RPG/Advantages

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Advantages are Traits a character can have that offer (mostly) beneficial effects. An Advantage can be added to a character's sheet at any time by spending an amount of XP equal to that Advantage's worth, and there must be reasonable cause for the character to acquire that Advantage. Some Advantages also have a Threat Level adjustment, represented by TL+X, where having the Advantage adds X to the character's Threat Level.

Subraces also add Advantages to a character as part of their "racial packages." Normally, the racial package is only added to the character temporarily as long as they have that Subrace, but they may be added permanently by choosing to retain the entire package upon gaining a level of that Subrace while it is the current race. See the Races page for more details.

A character may drop an Advantage at character creation or another situation where the GM considers it reasonable to do so, but does not gain any XP in doing so. A character may also, at the GM's decision, lose an Advantage temporarily as part of the game's narrative. Appropriately role-playing a loss of an Advantage may be rewarded with bonus XP. It is also possible for the GM to award a character a new Advantage as a reward in lieu of XP for an appropriate game play session.

Some Traits cannot coexist within a character. If a pair of incompatible Traits are present, one or both of the two may be considered non-functional according to the GM's discretion for the situation. In most cases, the Trait with the greater absolute XP value should take precedence.

Physical Advantages

500 XP: Energetic: Your character does not require as much downtime as the average person and can perform physical activities longer without needing to rest. This character regains their Strength in HP whenever the character naturally regains HP as described in the "Exhaustion and HP/MP Regain" section of the rules.

2000 XP(TL+1): Self-Contained: Your character, for some reason, does not need oxygen, water, or really much of anything to live. While they still have a fuel source of some sort that can expire and leave them inert(such as sunlight or ambient magical energy), they cannot die from lack of these things, can survive in a vacuum, and are immune to damage taken from being in an environment where a normal character would be unable to breathe, such as drowning. This advantage can upgrade from and replace the Water Breather advantage for 1500 XP.

500 XP: Sturdy: Your character has stronger bones, thicker skin, and more pain tolerance than would be expected for someone with their constitution. When calculating their traumatic damage threshold, their Defense score is counted as one and a half times its actual rating, rounded down.

2000 XP(TL+1): Ambidextrous: Your character has an extra dominant hand, either through genetic luck or intensive training. Each time this is taken, one of your off-hands counts also as primary hand, able to be used for blocks and without a penalty for offhanded actions.

1000 XP(TL +1): Amorphous: Your character lacks blood or vital organs and is therefore rendered immune to traumatic damage, in a fashion. When an amorphous character would normally take traumatic damage, instead a piece has a chance to chopped, ripped or smashed off, separating it from your body. Roll a d6 and add the level of the traumatic damage, if this result is 7 or higher you lose a portion of the area affected. Keep track of this, as the HP lost from that attack now is considered to be in that lost part, and cannot be regained until it is reattached. If a single attack that deals traumatic damage to your character does more than half your total HP in damage, that area is completely severed and cannot be used until reattached. Severed heads render your character unable to do anything but speak, severed torsos render your character unable to use move actions. Severed legs reduce your character's movement by half. To reattach a severed body part, your character must have the separated body part pressed against the sever point and be healed with a single spell or ability an amount equal to the "HP" of the severed part.

500XP: Amphibious: Your character has both legs and fins, hydrodynamic wings or wheels, a buoyant serpentine body, or another form or mode of locomotion that is equally suited to both land and water. You move at your normal move speed whether or not submerged in water.

500 XP: Photosynthetic: Your character draws nutrients from the sunlight and soil. You do not need to eat so long as you have sun or soil. While in direct normal sunlight, your character is considered to be resting, even if they are engaged in activity that would normally render them unable to be considered resting. This also allows them to be considered "cared for" while engaged in such activity if a character spends the prerequisite actions to care for them.

250 XP: Athletic Talent: While not outright more muscular, athleticism comes easily to your character. You gain a +1 to non-combat and non-spellcasting Gym rolls.

250 XP: Acrobatic Talent: Your character is more limber and able to bend than the average person. You gain a +1 to non-combat and non-spellcasting Martial Arts rolls.

2000 XP(TL +1): Minor Appendage: Your character has an extra limb or a prehensile tail, but it is not as capable of fine manipulation as their primary hands. The appendage may be used to hold an item, but does not grant hand actions. A character can also take this advantage to be able to hold an item in one of their existing hands without taking its hand action for the turn.

