SWURPG

Force Corruption

MindDark
Cost
3 FP
Activation
Action
Range
30 ft
Recommended Lv
Lv 7+
Prerequisites
LVL 7

Effect

As an Action, you flood one creature within 30 feet with corrupting dark-side energy that eats at its will and its defenses, opening it up for the kill. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the corruption clings to it until the end of your next turn: attack rolls against the target have Advantage, and it has Disadvantage on all saving throws. You have marked it for death, and everyone can feel the opening. On a successful save, it shrugs the corruption off and suffers no effect. To open a body and mind to the dark this way is a dark-side act, and the GM will take note.

At the Table

The party’s blaster fire keeps glancing off the Dark Trooper’s plating. The Sith raises a hand and floods it with corrupting energy — it fails its Wisdom save. Until the end of the Sith’s next turn, every attack against the trooper has Advantage and it rolls its saves at Disadvantage. The whole squad opens up, and the thing that shrugged off their hits a moment ago goes down in a storm of them.

In the Lore

Force Corruption is the dark side used not to kill directly but to unmake a target’s defenses — a wash of corrupting energy that frays the will and the body until every blow finds a gap. The Sith prized it as a duelist’s and a commander’s tool alike: you do not out-fight the strongest enemy, you corrupt it, then let everything else finish what you started. It is the patient cruelty of the dark side, turning one foe into an opening for all the rest.