So I have this character in my game right now. The player is trying to be a light side Force user, but keeps making awful decisions.
He's been party to the murder of a Sith witch, and taken her evil holocron. He felt the evil in it, and still meditated with it yelling at him ancient, foreign, dark Force secrets.
Killed a former Jedi and took his lightsaber. The saber had become, thanks to the fall of said Jedi, an implement of the dark side. He keeps trying to attune it to the light, but he's not gotten far at all.
In a desperate situation which bordered on self defense and murder (he was opposed to the fight, but mostly due to timing), he used the blade. Made him roll a discipline check against one purple and one red. No successes, one advantage, and a despair. Three strain ignoring soak, and now for the half mechanical, half narrative bit...
I told him, "Until you manage to find the light again, whenever combat breaks out, you must roll Discipline. If you fail, the check becomes more difficult until you rest, and you must use your lightsaber regardless of any other considerations save for vehicle combat."
Thoughts on that ruling?
Edited by Comrade Cosmonaut