5000XP (TL +3): Extra Appendage: Your character has an extra limb or a prehensile tail, or through some means can use a single one of their existing appendages as well as most people use two, be it through speed, strength, or some combination of the two. They gain an extra offhand action each full turn. The advantages of this are quite obvious, I’d think. The cost of this advantage increases by 5000 XP each time it is purchased.

500XP: Super-Strong: As long as your Strength is 10 or higher, you may re-roll and add dice in your Strength checks that come up as their second-highest or highest number.

500XP: Thick-Skinned: As long as your Defense is 10 or higher, you may re-roll and add dice in your Defense checks that come up as their second-highest or highest number.

500XP: Double-Jointed: As long as your Agility is 10 or higher, you may re-roll and add dice in your Agility checks that come up as their second-highest or highest number.

Varies: Odd-Sized: Your character is a different size than usual.

Size XP Cost

Small/Large 250

Small2/Large2 500

Small3/Large3 750

Small4/Large4 1000

Varies: Extra run speed: Your character runs faster than their Agility normally allows. Most characters move 5 feet for every point of Agility they have, but yours moves a bit faster, depending on how much you paid for this advantage.

Run Speed XP Cost

+1 Feet/Move 250

+2 Feet/Move 500

+3 Feet/Move 1000

+5 Feet/Move 2000

1000XP: Glide: While not quite as good as being able to fly, you have wings able to support you well enough, are light enough, or otherwise are naturally equipped in such a way that you can fall gently enough that you don't take damage. You can choose to glide instead of fall, slowing your descent anywhere down to 5 feet per round. If you are gliding, you may move up to half your normal movement as well as you fall (in other words, you may spend 10 movement for every 5 feet you wish to move while falling). You may upgrade this advantage to Hover by paying the difference in costs.

2000XP (TL +1): Hover: Rather than walking along the ground, you hover. This doesn’t affect your speed, or your jump height for that matter, but you’re unaffected by spells that hurt people standing on the ground, and slippery or hard-to-pass-through grounds are no problem to you. You also have all of the abilities that Glide grants you. You may upgrade this advantage to Limited Flight by paying the difference in costs.

3500XP (TL+2): Limited Flight: You have wings powerful enough to allow you to take flight, but doing so drains your stamina. This acts as the Flight advantage, but for each round you ascend, you lose 3 HP and 2 MP. You may upgrade this advantage to Full Flight by paying the difference in costs.

5000XP (TL +3): Full Flight: While there are spells that allow you to take flight, it’s much better to be able to fly all day. Your character, for some reason, be it wings, helium sacs, or propeller-head, can fly indefinitely. This character may make their move in any direction they choose, but moving upwards costs double the normal cost of movement(10 feet spent for every 5 feet up), and movement down is half the cost(5 feet spent for every 10 feet down). Remember, if you’re knocked out while in the sky, you’re going to have a real fun trip down. This also comes into play if you are hit with an accurate critical and made to fall while in the air. A character with Full Flight has something that grants them that flight, be it a built-in jetpack, wings, or even the smokelike wisp-tail of a Djinni, and whatever it is that grants them that flight may be disabled for the round with a precise critical at the attacker's choice, causing the character to fall. A character who is flying and made to fall will lose 50 feet of altitude, and if the character is up high enough that they would take damage, they do so from hitting the ground if this happens. A flying character who falls in such a manner may only be made to fall once per turn, but unless they use their move action before the next time they fall, in effect breaking the fall, any previously unbroken falls will add in to their total fall when determining how much damage they take when they hit the ground. Any effect which removes the flying character's ability to move also renders them unable to break their fall. You also have all of the advantages of Hover and Glide.

500XP: Water Breather: Instead of, or probably in addition to, lungs you’ve got gills or something else that keeps you alive underwater. Because of this, your character is immune to drowning.

500 XP: Inherent Bloodline: Choose a base race or a subrace. Your character may take levels in that race even when they are not that race. This advantage is usually taken to make dual-race characters. This does not give the character the option of acquiring that race's Trait package, but it may be considered reasonable cause for acquiring its Traits.

Mental Advantages

1000 XP: Magic Resistant: When your character makes magic oppose rolls they roll one more die and take the highest. However, the character must always attempt to oppose any spell that affects them, even if they could or would normally choose not to.

