EotE:Traits

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Contents

Character Creation

Create the complete character as usual. All traits will start with a score of 10, making each pair balanced at 10/10.

For each Force User level your character begins the campaign with, you earn 1 trait point which you must spend to improve a single trait. When you increase this trait by +1, the trait it is paired with decreases by -1. This represents a key trait for character is known for.

For each point of your character's Wisdom score above 10, you earn 1 trait point which you must spend to improve any traits you desire. When you increase a trait by +1, the trait it is paired with decreases by -1.

During character generation, you may not raise any trait above 13. This should help to create characters who are relatively close to the balance on most traits, and leaves lots of room for development.

For example, say you have a Wisdom of 15. You get 5 points to modify traits with. You could improve five traits to 11, making their paired trait drop to 9; you could improve one trait to 13 and another to 12, making their paired trait drop to 7 and 8, respectiviely.

Traits

The traits in blue represent Light Side traits; the traits in red represent Dark Side traits.

The traits and pairings are:

  • Serene / Passionate
Serene characters are generally regarded as centered, reserved, or peaceful. Serene characters also do not generally let their emotions dictate their actions. Serene characters might be considered aloof or detached.
Passionate characters are ruled by their emotions. When these emotions are fear, anger, and hate, the Passionate character becomes vulnerable to the influence of the Dark Side.
  • Generous / Selfish
Generous characters have the tendency to share with others, whether that sharing involves goods, time, money, food, knowledge, or compassion. A Jedi should strive to look out into the Force at all living things, rather than inward to the self. True Jedi are selfless beings, concerned more with the well-being of the Force and of other beings than in themselves.
Selfish characters carry the impulse to accumulate and keep things to and for themselves. They are reluctant to share anything with anyone, be it food, knowledge, or materials. Selfish characters tend to be labeled as stingy, secretive, self-serving, and uncooperative.
  • Merciful / Vengeful
Merciful characters sympathize with the pain and suffering of others and are likely to mitigate or at least not exacerbate such feelings. Serving the galaxy requires the Jedi to be concerned for their fellow beings, no matter the nature of that being, whether ally or foe. Beings suffering unnecessary pain must be aided, even if it was the Jedi who inflicted that pain.
Vengeful characters harbor grudges. They may seek revenge — perhaps petty, sometimes sweeping and grandiose — for real or imagined insults to themselves or, less likely, their allies. Thoughts of revenge, even when not carried out, suggest a darkness in the spirit of the Jedi. A Jedi should strive to let go of such negative feelings and learn to forgive transgressions. At the same time, however, a Jedi should be just and not allow clear wrongdoings from going unaccounted for.
  • Rational / Impulsive
A Jedi should strive to be rational in all matters, to approach all issues with the same degree of consideration and deliberation. A Jedi should ideally not leap before looking and should always consider the possible implications of his actions. At the same time, a Jedi should not unduly hesitate when action is required.
Impulsive characters fail to anticipate the consequences of their actions. Regardless whether these consequences are positive or negative, impulsivity represents a willful disregard of the connection between all living things through the Force.
  • Modest / Arrogant
Modest characters are humble and are not inordinately concerned with impressing others. Extremely modest characters are quiet, meek, or even self-critical. They do not seek recognition and are acutely aware of the complications that may arise when praise or gratitude is heaped upon them.
Arrogant characters have a sense of unshakeable self-worth. While some degree of pride in one's accomplishments or abilities is natural, Arrogance is a symptom of self-deception and willful ignorance of one's own flaws.


Changing Traits

Light Side Trait Shifts

Any time your character plays according to a Light Side trait in a significant manner, increase that trait by +1. When you increase a Light Side trait by +1, the Dark Side trait it is paired with decreases by -1.

Dark Side Trait Shifts

If power corrupts, then one of the most dangerous aspects of harnessing the dark side of the Force is the temptation to continue to wield that power, letting it corrupt and twist one's identity. However, strong-willed, tranquil, and grounded characters may be able to avoid this temptation even when faced with the lures of the dark side.

