So I made this thread and forgot that I use these house rules for Conflict and Morality. I figured I'd post 'em here.
I got a lot of these from a specific online thing .
<@> <@> <@> <@>
STARTING MORALITY: Characters with a Morality score (and no Duty or Obligation) start with Morality 70. They may reduce their Morality in up to three ways, gaining benefits each time:
- -10 Morality: Gain 1000 credits.
- -10 Morality: Gain 5 EXP.
- -21 Morality: Gain 2500 credits.
- -21 Morality: Gain 10 EXP.
- -21 Morality: Gain 5 EXP and 1000 credits.
Note that taking the full allotment of three Morality Reduction options will reduce your Morality to the Dark Sider threshold, as will taking two of the bottom three options.
FORCE RATING AS A CHARACTERISTIC: You may purchase a Force Rating at character creation as if it were any other Characteristic: at a cost of the new rating x 10 in EXP. (If you allow characters with Force Rating 0 to buy up to Force Rating 1 without taking a Universal Specialization, I suggest that you reduce the cost for their first such Specialization by 10 EXP if they purchase it at character creation, as characters with FR 1 don't gain anything from those Specs.)
USING FORCE POINTS: When making a Force Power check of any kind, you do not have to spend a Destiny Point to use opposed Force Points. You still take Strain and/or Conflict as normal.
DRAWING ON THE DARK SIDE: If your character is aligned to the Light, whether they are a Light Side Paragon or not, you can declare, before making a check, that they feel strong emotions relevant to the situation at hand. If the GM decides that the emotions are relevant, and that the situation is appropriate, he can offer up to 2 bonus Force Points or Advantages, costing 1 Conflict each, or 1 bonus Success for 2 Conflict.
In addition, using any Force Power that would cause Wounds to living creatures levies at least 1 Conflict, unless the way in which you use it would already levy Conflict (such as Harm, Unleash, or the damaging use of Bind). The Conflict is gained each time you use it, or would benefit from it for Committed uses of the power in question. This includes, but is not limited to:
- Certain uses of Move (throwing or dropping living creatures)
- Certain uses of Influence ("Your friends want to kill you!")
- Certain uses of Misdirect (disguising an Imperial Officer as you to the Stormtroopers)
- The Sense power's attack-upgrading Control ability
- The Enhance power's Brawl-boosting Control ability
- The Enhance power's Brawn-increasing Control ability
MORALITY ADJUSTMENTS: After a session concludes, determine how much Conflict you've acquired this session and roll 1d10 and halve the result (rounding up). Reduce your Conflict by up to this amount, to a minimum of 0 Conflict. Once you have done this, roll a Simple (-) Discipline check. You may spend 1 Success or 2 Advantages to reduce your Conflict by 1, to a minimum of 0; you may spend a Triumph to halve the current amount of Conflict you have (two Triumphs reduce your Conflict to one-quarter, etc). if you reach 0 Conflict during this step, you may spend further Successes and Advantages on increasing your Morality on a 1-for-+1 basis each.
<@> <@> <@> <@>
These rules are designed to make it harder to remain a Light Sider, and easier to slide into the Dark Side. That is a major theme of Star Wars, after all, and while I did complain about Channel Agony in the above link, that's just my opinion.
Anyway, Please Examine And Critique Honestly.