500 XP: Imaginative: Your character has a boundless wellspring of ideas and can think near-endlessly without needing to take it easy. This character regains their Personality in MP whenever the character naturally regains HP as described in the "Exhaustion and HP/MP Regain" section of the rules.

500XP: Quick-Witted: As long as your Intelligence is 10 or higher, you may re-roll and add dice in your Intelligence checks that come up as their second-highest or highest number.

250 XP: Scroll Shorthand: Your character has developed a number of shortcuts while writing their mystic spells. You may lower the costs of spell scrolls with an MP cost of 5 times the number of times you have bought this advantage to $1 apiece. This advantage costs +250 more each time you take it, and you may not take it more than twice the number of Mystic levels your character has.

250 XP: Scientific Talent: Your character is naturally able to understand scientific laws and phenomenon. You gain a +1 to non-combat and non-spellcasting Science rolls.

250 XP: Artistic Talent: Your character is more able than others to express theirself in a visual medium. You gain a +1 to non-combat and non-spellcasting Art rolls.

250 XP: Mathematical Talent: Working with numbers comes easily to your character. You gain a +1 to non-combat and non-spellcasting Math rolls.

250 XP: Magical Talent: Grasping magical fundamentals has never been a problem for your character. You gain a +1 to non-combat and non-spellcasting Magic rolls.

250 XP: Improvisational Talent: Cooking, cleaning, and dealing with home issues are easier for your character than most others. You gain a +1 to non-combat and non-spellcasting Home Ec rolls.

250 XP: Conversational Talent: Language and speech is part of your character's natural skills. You gain a +1 to non-combat and non-spellcasting Language rolls.

250 XP: Musical Talent: Rhyme and rhythm are simple concepts for your character to grasp. You gain a +1 to non-combat and non-spellcasting Music rolls.

250 XP: Historical Talent: Your character more easily recalls past events and learned histories. You gain a +1 to non-combat and non-spellcasting History rolls.

Physical/Mental Advantages

These advantages are considered both mental and physical for the purposes of being applicable to spells and items that associate with advantages.

2000 XP(TL+1): Motor Mouth: Your character can talk exceptionally fast, though at some expense. You may make two speak actions per round by spending 10 MP, but if you do so, any spellcasting rolls are made at -3, and any rolls made to understand you are made at -4. You must declare that you are using this advantage for the round before declaring any speak actions.

500XP: Eagle-Eyed: As long as your Accuracy is 10 or higher, you may re-roll and add dice in your Accuracy checks that come up as their second-highest or highest number.

500XP: Honey-Voiced: As long as your Personality is 10 or higher, you may re-roll and add dice in your Personality checks that come up as their second-highest or highest number.

250XP: Imposing: Your character, usually either due to sheer size or shoulder width, tends to make small children cry and animals run away in terror just by looking at them. The effect isn't as pronounced with the students at MSF High, but it helps them scare the crap out of people. A character with this advantage gets a +2 to all personality rolls made to Intimidate. You may buy this ability multiple times and its effects stack, but the cost is raised by 250 XP cumulatively each next time it is purchased. The second time it costs 500, then 750, and so on.

250XP: Bishy: A sparkling smile, long hair, beautiful eyes, and perfect curves are usually considered sexy, and your character--male or female--has them all. Even if you're changed to another race, it still looks good on you. People pay more attention to a Bishy character (though it's hard to tell if this is a good or a bad thing at times) and you can get weak-willed people to do your bidding in the hopes of getting a single date with you. Characters who are Bishy get +2 to all personality rolls made to Infatuate. You may buy this ability multiple times and its effects stack, but the cost is raised by 250 XP cumulatively each next time it is purchased. The second time it costs 500, then 750, and so on.

250XP: Button-pusher: Most people generally try and stay on others' good sides and not make them angry, a good idea when one realizes any student could be carrying a giant mallet or a spell to blow you fifty feet away if you're too annoying. Your character, however, is a master of saying the wrong thing, stepping on toes, and otherwise pissing people off. While using this amazing ability most of the time is just a good way to get you beaten up, in battle it can draw enemies away from your injured friends. Characters with this advantage get a +2 bonus to personality rolls made to Infuriate. You may buy this ability multiple times and its effects stack, but the cost is raised by 250 XP cumulatively each next time it is purchased. The second time it costs 500, then 750, and so on.