In game terms, whenever a character commits a dark side transgression (see page 181 of the revised Star Wars Roleplaying Game rulebook), the character must make a Will save to avoid a Dark Side trait shift. The base DC is set by the severity of the transgression: minor (DC 10), common (DC 15), and major (DC 20). Add +5 to the DC if the character is Tainted or Fallen, because such characters are particularly vulnerable to the temptations of the dark side. (In contrast, light side characters have not yet tapped into the greater powers of the dark side and thus have not yet confronted these deeper temptations.)

When you increase a Dark Side trait by +1, the Light Side trait it is paired with decreases by -1.

This rule has the effect of making less experienced characters much more likely to succumb to the dark side, and their journey down that evil path accelerates substantially once they become tainted and truly begin to taste the power of the dark side. Still, even the most experienced Jedi Master can gain Dark Side Points from even the most minor transgression; after all, you always fail a saving throw by rolling a natural 1.

Transgressions in EotE

Acts described as Common Transgressions and Major Transgressions in the SW RCR prompt an immediate Will save to avoid gaining +1 to a relevant Dark Side trait. Due to the intended campaign tone, Minor Trangessions will be given some leeway. When in doubt, consult pages 181-2 of the RCR and review the notes on major, common, and minor dark side transgressions.

Using Fear, Force Lightning, or Force Grip prompt an immediate Will save to avoid gaining +1 to a relevant Dark Side trait.

Using a Force Point to call on the Dark Side prompts an immediate Will save to avoid gaining +1 to a relevant Dark Side trait.


Effects of Trait Shifts

Light Side Traits

Once a character gains a total of 70 points among the six Light Side traits, he or she is considered to be Favored by the Force. As long as the character remains at this status, the Vitality cost associated with the use of all Force powers is reduced by 1. Apply this change in VP cost after all other modifiers due to feats or Force techniques, and this can never reduce the final VP cost below 1.

Once a character gains a total of 90 points among the six Light Side traits, they are considered to be Strong in the Force. As long as the character remains at this status, the Vitality cost associated with the use of all Force powers is reduced by 3. Apply this change in VP cost after all other modifiers due to feats or Force techniques, and this can never reduce the final VP cost below 1.

Should a character's point totals drop below either the 70 or 90 thresholds, they lose the listed benefits.

Dark Side Traits

Once a character gains a total of 60 points among the six Dark Side traits, he or she is considered to be Tainted by the dark side of the Force. As long as the character remains at this status, the Vitality cost associated with the use of all Force powers is reduced by 1. Apply this change in VP cost after all other modifiers due to feats or Force techniques, and this can never reduce the final VP cost below 1.

Once a character gains a total of 80 points among the six Dark Side traits, they are considered to have Fallen to the dark side of the Force. As long as the character remains at this status, the Vitality cost associated with the use of all Force powers is reduced by 2. Apply this change in VP cost after all other modifiers due to feats or Force techniques, and this can never reduce the final VP cost below 1.

Should a character's point totals drop below either the 60 or 80 thresholds, they lose the listed benefits.


Atonement

Should a PC drop to Tainted or Fallen status, they may choose to enter a period of atonement. By eschewing the VP cost reductions associated with their status, they double any trait shifts towards the Light Side when playing according to a Light Side trait in a significant manner. I.E., they increase that Light Side trait by +2, rather than the normal +1. When you increase a Light Side trait by +2, the Dark Side trait it is paired with decreases by -2.

A PC must spend a Force Point when atoning out of either the Fallen or Tainted thresholds. For example, if a PC has 60 total points in Dark Side traits, and manages to drop to 59 or less, they must spend a Force Point in addition to the in-game atonement.

Meditation

Once per session, a PC may declare they are meditating on subject of one of the Traits (either Light or Dark). By spending an uninterrupted hour in meditation, the character gains an automatic +1 in that trait, and its paired trait is decreased by -1.

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