Starting feats: As Jedi Guardian (RCR
page 62)
Vitality: D8 + Con
Skill Points: 4 + INT
As Jedi Guardian (RCR
page 62) with the following additions.
Dark
Side Rage - At 4th level, and every 4 levels
thereafter, the Dark Jedi gains Dark Side Rage once per day. For a single
attack action the Dark Jedi may add his Dark Side Point total to either his
attack or Damage. The Dark Side Rage bonus can be split between attack and
damage on the same action. The Dark Jedi automatically gains a Dark Side
point for using Dark Side Rage.
Demands of the Dark Side - at
5th level, and every five levels thereafter, the Dark Jedi receives an
additional Dark Side Point.
Demands of the Dark Side
At first the Dark Side is easier. Quicker. More
seductive. Once you give yourself over to evil it then starts to
take it's toll. Promises of reward are met with terrible
consequences. A Dark Side character may age much quicker than
normal, develop phobias and even change their personality altogether.
When a character reaches 20 Dark Side Points the Dark
Side starts to take its toll on them.
Roll 1D20 and consult the table below.
From then on they gain another affliction for every 10
Dark Side Points. So roll at 20, 30, 40 etc.
A PC can choose to lose a Dark Side Point at any time
at the expense of a Force Point provided it is not their only force
point.
Understanding the Demands of the Dark Side Table
Immediate effect - Once the affliction has been
determined the change listed in this column is immediately made the
players character sheet. This effect is permanent.
Saving throw - Some afflictions cause
ongoing effects that can be overcome with a successful saving throw.
Depending on the affliction the Saving throw could be made once a day
(in the case of Dementia) or simply when the situation arises (such as
Claustrophobia).
Ongoing effects - Should a situation arise
where the effects of the Dark side Demands could affect the PC they must
make the relevant saving throw. eg. A Dark Jedi suffering from
Claustrophobia must make a Willpower saving throw DC 20 if he tries to
ender a small space such as a turbolift. Some effects have
continuous effects eg. Dementia. How often they must make their
Saving throws is GM discretion.
Failed Save - This is the effects if a saving throw
was failed.
1D20 |
Affliction |
Explanation |
Immediate
effect |
Ongoing
effects |
Failed Save |
1 |
Agoraphobia |
fear of open spaces |
|
Willpower: 20 |
Can not use FP, Control Force skill
& lose DEX bonus to defense |
2 |
Alcoholism |
Constantly
consumes alcohol |
|
Willpower: 20 |
Can not turn down
a drink |
3 |
Amnesia * |
Loss of memories |
INTELLIGENCE -1 |
Willpower: 20 |
Do not add ranks onto INT skills
checks |
4 |
Animosity |
Hatred against a
group eg. a race or a faction |
|
Willpower: 20 |
Can not turn away
from conflict |
5 |
Anorexia * |
Fear of food |
CONSTITUTION -1 |
Fortitude: 20 |
Constitution temporary -2 |
6 |
Catatonic * |
PC becomes
withdrawn |
CHARISMA -1 |
Willpower: 20 |
Do not add ranks
onto any CHA skill checks |
7 |
Claustrophobia |
Fear of small spaces |
|
Willpower: 20 |
Can not use FP, Control Force skill
& lose DEX bonus to defense |
8 |
Dementia * |
Incoherent
mumbling |
WISDOM -1 |
Willpower: 20 |
Do not add ranks
onto any WIS skill checks |
9 |
Depression * |
Pessimist and gloomy |
|
Willpower: 20 |
Can not use FP or Force skills
& will not help the party |
10 |
Spice Addiction |
Addicted to Spice |
CONSTITUTION -1 |
Fortitude: 25 |
-1 to all
Attributes (Spice cost 50 credits per day) |
11 |
Scotophobia |
Fear of Darkness |
|
Willpower: 20 |
Can not use FP, or Control Force
skill & lose DEX bonus to defense |
12 |
Frenzy |
Lunatic in combat |
|
Willpower: 20 |
Will fight to the
extreme using FP & maximum Power Attack every round. |
13 |
Fearless |
Ignores all danger |
|
Willpower: 20 |
Will not run from combat.
Does not Dodge or wear armour. Lose DEX bonus to defense.
Immune to Fear or Terror checks |
14 |
Megalomania * |
Inflated ego |
CHARISMA +2 |
Willpower: 20 |
Will refuse to
obey anothers orders, including Sith Masters! |
15 |
Pathological Liar |
dishonest & a liar |
Bluff -4 ranks |
|
|
16-20 |
Advanced Aging |
|
Age by 1D6 years
(human) |
|
|
* these effects are continuous