500XP: Androgynous: Some attractive traits are universal to nearly anyone, and a character with this advantage has all of them, without any easy way to determine, exactly, which gender they are. This leads to a lot of confusion on everyone's behalf, and can be of great use in battle. Androgynous characters can attempt to infatuate people attracted to either gender, until they've figured out what you are.

500XP: No Libido: For races in general, not having any kind of sex drive tends to be an evolutionary dead-end, as it's kind of one of those things that's necessary for reproduction. However, when you're surrounded by cute girls at MSF High, all of whom want to beat you up and take your lunch money, being able to concentrate on your escape, rather than the sexy outfits they're wearing might give you the advantage you need to get away. Characters with No Libido get a +6 on their Intelligence rolls to resist Infatuation attempts. This ability may be purchased multiple times, but each time past the first only grants an additional +2 on their intelligence roll and the cost is raised by 250 XP each time.

500 XP: Unflappable: Taking things in stride can make your life easier, and a character with this advantage doesn't let anything get to them. It's great because it keeps you from being goaded into traps and keeps you feeling better all the time. Characters who are Unflappable get a +6 on their Intelligence rolls to resist Infuriation attempts. This ability may be purchased multiple times, but each time past the first only grants an additional +2 on their intelligence roll and the cost is raised by 250 XP each time.

500XP: Nerves of Steel: Characters with this advantage seem to have outgrown the "flight" part of their "fight-or-flight" reflexes, and can stand their ground when all their buddies have run. Of course, being the last one left is never really a good thing, but it's at least admirable when someone can stare down a dragon without flinching. A character who has Nerves of Steel gets a +6 on Intelligence rolls made to resist Intimidation attempts. This ability may be purchased multiple times, but each time past the first only grants an additional +2 on their intelligence roll and the cost is raised by 250 XP each time.

500 XP: Weapon Master: Characters who take this advantage choose one of the weapon types (That’s Slashy, Pokey, Smashy, Smacky, Punchy, Tangly, or Kicky for it to apply to Kick attacks). That character gets a +1 to any rolls to attack with a weapon of that type, and if the attack hits, the damage is increased by +1. This advantage may be taken multiple times, either for a different weapon type or the same weapon type for accumulating effect. If it is the same weapon type, the cost increases by 500 XP each time it is taken for that weapon type.

Special Advantages

0 XP(Special): True Love: This is considered to be one of the most rare and useful advantages in the galaxy, though few truly possess it. Though it has a 0 XP cost, a character cannot pick it up without special permission from the GM, and it cannot ever be removed. In all cases, a character obtains it simultaneously with another character once certain feelings have been revealed, often during an act of protection or a moment of extreme circumstances. A character with this advantage is forever linked to their true love, and this confers a number of advantages. First, any HP or MP regain they possess (granted through advantages or racial abilities, not restored by spells) is doubled while the two are within sight of each other. Second, they gain a +4 bonus to resist any infatuation attempts by anyone other than their true love. Third, when they are within 10 feet of each other, they may be counted as a single target for any spell or ability that can target either of them. They both take the damage or healing and any beneficial or detrimental effects affect both of them as though the spell hit them both, though in this case they both roll oppose and the more preferable result after modifiers is treated as the roll for both of them. Characters never lose this advantage, and in the outside galaxy if someone's true love is killed, they still keep the benefits granted to them, only in addition they gain a +4 bonus to any intelligence or personality roll made to resist a distraction attempt or affect their mind with magic.

0 XP: Galactic Destiny: While most characters in MSF High have their galactic destiny stripped from them to allow them to choose their own, your character has managed to hold on to their original destiny. This comes at a price, however. Your character may not use the facet access granting abilities of magical clothing. However, your character has a single facet, chosen at semi-random, for which they always have unlimited facet access. When this advantage is chosen, you may choose the faction(or other set, if the GM allows) from which your facet is chosen. The GM then rolls a d12. Your Galactic Destiny facet is the one with the specialty chosen by the die roll. This advantage may only be taken at character creation.

1: Gym

2: Martial Arts

3: History

4: Magic

5: Science

6: Math

7: Language

8: Home Ec

9: Music

10: Art

11: Player's Choice

12: Roll again. If the result is 12, your Galactic Destiny facet is the faction's command facet.

5000 XP(TL+2): Destiny Star: Your character has managed to work their initial destiny around their ability to choose their own path. This grants the same benefits as Galactic Destiny, but without the penalty of being unable to utilize magical clothing's facet access. You may spend 5000 XP to upgrade Galactic Destiny to this advantage.

