disenchanted with the Jedi Way
11 Disloyal
12-13 Egotistical
14 Hateful
15 Hopeless
16 Impatient
17 Miserly
18 Obsessive
19 Paranoia
20 Phobia
21 Power-hungry
22 Quick to anger
23 Selfish
24 Suspicious
Atonement
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A character may cleanse himself of the Corruption of the Dark Side through atonement. The process is difficult and long, and the character must be of the most serious mind while attempting to atone. The character must reflect on the evil of his actions and renew his commitment to live by the ways of the light. The character must not only be good in action, but he must actively work to prevent evil from occurring. The player must take this process very seriously - the character must make a point of being clearly good in all actions.
A character must atone for one to two adventures to remove one point of Corruption. If the player plays the character appropriately, the GM may remove more than one point of Corruption. If the GM feels that the character behaved improperly, then the character hasn't achieved any enlightenment and the Corruption Points remain.
Temptation
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The GM is encouraged to occasionally use temptation when a character is attempting to atone. When the character is confronting his own personal evil, you may want to suggest things to push the character towards the Dark Side.
GM's are effectively playing the role of the Dark Side of the Force, as its dark whisperings are intended to prevent the redemption of those who have started down the dark path. If the character chooses the clearly evil action, the character receives 1 Corruption point without warning.
Calling Upon the Dark Side
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Characters, Force-sensitive or not, may call upon the Dark Side, especially when angry, aggressive, desperate or otherwise out of balance.
A character automatically receives a point of Corruption, whether the attempt is successful or not. The character opened themselves up to anger, fear, and hate; whether "benefits" from this anger is irrelevant.
It is easy to call upon the Dark Side of the Force - at first. If the character is Force-sensitive, the difficulty is Easy 10. If the character not Force-sensitive, the difficulty is Moderate. If the actions are NOT intended to bring harm or pain to other beings, increase the difficulty by two levels (Difficult for Force-sensitives; Very Difficult for non-Force-sensitives).
Increase the difficulty by +3 for each additional time the characters calls upon the Dark Side during an adventure. (At the beginning of a new adventure, the difficulty drops back to Easy and Moderate respectively.)
The character rolls either his Control Force skill or Perception attribute when calling upon the Dark Side.
A character who successfully calls upon the Dark Side receives a Force Point which must be spent immediately - this is in addition to any other Force Points which have been spent this round.
Favors
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A very few individuals are "favored" by the Dark Side of the Force. Occasionally, these characters will be "given"" Force Points by the Dark Side. These characters are either very powerful servants of evil or characters the Dark Side is actively and desperately trying to recruit. These Force Points are normally offered when a character is desperate, fearing for his life, and has no hope - when the character is most vulnerable.
If the Force Point is not used immediately, it fades away and the character suffers no harm. Characters who use these Force Points automatically receive point of Corruption.
Dark Side Characters Rules
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Characters who have turned to the Dark Side of must use the following rules.
* A character consumed by the Dark Side retains all Force Points and Character Points.
* Force Points. A Dark Side character only receives Force Points when spending Force Points while committing evil at a dramatically appropriate time.
* Corruption of the Dark Side. Dark Side characters receive Corruption for committing or actively bringing about evil actions. They also receive one Character Point.
* Cost of the Dark Side. If a character fails in an attempt to call upon the Dark Side, it demands something in return. The Dark Side's corrupting influence is dominating the character.
Roll 1D - the character must lost that number of Character Points or the Dark Side will "take" 1D from either an attribute or Force Skill (character's choice as to which attribute or Force Skill). If the attribute or skill is reduced to 0D, the character is consumed by the Dark Side and dies. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Nov 28, 2013 8:09 am Post subject: |
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The most fun character I ever played was an athlete of anomolous talent (think Michael Jordan or Michael Phelps) who became a Jedi... but she had anger mangement issues. She was essentially the "Achilles" of the Jedi order, but she struggled with anger (and a particularly strong sense of justice that sometimes had her seekining vengence).
