Difference between revisions of "SW PC Morality"

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(New page: 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...)
 
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** ''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.
 
** ''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.
 
** ''Thresholds:'' At Morality 81, increase a Force-wielder's Strain Threshold by 1. At Morality 91, it is increased by another point.
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==Emotional Strengths & Weaknesses==
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x
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==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:
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** ''Knowing Inaction:'' 1pt
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** ''Lying for Personal Gain:'' 1pt
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** ''Resorting to Violence as First Solution:'' 1pt
 +
** ''Coercion and Threatening with Violence:'' 2pt
 +
** ''Inflicting Emotional Abuse:'' 2pt
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** ''Theft:'' 2-3pt
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** ''Unnecessary Destruction:'' 3-4pt
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** ''Unprovoked Violence or Assault:'' 4-5pt
 +
** ''Unnecessary Cruelty to Non-Sapient Creatures:'' 6-7pt
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** ''Torture:'' 10pt
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** ''Murder:'' 10+pt
 +
==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==
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* At the beginning of a game session, the GM rolls 1d100.
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* Whosever Morality is closest to the number rolled is considered to have a ''Triggered Morality''.
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* 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.
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* At the end of the game session, the Triggered character's increase or decrease in Morality is ''doubled''.

Revision as of 05:19, 14 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:
    • Knowing Inaction: 1pt
    • Lying for Personal Gain: 1pt
    • Resorting to Violence as First Solution: 1pt
    • Coercion and Threatening with Violence: 2pt
    • Inflicting Emotional Abuse: 2pt
    • Theft: 2-3pt
    • Unnecessary Destruction: 3-4pt
    • Unprovoked Violence or Assault: 4-5pt
    • Unnecessary Cruelty to Non-Sapient Creatures: 6-7pt
    • Torture: 10pt
    • Murder: 10+pt

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.