RPG/Disadvantages

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Disadvantages are Traits a character can have that offer (mostly) detrimental effects. A Disadvantage can be added to a character's sheet at creation. Doing so increases the character's initial XP by its value, but there is usually a limit to the amount of XP a character may acquire this way, the standard limit being 2000. It is also possible to acquire Disadvantages after character creation with reasonable cause, but doing so rarely adds XP to the character. Some Disadvantages also have a Threat Level adjustment, represented by TL-X, where having the Disadvantage subtracts X to from character's Threat Level, to a minimum of 1.

Subraces also add Disadvantages 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.

To lose a Disadvantage, the character must spend an amount of XP equal to 3, 2, or 1 times the Disadvantage's XP value, and there must be reasonable cause for losing the Disadvantage. Which multiplier is used is determined by the GM, but it should be dependent on the character's efforts in overcoming that Disadvantage, with a lower multiplier representing greater effort.

The GM may award bonus XP to a character if their Disadvantages are appropriately represented in role-playing. The GM may also reward a character by removing a Disadvantage 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.

Remember that though these Disadvantages have obvious game mechanic effects, they also imply parts of your character’s personality that should be role-played whenever possible. If you choose a Disadvantage and do not role-play as though you had it, the GM may assign you new ones (and let you keep the game effects of the old) that better suit your character’s personality.

Physical Disadvantages

500 XP: Frail: Your character's constitution is relatively fine, but their body is more vulnerable than average to damage. A character with this disadvantage's defense is considered to be half its actual value(rounding down) when determining the character's traumatic damage threshold.

500 XP: Bleeder: Your character lacks the ability to clot blood as well as humans or otherwise has systems that leak and hurt more than bleeding does. Any bleeding wounds this character has deal 50% more HP damage whenever they deal damage, rounded up to the nearest whole HP.

500 XP: Easily Bruised: Your character has skin like an apple, heightened pain sensitivity or is for some other reason prone to bruising. Any bruise wounds this character has deal 50% more HP damage whenever they deal damage, rounded up to the nearest whole HP.

250-1000 XP: Substance Weakness: Your character takes extra damage when hit by a particular substance. If they are hit by a weapon or ammunition composed at least partially of the substance your character is weak to, you do not roll your defense as part of your soak roll. The value of the disadvantage is determined by the rarity of the substance. 250: Extremely Rare, 500: Relatively Rare, 750: Uncommon, 1000: Extremely common.

250-750 XP: Weak Point: Your character had a spot that, if hit, causes much more pain than normal. What's worse, it's sensitive or needed for your daily function enough that you can't cover it. If an opponent has identified your weak point, which is an intelligence roll of difficulty 9 if you took the 250-point version of this flat, 7 if you took the 500-point version, and 5 if you took the 750-point version, they may choose for accurate critical hits to land on your weak point. If they do this, you take triple damage and you do not roll your defense to soak the damage.

2000XP (TL -1): One Appendage: Your character either has only one arm or may only grasp objects with their tail. In any case, they may only use single-handed weapons and shields.

500 XP: Natural Swimmer: You’re used to swimming as your main form of transportation. Your running speed (after any modifiers) and swimming speed (after any modifiers) are switched.

500XP: Allergies: Your character has very bad allergies. Up to three times per game session, the GM may declare that you sneeze during a roll, subtracting a die from that roll. If the roll is reduced to zero dice or less, roll as though you were unskilled.

500 XP: Poor Hearing: What? Your ears don’t work too well, either because you’re not used to hearing things at all, or you’ve listened to too many loud noises. Either way, you suffer a -4 penalty to any hearing-based roll.

500 XP: Brittle: There are beings that can survive on a 300-degree planet made entirely of acid, and there are beings that break when faced with a stiff breeze. Your character is more of the latter. When a character with this disadvantage rolls their Defense stat with a skill, that skill is considered one point lower.

500 XP: Wimpy: "Noodle arms" would normally be a way to describe this character, but that would be an insult to Doctor Pastastein's Spaghettitron warriors. When a character with this disadvantage rolls their Strength stat with a skill, that skill is considered one point lower.

500XP: Slow-paced: Running is not your forte, and while you’re in just a little trouble if you miss the bus in the morning, you’re really screwed when you’re being chased by something huge. Remember, your friends don’t have to outrun it; they just have to outrun you. Your character moves 1 foot less for every move action spent than they would normally. This cannot bring their movement below 1 foot per move action spent.

Mental Disadvantages

500 XP: Subservient: Your character is attached to another character by means of some sort of programming, contract, upbringing, or other effect that makes your character act as a willing servant to that character. A character with this disadvantage tends to have difficulty acting on their own, and must make intelligence checks at difficulties set by the GM to disobey an order from the target of their subservience or act in a manner that the character believes would be contrary to that target's desires.

