Tales 2.0 Temptation in Tales from Nigita | World Anvil
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Tales 2.0 Temptation

A replacement for the Force & Destiny Morality system.

Tales 2.0 References On This Page Tales 2.0 Game Masters
  • GM: Jack L.
  • GM: Bill M.

One of the staples of Star Wars is the ongoing lure, or pull of the Evil, or the Dark Side towards Force Sensitive beings. It is an active decision to give into this temptation, for the short term gains, only to fall to the long term consequences. Once those consequences occur, the Force User finds their road back to the Light Side a difficult path to follow. “For once you start down the dark path, forever will it dominate your destiny, consume you it will.” Redemption is, of course, possible, but it is not a simple matter and requires more active effort than the initial fall to the Dark Side.

Tempation and its accrual of Dark Side Points applies to all characters, not just Force Sensitive ones. In this way, it measures the drift from the hero to the villain. While this is of more importance to Force Users, the metric is a good guide for any PC trying to keep to their principles in a galaxy that struggles against so many horrifying forces.

Replacing Morality

This system replaces the Morality rules presented in Force & Destiny (pp. 322-326), while parts of those rules still have value for character backgrounds and role playing elements, such as Motivations, the risks, rewards, and triggers, will not be used in play.

  • Paragons

    With this in mind, there are no benefits to being a Light Side or Dark Side Paragon. Since the campaign default is a hero, or even anti-hero, the additional Destiny Point (light or dark) and Strain/Wounds bonuses are not used.

  • Conflict

    Conflict tracked during a session or across the campaign is not used. Incidents that would generate conflict are replaced with Transgressions (see below). This includes any Force Powers or Talents that having knowledge of or using would normally cause conflict.

Summary Version

  1. Each character tracks Dark Side Points accumulated against their Temptation Threshold which is a derived attribute ( like Wounds and Strain ).
  2. If accumulated points exceed that threshold, they become villainous NPCs.
  3. Each session, a character can reduce either the amount of Dark Side Points they earned in-session, or reduce those previously acquired by one.
  4. There is a list of sample Transgressions that award from 1 ( Minor ) to 3 ( Mortal ) dark side points per session.
  5. Only the worst transgression is applied in a single session.

Working Narratively

While the following sections outline clear moral issues that may occur in game, the GM should not feel restricted to only using these examples. There are numerous ways a character can bend diplomatic or political situations that cause vastly more harm than the outright violent examples below. At the end of the day, morality is not about legality, or even in most cases, ethics, it is about harm done to others. Note that in Star Wars, unlike real life, there is an absolute objective arbiter of morality, The Force. It is very clear that there is a light side and a dark side that are specifically focused on the prevention and perpetration of harm. While people and organizations may invent numerous justfications and enact laws absolving themselves from the harm inflicted on others, the Force does not take those excuses into account.

Warning

It is important to note, it is the obligation of the GM to warn the player before resolving an action that will result in a transgression.

Temptation Threshold

This is a derived characteristic in the same way as Wounds or Strain. All Characters are affected by Temptation, though Force Sensitive Characters are more likely to feel its effects. Committing evil acts damages this threshold, accumulating Dark Side Points. At character creation, a character's Temptation threshold is equal to:

Five (5) Willpower Presence Force Rating (if possessed )

Exceeding Temptation

Certain actions will accumulate Dark Side Points counted towards this threshold. These harmful or selfish actions are detailed in the Transgressions section of these rules. The total accumulates over time, and if not atoned or redeemed through acts of selflessnesss, the character will eventually Fall to the Dark Side if the total ever surpasses the threshold. This means that the character effectively becomes a villainous NPC controlled by the GM. (see Atonement and Redemption below)

Improving Threshold

Your Temptation Threshold is improved whenever you increase either your Willpower or Presence via the Dedication talent. It is also improved when your Force Rating increases. Note: Temporary increases to these stats through any means (cybernetics, stims, the Imbue force power, force vergences, etc.) do not improve your Temptation Threshold.

Session Recovery

At the end of each session, after the GM informs them of their trangressions earned during play, a character may attempt to reduce the total amount of Dark Side Points suffered. The character may roll their base ability dice for either Willpower or Presence, whichever is higher, against an Average ( ) difficulty dice pool with the difficulty increased once for each Transgression earned. Success reduces the total earned by One (1) Dark Side Point.

In any session where no transgressions have been earned, the character may still make this same roll, against the base Average ( ) difficulty, with a Success instead reducing their current Temptation total. Only one point is ever reduced or restored, regardless of number of successes or Triumph rolled.

Transgressions

The GM should use the considerations detailed below as guidelines for whether or not to increase a character’s Temptation level. Depending on the action, each transgression may assess from 1 to 3 Dark Side Points towards the character’s threshold. These show the most common and universal transgressions, specifically centered around measurable harm. There may be a case that less violent or even political transgressions exist subjectively, discretion is left to the GM to assign those a severity as needed.

Session Limits

In order to prevent characters from careening into the dark side in a single session, only the worst transgression is counted (with some notable exceptions) for assessing Dark Side Points in a single session. Moreover, since the impact to Temptation threshold happens at the end of the session, decisions about the character's future and possible redemption are made then, not during the session.

