Hi Guys and Gals,
Our group just rebooted our campaign and were all playing force sensitive characters (even the robots) and IIRC aren't there negative effects for going Dark Side?
Is there some sort of taint that you need to deal with?
Hi Guys and Gals,
Our group just rebooted our campaign and were all playing force sensitive characters (even the robots) and IIRC aren't there negative effects for going Dark Side?
Is there some sort of taint that you need to deal with?
Not really, no. If you are strongly Dark (i.e. Morality 29- or Morality 9-), there are some adjustments to your stats, but they're relatively small.
So, the main effects of going Dark Side:
--If your Morality drops below 30, you spend Dark Side pips from Force Dice for free (although you still take Conflict for using them). Instead, you must flip a Destiny Point and take strain for every Light Side pip you use. This effect does not go away if your Morality rises to 30+. It only goes away if your Morality hits 70+.
--If your Morality is 29-, you gain +1 to your Wound Threshold, and take a -1 to your Strain Threshold, and when you are building the Destiny Pool, you flip one of the generated Light Side points to Dark Side before the session begins.
--If your Morality is 9-, you gain +1 to your Wound Threshold, and take a -1 to your Strain Threshold. This stacks with the above.
That's basically that. Otherwise, the only other effect is that you will have a hard time not activating the dark-side effects of Harm, Battle Meditation, and Unleash, and a hard time activating the Light Side abilities of the same powers. The rest is up to you with role-playing the consequences of being a Darksider!
Yeah, what Absol said basically. As far as published effects, they don't really hit the PC with much. I think mainly so that a player who wanted to play a Dark Sider, wouldn't be so ostracized in a group of neutrals to light siders. They don't want to "punish" a Dark Side player perse, but they do want some effects to be tangible and significant. Not necessarily detrimental (increased wound threshold is pretty nice after all), but definitely something that is a bit of a trade-off if you will.
All the other stuff from the Legend material:
Changed eye color
Pale skin
Prominent veins
etc
That's all fluff, and you can include or exclude it at your leisure.
OKay, thanks.
I figured that there would be a mechanical effect and I thought there was a narrative taint too.
Very cool!
On 11/10/2017 at 10:55 PM, Absol197 said:Not really, no. If you are strongly Dark (i.e. Morality 29- or Morality 9-), there are some adjustments to your stats, but they're relatively small.
So, the main effects of going Dark Side:
--If your Morality drops below 30, you spend Dark Side pips from Force Dice for free (although you still take Conflict for using them). Instead, you must flip a Destiny Point and take strain for every Light Side pip you use. This effect does not go away if your Morality rises to 30+. It only goes away if your Morality hits 70+.
--If your Morality is 29-, you gain +1 to your Wound Threshold, and take a -1 to your Strain Threshold, and when you are building the Destiny Pool, you flip one of the generated Light Side points to Dark Side before the session begins.
Shouldnt that be 19- im away from book but im sure the first change doesnt come in un you lose a further 10 then the next is 10 again
15 hours ago, syrath said:Shouldnt that be 19- im away from book but im sure the first change doesnt come in un you lose a further 10 then the next is 10 again
It's entirely possible; I use the MarcyVerse version of Morality in my games, so I haven't reviewed these rules in over a year, and I was going by memory. I'll double-check when I get home, and correct my post if necessary.
Incidentally, I've always thought that the effect of being Dark Side/Paragon on the Destiny Pool were backwards. I've always thought being Dark should add an additional Dark Side point to the pool, while being a Paragon should flip a Dark Side point to Light at the beginning of the session.
Adding an extra token to the pool grants more available power, at the cost of it starting out tilted against you and being now chaotic, while flipping a token keeps things steady, but gives you a small benefit.
Edited by Absol19730 minutes ago, syrath said:Shouldnt that be 19- im away from book but im sure the first change doesnt come in un you lose a further 10 then the next is 10 again
12 minutes ago, Absol197 said:It's entirely possible; I use the MarcyVerse version of Morality in my games, so I haven't reviewed those rules in over a year, so I was going by memory. I'll double-check when I get home, and correct my post if necessary.
Incidentally, I've always thought that the effect of being Dark Side/Paragon on the Destiny Pool were backwards. I've always thought being Dark should add an additional Dark Side point to the pool, while being a Paragon should flip a Dark Side point to Light at the beginning of the session.
Adding an extra token to the pool grants more available power, at the cost of it starting out tilted against you and being now chaotic, while flipping a token keeps things steady, but gives you a small benefit.
The Dark Side threshold is 29 Morality (F&D page 52). the next threshold below that is 19, and then 9. Thus, his wound threshold increases by one and his star threshold decreases by one three times. Once at 29, once at 19, and once at 9.
1 hour ago, Tramp Graphics said:
The Dark Side threshold is 29 Morality (F&D page 52). the next threshold below that is 19, and then 9. Thus, his wound threshold increases by one and his star threshold decreases by one three times. Once at 29, once at 19, and once at 9.
Ive just checked at 29 you become a darkside user, you dont drop strain or increase wounds at that point, you do drop strain and increase wounds twice only at 19 and at 9.
So 29 you switch to dark side pips
19 you are +1 WT -1 ST
9 you are +2 WT -2 ST
So I was close is what you're saying ?
Guys you are forgetting a little BUT important thing:
Like a lightside paragon (71+) adds one white Destiny Point to the pool before the rolls
A dark side paragon (29-) will change one lightside Destiny Point to the Dark side After the rolls in the beginning. (poisining the pool)
Players Still use white side destiny points and the GM still use the darksided DPs
So if your whole team is darkside Forcys (how ever your droids manage that... ), you wont have much DP in the beginning of each sessions
No, I mentioned that. I guess I didn't clarify that your Destiny Point usage remains unchanged, although I didn't say it DID change, so that implies it doesn't, right?
I even had a subsequent post where I mentioned that I thought the "add/flip" aspect of that mechanic was backwards.
On 11.10.2017 at 11:55 PM, Absol197 said:-If your Morality is 29-, you gain +1 to your Wound Threshold, and take a -1 to your Strain Threshold, and when you are building the Destiny Pool, you flip one of the generated Light Side points to Dark Side before the session begins.
On 13.10.2017 at 2:25 AM, Absol197 said:Incidentally, I've always thought that the effect of being Dark Side/Paragon on the Destiny Pool were backwards. I've always thought being Dark should add an additional Dark Side point to the pool, while being a Paragon should flip a Dark Side point to Light at the beginning of the session.
Adding an extra token to the pool grants more available power, at the cost of it starting out tilted against you and being now chaotic, while flipping a token keeps things steady, but gives you a small benefit.
Arrgghh yep there it is ...
I totally misread you @Absol197 my english, today, was not ready to comprehend your totally corect words it seems... sorry *banging my head against the table*
(... And now kids you know what happens if you are at work allready using two language and then try to add a third for reading posts on your beloved forum while beeing to hasty going through them)
Edited by Nightone