500 XP: Blessed: Your character has managed to find favor with the particular deity or deities they worship. At the beginning of each day, they gain 1 free karma point. This karma point must be spent by the end of the day or it is lost. You may purchase this advantage multiple times, and each time you take it its cost increases by 500.

500 XP: Elemental Affinity: Your character knows the secrets behind one of the elements. You gain a +1 to cast any spells of that element, and the spells cost 2 MP less, down to a minimum of 1. You can take this advantage multiple times, each time choosing a different element, but you cannot have two elemental affinities for opposite elements. You cannot have an elemental affinity for an element you have the Elemental Specialization for, but you can spend 1500 XP to "upgrade" an elemental affinity to an elemental specialization. This advantage only works with spells that are naturally that particular element, not spells that have that element added on due to a special ability.

500+ XP: Magical Prodigy: Your character is a natural at casting spells. All time to learn any spells is cut by 25% and you gain a +1 to all your spellcasting rolls. You may take this advantage multiple times to raise your spellcasting bonus by an additional +1 (but not lower the learning time), but each time you take this advantage it costs 500 more.

2000XP (TL +1): Elemental Specialization: Your character can use spells of one element to a far greater extent. You choose this element when you pick this ability. All spells of that element have their MP cost lowered by 5, to a minimum of 1, and this character gains a +2 to any rolls made to cast those spells. This advantage only works with spells that are naturally that particular element, not spells that have that element added on due to a special ability. You can take this multiple times, each time for a different element, but cannot specialize in an element that is opposed to an element you have already specialized in.

Varies: Companion: If you want a cat, a dog, an army of penguins, or a loyal servant to look after you, this is the advantage to take. When you get a human companion, you must spend 1500 XP on them, and then make them through normal character creation. If you want them to advance, or have any extra advantages, you must spend the XP on them as you would yourself. To get a non-human companion, ask the GM to look for your animal in the back of the book, and they will tell you the XP cost and stats of the animal in question.

1000XP (TL +1): Saved by Chance: When your character fails an important roll (As determined by the GM), if any of your dice came up as a 1 and you did not get all 1s then you may re-roll that die. If the new roll succeeds, the action succeeds in a way that seems to be pure chance. Bullets ricochet, trips become dodges, and falling on the keyboard types in the correct password.

1000XP (TL +2): No Magic Abilities: Your character has no capacity for magic. All racial MP and Facet MP counts as HP for your character. The only way your character can cast spells is with his Martial Artist Chi Pool abilities or his Warrior Techs. Their Tech and Chi Pool MP are not changed to HP. Abilities, spells, and environmental hazards that would normally drain your character's MP drain their HP instead. Your character does not suffer the normal penalties of having 0 MP unless they are at 0 HP, at which point they suffer as though they had both 0 HP and MP.

500 XP: Is Magic Armor: This character has a body composed of metal that has been specially created or involved in a special enough event that they are themselves considered magic armor. As such, they can have spells cast on them that enhance their armor abilities. At MSF High, this also means that you pick a single facet. You provide yourself unlimited access to that facet. This advantage is only usable by the Knightmor race.

1000 XP(TL+1): Piercing Magic: When a spell you cast with a non-special damage rating hits a single target and deals damage, the amount by which the target failed their oppose check is added to that damage. If the spell calls for an attack instead of an oppose and the attack hits, then the difference between the attack result and the defense result is added to the spell's damage.

1000 XP(TL+1): Minor Deity: Your character is a deity with a small following. At least 50 people on your planet must have the Believer advantage taken as your follower to purchase this advantage. This advantage grants you the ability to purchase up to 3 levels of the Deity facet. You may choose one element as your aspect.

2500 XP(TL+2): Deity: Your character is a prominent local deity. At least 250 people on your planet must have the Believer advantage taken as your follower to purchase this advantage. This advantage grants you the ability to purchase up to 6 levels of the Deity facet. You may choose one element as your aspect.

7500 XP(TL+3): Major Deity: Your character is a deity with a strong planetary following. At least 1000 people on your planet must have the Believer advantage taken as your follower to purchase this advantage. This advantage grants you the ability to purchase up to 9 levels of the Deity facet. You may choose two elements as your aspects.