Minor ( 1 Dark Side Point )

Minor transgressions are the subtle beginnings of the Dark Side’s influence. These involve giving in to baser instincts and destructive tendencies, or in using the Force for personal gain or convenience. In traditional violations of the Jedi Code that do not produce actual lasting harm fall into this category.

TransgressionDescription
Drawing on the Dark Side
( Minor )
When a Force Sensitive character flips Destiny Points to convert dark side generated in a force check into Light Side they earn a minor transgression. The total dark side points converted in this manner must not exceed the Temptation Threshold of the character. This can accumulate across several rolls throughout the session.
First StrikeThe character attacks without provocation against a currently non-aggressive enemy. This is strictly regarding physical or vehicular harm/violence. It does not preclude using skills, talents, or powers to deceive, diffuse situations, or otherwise prevent a potential fight from occurring.
Mercy RefusedThe character continues to attack an opponent after the opponent has surrendered or fallen helpless. Again, this is strictly regarding physical or vehicular harm/violence. It does not preclude using skills, talents, or powers to ensure a former hostile opponent is no longer a threat.
Apathy and InactionThe character ignores, looks away, removes themselves to avoid witnessing, or otherwise sidesteps actions another character is about to perform that would cause a transgression in morality of any magnitude.
Troublesome KnowledgeSome talents or force powers, by their very nature, are an active temptation of the Dark Side. These are noted in the rules as causing automatic conflict. Depending on the power or talent, they will automatically incur a minor transgression for possession or use.

Major ( 2 Dark Side Points )

Major transgressions showcase the harmful progression of the Dark Side, these acts are no longer dubiously evil, or careless, but are deliberate choices to harm others, either for personal gain, convenience, or worse, simply the thrill. Major transgressions are more harmful than minor ones.

TransgressionDescription
Drawing on the Dark Side
( Major )
As per the Minor Transgression. The total dark side points converted in this manner exceeds the Temptation Threshold of the character, but not twice the threshold. This can accumulate across several rolls throughout the session.
Deprived WillThe character overrides the will of a sentient being, either ally or adversary. Examples of this are using slave collars or restraining bolts, using the Force to Influence and compel a being to act against their own interests or safety, or compulsion through blackmail, poison/antidote, kidnapping, hostage taking, or any similar leverage. Using Influence to merely deceive, distract, or deter an adversary is not a transgression.
Using the Force to HarmWhenever a character reaches out into the living force to use a power to directly inflict wounds on another being, sentient or otherwise, it is also a wound in the force itself. It is the direct mechanism of the dark side at work. This includes abilities such as Harm, Bind, and Unleash.
TortureThe character inflicts harm, even simulated harm, to a being under their control, or otherwise harmless to them. Even if there are no long term effects, or is remediated by medical intervention. Note this is not the case for aggressive interrogation or social scenes that inflict strain or duress.
Willful DisregardNot simply apathetic, the character commits an act with harmful repercussions without any regard for those affected, such as setting a ship on a collision course with a planet or space station, regardless of casualties or collateral damage. Releasing a harmful creature into a habitat not its own, without regard to those it might prey upon would be similar.

Mortal ( 3 Dark Side Points )

Mortal transgressions are unquestionably evil acts. They are often those that violate most precepts of morality. These acts produce irreversible harm to the body or mind of others as well as to the psyche of the perpetrator. Mortal transgressions are the most harmful of all transgressions.

TransgressionDescription
Drawing on the Dark Side
( Mortal )
As per the Major Transgression. However this transgression is earned if the character exceeds twice the Temptation Threshold of the character. This can accumulate across several rolls throughout the session.
Murder

This is the straightforward intentional killing of any sentient, or even non-sentient, when there are adequate ways to incapacitate them to eliminate any threat they pose. Whether by violence, skill, talent, the Force, or narrative action, depriving a being of their life when there are any available alternatives is a dark side act.

Killing through the force is arguably more damaging than murder as it wounds The Force at the same time. Particularly gruesome or aggregious deaths can potentially lead to an additional fourth dark side point in a session.

Torture
( Severe )
The character's actions upon a being in ther control, or otherwise rendered harmless, inflict long term disability, trauma, or harm. The trauma is not limited to physical damage or maiming, but also psychological trauma.
CorruptionThe hallmark of the Sith, the character actively subverts the morality of another being. Not restricted to force sensitives, this can also mean leading individuals, via persuasion or coercion, into a life of crime or harm.

Atonement and Redemption

The way back from the precipice of the dark side is harder than the descent. This is intentional and borne out by almost all the fiction. This is worse for those who have actively passed their threshold, where often a selfless death is the only way back. To be clear, abstaining from further transgressions and making the best of each chance at Session Recovery will bring a character back to the light, merely slowly.

To prevent a character from falling completely, the GM should include the consequences of transgressions in follow up sessions. These need not be retaliatory, but should highlight the difficulties and serve as a warning, much like the one that precedes assigning transgressions.

All redemption paths should be worked in narratively to the plot, consider enlisting another character to help the afflicted individual back from the edge. In the case of a character that has gone over, also consider presenting an option at a later date to come back to the character and work in a more poignant redemption. Though these often come at the previously mentioned lethal cost.


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Cover image: Tales from Nigita World Codex Cover by W.Morgenthien

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