Star Wars: A New Legacy
The force is ubiquitous and omnipotent, but never unscrupulous. Throughout the history of the Galaxy, many have used the ends to justify the means, and those that were successful have still felt the corruption of the Dark Side of the Force.
In Star Wars Roleplay, this is achieved through Conflict which affects a character’s Morality .
Morality represents a character’s standing in the eyes of the Force. It’s a numerical value ranging from 0 to 100. 100 would represent a character that is bathed in the Light side of the Force, whereas 0 would be the darkest of Sith Lords.
A character’s Morality also represents which points on the Force Die the he or she can most readily utilize. By default, all characters can freely use the white circles for Force powers and Talents, but in order to use the black circles, they must flip a Destiny Point and suffer strain. A character whose Morality has dropped blow 30, may freely use the black circles without penalty, but must flip a Destiny Point and suffer strain in order to use the Light Side of the force.
If a character’s Morality has reaches 20 or below, the character’s Strain Threshold is reduced by 1, but their wound threshold is increased by 1. Additionally, if the character’s Morality drops below 10, that character’s Strain Threshold is instead reduced by 2, and their wound threshold is instead increased by 2.
As long as a character is a dark side force User, his presence corrupts the Destiny Pool. At the beginning of each session one light side Destiny point is flipped to dark per dark side user, if any light side Destiny Points remain.
If a character’s Morality surpasses 70, that character is considered a Paragon of the Light side of the Force. As long as a character’s Morality remains above 70, at the beginning of each session, a light side Destiny Point is added to the destiny pool per Light Side Paragon.
If a character’s Morality is above 80, that character’s Strain Threshold is increased by 1. If a character’s Morality is above 90, that character’s Strain Threshold is increased by 2 rather than 1.
After character creation, Morality is determined using Conflict. Conflict is a measure from session to session of the darker actions characters make within a given session. When a player performs an action that would lead him or her closer to the Darkside of the force, that action generates a number of Conflict points based on the action. The more evil an action is considered, the more Conflict given to the player. At the end of a session, each player rolls a 10-sided die and subtracts their conflict from that result. The difference is then added to their Morality score. So if the result was negative, a character’s Morality would decrease. Conflict is reset to 0 at the beginning of each new session.
Unbiased. Unprejudiced. Fair.
It is the job of the GM to play the role of the Force. To arbitrate when the character’s action has generated conflict. Even actions done with the right intention can still generate a small amount of conflict. The GM must be fair when handing out conflict, and in return, the player must be understanding.
The rulebook offers very rigid guidelines on which actions generate conflict, and how much. These rules are both fair and specific while still leaving room for more heated conflict resolutions. The GM should also warn a player that their character’s action will generate conflict, prior to that action being taken. This is part of the social contract both GM and player make when they sit down to game together.
When in doubt if an action is going to generate conflict. There is one simple measuring device GM and player may use to determine if an act deserves Conflict. The group must ask themselves, “Would this action make Darth Sidious cackle.” If the answer is yes. The characters involve should suffer conflict."