Best character I ever made. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 28, 2013 3:04 pm Post subject: |
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I like the look of this. One alternate rule I like (but haven't had the chance to play test) is the fickle nature of the Dark Side. Using your example above, in a lightsaber battle, both sides can spend Force Points, then double down and both call on the Dark Side, so a mass expenditure and sacrifice can result in a draw. To counter this, the idea is that the Dark Side favors the uncorrupted who gives in to anger or fear over those it already has in its grasp. As such, if both sides spend a FP and then attempt to double down, only the character who has no DSPs (or has some but is not yet fallen) may do so. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2947 Location: Online
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Posted: Sun Dec 01, 2013 9:46 pm Post subject: |
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Made a number of changes to my "Corruption" rules. The full set of rules can be found here.
Corruption
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Whenever a character through action or inaction commits an evil act or allows an evil act will receive a point of Corruption, the GM should inform the player that the action will give the character a point of Corruption. Give the player the option of changing their mind. (If they continue anyways, they have no right to complain if the character is consumed by the Dark Side). When a character gets a point of Corruption, roll 1D for every point of Corruption. This Corruption dice pool is an opposed skill check vs. Willpower or Knowledge. Refer to the chart below to see what happens. The character may use up to 2 character points to augment this roll. Force Points may not be used.
Examples of Corruption
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* Killing a helpless innocent.
* Causing unnecessary and gratuitous injury.
* Killing except in self-defense or the defense of others.
* Using the Force while angry or filled with hate.
* Anytime a Jedi knowingly and willfully breaks the Jedi Code.
* Use of unjustified violence.
* Justifiable violence fueled by hate, anger or fear.
* Jedi sits idly by while an act of evil is committed.
* Passes on an opportunity to bring an evil doer to justice.
* Jedi acting out of hate, fear or anger.
Calling Upon the Dark Side
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Characters, Force-sensitive or not, may call upon the Dark Side, especially when angry, aggressive, desperate or otherwise out of balance.
A character automatically receives a point of Corruption, whether the attempt is successful or not. The character opened themselves up to anger, fear, and hate; whether "benefits" from this anger is irrelevant.
It is easy to call upon the Dark Side of the Force - at first. If the character is Force-sensitive, the difficulty is Easy 10. If the character not Force-sensitive, the difficulty is Moderate. If the actions are NOT intended to bring harm or pain to other beings, increase the difficulty by two levels (Difficult for Force-sensitives; Very Difficult for non-Force-sensitives).
Increase the difficulty by +3 for each additional time the characters calls upon the Dark Side during an adventure. (At the beginning of a new adventure, the difficulty drops back to Easy and Moderate respectively.)
The character rolls either his Control skill or Perception attribute when calling upon the Dark Side.
A character who successfully calls upon the Dark Side receives a Force Point which must be spent immediately - this is in addition to any other Force Points which have been spent this round.
If a character fails in an attempt to call upon the Dark Side, it demands something of them. The Dark Side’s corrupting influence is dominating the character. Roll 1D - the character loses that number of Character Points or the Dark Side will “take” 1D from either an attribute or Force Skill (character’s choice as to which attribute or Force skill). If any attribute or skill is reduced to 0D, the character is consumed by the Dark Side and dies.
Additional suggestions for the “cost” of calling upon the Dark Side are: premature aging, crippling illness, memory loss, physical disability (blindness, loss of mobility, mute, paralyzed), bloodthirstiness, suicidal thoughts, possession by Dark Side entities, tremors, corruption of the flesh, parasites, turrets syndrome, insanity.
Favors
---------------------------------------------------------------------
A very few individuals are "favored" by the Dark Side of the Force. Occasionally, these characters will be "given"" Force Points by the Dark Side. These characters are either very powerful servants of evil or characters the Dark Side is actively and desperately trying to recruit. These Force Points are normally offered when a character is desperate, fearing for his life, and has no hope - when the character is most vulnerable. If the Force Point is not used immediately, it fades away and the character suffers no harm. Characters who use these Force Points automatically receive point of Corruption.
The Dark Side can also tempt by offering a Force Point which can only be spent for a particular purpose. This Force Point is available until the character rejects the temptation. The character only receives Corruption if he succumbs to the temptation and uses the Force Point. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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