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