250-1000 XP: Cultural Quirk: Your character is from a society that behaves much differently than those of most of the galaxy, and as a result you have trouble fitting in with cultures outside your own. You should discuss the cost for whatever quirk you have in mind with your GM, but generally, they should give you a penalty to appropriate social rolls equal to the point value of the quirk/250, and should occur more often the higher the value.

250 XP: Shy: Your character has trouble dealing with new people, but can gradually open up to them. You get a -4 to social rolls dealing with someone your character has encountered for the first time, then a -3 the second time, a -2 the third time, and a -1 the fourth time. Once your character has encountered someone 5 times, they are mechanically over their shyness, though you may roleplay that they still act shyly.

250 XP: Overconfident: Your character believes that either they are much stronger than they really are, or their opponents are much weaker. They get a -4 modifier to any rolls made to determine how easy something is, and tend to leap headfirst into challenges that they can't handle. Others are likely to get annoyed at your antics, as well.

250XP: Speech Impediment: Your character has a lisp, stutter, tic, accent, or other odd way of speaking that, while potentially endearing to others, makes it harder for them to understand you. Others have a -2 to any rolls made to get the gist of what you're saying. This can be particularly disastrous if you're trying to relay information to them in a dangerous situation.

250-750XP: Phobia: Your character is afraid of something and will do anything in their power to stay away from it, freaking out if they are unable to do so. The cost of this disadvantage depends on the likelihood of the character encountering the object of their phobia. Extremely common situations or objects, like water, open spaces, or meeting new people make the disadvantage worth 750 XP. Relatively uncommon situations, like public speaking, extreme heights, dogs, spiders, or failure are worth 500 XP. Downright rare situations, like being trapped in a well, fighting a gang of nekos in your underwear, or being tied to a flagpole hanging off a skyscraper are worth 250 XP. Whenever the character encounters the object of their phobia, they will have to make a Personality or Intelligence roll of at least 5(more if the GM determines that it's more potent for some reason) to directly deal with it. A roll of 1 means your character flees as quickly as possible. Even if they manage to make their willpower roll(or have no choice about being subjected to the phobia), they have a penalty of -2 to all their rolls while they're in the presence of the object of their phobia.

250XP: Exclusive Racist: Your character has it in for one particular subrace. You’re at –2 to all your rolls to interact with (in a non-combat sense) anyone of a single subrace you specify. You may only take this disadvantage once, and heaven help you if you actually get turned into this subrace.

500XP: Racist: Your character's blood boils at the mention of a particular group. This works as the Exclusive Racist disadvantage, but applies to an entire Race Group or races that represent a specific faction of your choice.

250XP: Bad Liar: Your character is no good at concealing the truth. Either it’s morals, lack of deceptive skill, or a nervous tic that gives you away. Your character must make a personality check of 9 or higher, determined by the GM, to even attempt to tell a lie.

250XP: Curious: Everything’s a mystery to your character, and you can’t resist a mystery. Any unexplained phenomenon, mysterious happenings, or weird goings-on are forefront on your character’s mind, and they have an insatiable urge to hunt the truth. Your character must make an intelligence roll of at least 9, or higher if the GM deems it, to resist searching out the truth behind a situation that intrigues them.

250XP: Heroic: Everybody needs saving, and your character’s the one to save them. It’s not right not to help someone in distress, you can’t finish off the bad guy, and you at least try to be modest about the whole affair. In any case, your character must make a personality roll of 9 or more, depending on the GM’s mood, to resist helping someone in need.

250XP: Honor-bound: Different cultures have many different rules for conduct, and some of them are unbelievably strict. Your character unwaveringly follows one of these codes of conduct, which may include rules for being challenged, dealing with other races or genders, style of dress, religious views, and so on. Your character must make an Intelligence check of 9 or higher to temporarily realize that their code of honor is interfering with their logic and temporarily disregard part of their code. After this, they’re likely to want to spend the rest of the day atoning.

250XP: Hypochondriac: All the medicine in the world is naught but placebos to your character, who seems to be constantly sick. The sickness may be an excuse to not fight or not do anything productive, or maybe your character really does believe that they are truly and constantly sick. In any case, it’s likely to annoy the crap out of everyone else.

250XP: Pacifist: Your character hates fighting, and will try to end any conflicts, especially those involving themselves, in a non-violent manner. Your character must make an intelligence check of 9 or higher, determined by the GM, to join in a fight when no one is attacking them directly.

250XP: Short-tempered: Did someone say short fuse? Your character doesn’t take insults well (or at all) without flying off the handle and attacking the source of those comments, or at the very least yelling at them at the top of your lungs. This isn’t likely to endear you to any other characters, and it takes an Intelligence roll of 9 to calm down in a situation where your anger management issues may call into play.