25000 XP(TL+5): Greater Deity: Your character is a deity with a strong planetary following. At least 1000 people on your planet must have the Believer advantage taken as your follower to purchase this advantage. This advantage grants you the ability to purchase unlimited levels of the Deity facet. You may choose three elements as your aspects.

0 XP: Believer: Your character has faith in a deity. You must specify the deity in question when this advantage is taken. Normally, a character may only take this advantage once. A character with this advantage may spend their speak action to pray to their deity, who will hear their prayer telepathically and may decide to take action based on it.

500 XP: Polytheist: Your character has faith in multiple deities. For each time this advantage is purchased, you may take the Believer advantage for another deity. Characters with this advantage may not take the Zealot, Devout Priest, High Priest, or Avatar advantages.

500 XP: Zealot: Your character has an unshakeable belief in the deity they are following. They gain a +1 bonus to all intimidation, infatuation, or infuriation rolls for the round so long as they can see a symbol of their faith or are able to speak the name of their deity. You also gain the advantages of the Believer advantage. You may pay 2000 XP to upgrade this advantage to Devout Priest.

2500 XP(TL+1): Devout Priest: While any character can call upon a deity as a priest, a Devout Priest's belief in their deity surpasses that of a normal priest. They gain all of the advantages of Zealot and when they cast spells that heal or deal damage, so long as their holy symbol is visible and the spell only uses elements that are considered the deity's aspects, they may choose to increase the damage rating of the spell by a die type by spending an extra 2 karma points. You may pay 2500 XP to upgrade this advantage to High Priest, but only once your character has performed a great deed for the deity. This is decided at the GM's discretion.

5000 XP(TL+2): High Priest: High priests are the elite among the elite as far as followers go, with a direct line of communication to the deity. A High Priest has all of the advantages of a Devout Priest, but when they use their speak action to pray to a deity, the deity may choose to spend their speak action to respond. A High Priest who gets a response from their deity may spend a karma point to gain a +2 bonus on the next roll they make. You may upgrade this advantage to Avatar for 5000 XP, but only once the high priest has made an incredible sacrifice worthy of the deity they follow in the deity's name.

10000 XP(TL+3): Avatar: Avatars are nearly as rare as deities themselves, with incredible potential that the Deity can help them unlock. An Avatar has all of the advantages of a high priest, and when a character gains this ability the deity chooses for them a single facet that they now have unlimited access to.

Varies(TL+1): Dual Forms: Your character has a second form that they can switch between due to a curse, special magical circumstances, or other happenings not directly tied to the flux. This second form may have a different race, gender, sexual preference, disposition, and general appearance, and when this advantage is taken you may designate up to 1000 XP worth of advantages for your character's non-defualt form. For every point of XP taken this way, you must also take an equal amount in disadvantages, and you may select an equal XP cost amount of advantages and disadvantages from your default form to be made inactive while your second form is active, though this is not required. When you buy an advantage for your default form, you may purchase a different advantage that would normally have the same XP cost for half that cost, but buying off disadvantages always costs triple the disadvantage's cost. Under normal circumstances, you may spend all of your non-extra actions to switch to this form or back, changing your character's stats and advantages/disadvantages as appropriate when you do so. You may only switch between these two forms once per round, even if you have lowered the action cost of doing so. The price of this advantage is normally 1000 XP, but these factors can raise or lower the cost. The cost of this cannot be lowered below 500, and you may spend XP to improve this advantage by buying any of the additional abilities below:

One form is unaware of the actions of the other form: -250XP per form thus unaware.

Switching forms takes only one hand action: +1000 XP

Switching forms takes only an analyze action: +2000 XP(+1 TL)

Switching forms takes no actions: +5000 XP(+2 TL)

Personality while in one form does not like actions taken while the other form or dislikes changing to that form: -250 XP

The forms look so radically different as to constitute a disguise with a +8 bonus to not look like the other form: +500 XP

Character cannot transform to their alternate form without holding or wearing a specific item: Varies depending on rarity of item or ease of obtaining it, -250 XP for easy to obtain or plentiful, -500 for items which might not always be on hand, and -1000 for items which are difficult to find or present special challenges when held or worn.

Choose a skill. That skill gains a +2 bonus to rolls when in the alternate form, but a -2 penalty when in the normal form. Facets which specialize in that skill do not function unless in the alternate form. You may take this multiple times.+500 XP


MSF High RPG
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