The Darkside and You
A new concept for this session (or especially for a Dark Side campaign) is allowing characters to remain in control of their characters even if they have reached their Wisdom score on their Darkside points. However, there are consequences to the Darkside points. The Darkside can be treated like a fate system where the characters are compelled to do an act (usually an evil one) that they may not otherwise normally choose to do. The GM then must make a roll vs. the character’s Will save with consideration of the Darkside penalty as a bonus to the roll. Also, a natural 20 roll means an automatic success for the Darkside to compel the character to do an evil act whereas a natural 1 means an automatic failure and the character gets to choose their own action. To negate the effect, the player can choose to spend a Force Point in order to resist the will of the Darkside and have the character behave as the player desired originally.
Example: Garen Darkstrider normally has been trying hard to make good choices in his life; however he has done several acts which has gained him the attention of the Darkside. Garen defeated an evil baron and released his tyrannical grip on the planet, but he must now decide whether to spare the unarmed baron in his captivity and have him processed through the justice system or to kill him in a sense of self-righteous justice so he may never attempt to regain control of the planet again. Garen knows he should turn in the baron to the authorities but the whispers of the darkside tempts him to strike a killing blow for the sake of saving the galaxy. Garen has a Will save of 14 and he already has 2 Darkside points; the GM rolls a d20 and gets a plus 2 bonus vs. Garen’s Will save. If the roll beats Garen’s Will save, he succumbs to the whispers of the Darkside and strikes the baron down in cold blood. If the roll does not beat Garen’s Will save, he spares the baron and turns him in to the authorities for trial.