250XP: Superstitious: Black cats, broken mirrors, and ladders are to be avoided at all costs, stay away from the number thirteen, and hope the owls don’t hoot at you. Everything has some sort of supernatural double-meaning to you, and most of the items you come into contact with tend to represent something that can cause bad luck or something to deter it for a few precious minutes. Never mind that magic’s real here, there are still forces of nature that will stop at nothing to get your character.

750XP: Xenophobe: Your character doesn’t care for the way any other races look, or is just plain scared of everyone that doesn’t look like him. You’re pretty sure that all the other students here are representative of evil aliens that want to take over the galaxy. All your rolls to interact with (in a non-combat sense) anyone whose race isn’t your own are at a -2 penalty.

250XP: Obsession: Your character has an unhealthy obsession with a particular item, person, or so on. You will do whatever it takes to get that item, and when it’s within your sight range and you don't possess it, you’re at –1 to ALL rolls due to distraction.

500XP: Extreme Obsession: The same as a normal obsession, except that when your obsession is within range, you will not be able to do anything but go after it.

250XP: Dishonorable: Your character is unable to grasp the finer points of chivalry, and is prone to stabbing opponents in the back. Therefore, the XP costs for your character to take levels in any facet with Gym as a specialty skill are double normal and your character has a -2 penalty to any Gym rolls made.

250XP: Dyslexic: Your character sees some letters backwards, and needs to take longer to read and write-especially ancient languages. Therefore, the XP costs for your character to take levels in any facet with Language as a specialty skill are double normal and your character has a -2 penalty to any Language rolls made.

250XP: Lazy: Your character lacks the motivation and mental focus necessary for most martial arts training programs. Therefore, the XP costs for your character to take levels in any facet with Martial Arts as a specialty skill are double normal and your character has a -2 penalty to any Martial Arts rolls made.

250XP: Luddite: Your character doesn’t handle technology well, and in some cases even refuses to use complex devices. Therefore, the XP costs for your character to take levels in any facet with Science as a specialty skill are double normal and your character has a -2 penalty to any Science rolls made.

250XP: Need a Hitch: Your character is attached to specific systems of magic use, and doesn’t quite comprehend the meaning of “pure” magic. Therefore, the XP costs for your character to take levels in any facet with Magic as a specialty skill are double normal and your character has a -2 penalty to any Magic rolls made.

250XP: No Muse: Your character has a bad and somewhat permanent case of writer’s block, and finds that inspiration doesn’t exactly flow from them. Therefore, the XP costs for your character to take levels in any facet with Art as a specialty skill are double normal and your character has a -2 penalty to any Art rolls made.

500XP: Poor Study Habits: Your character is disorganized, tends not to do homework, and has often been caught cutting important classes. Therefore, the XP costs for your character to take levels in any facet with no specialty skill are double normal and your character has a -1 penalty to all skill rolls.

250XP: Selfish: Your character finds it difficult to care for others, especially in medical terms, and is particularly bad about healing their friends. Therefore, the XP costs for your character to take levels in any facet with History as a specialty skill are double normal and your character has a -2 penalty to any History rolls made.

250XP: Short Attention Span: Your character has trouble remembering what spell was just cast, and doesn’t pay attention well in class. Therefore, the XP costs for your character to take levels in any facet with Math as a specialty skill are double normal and your character has a -2 penalty to any Math rolls made.

250XP: Slob: Your character finds it difficult to clean up after themselves, much less take care of another person. Therefore, the XP costs for your character to take levels in any facet with Home Economics as a specialty are double normal and your character has a -2 penalty to any Home Economics rolls made.

250XP: Tone Deaf: Your character doesn’t realize that her voice isn’t as good as she thinks it is, and often subjects her friends to her horrible singing. Therefore, the XP costs for your character to take levels in any facet with Music as a specialty skill are double normal and your character has a -2 penalty to any Music rolls made.

250 XP: Coward: Courage is important for a hero to have, however some just have it in too short in supply to be taken serious as adventurers. Cowardly characters can often be scared away with just a mean face or some harsh words, and some are so bad that they have to be tied to the other members of their party to make sure they haven't bolted at the first sign of danger. Characters who have this disadvantage get a -4 penalty on their rolls to resist Intimidation attempts. A character cannot be both a Coward and have Nerves of Steel.

250 XP: Testy: The joke is always on some people, or at least they think so. The reason of course, is that testy characters are so easy to rile up, and it's a trait that is often taken advantage of. These characters are a few unkind words away from becoming raging berserkers, and their friends know to tread lightly when making conversation around them. Testy characters get a -4 penalty on Intelligence rolls made to resist Infuriation rolls. If you guessed that a character can't be Unflappable and Testy, you're right.

250 XP: Cutie Lover: Beauty is an admirable trait, but sometimes the admiring gets out of hand. You could call a character with this disadvantage a "connoisseur of all things pretty", but you could also call them a dirty pervert. These characters tend to get themselves into stupid situations trying to work their way towards the object of their affections, and can easily be twirled around the finger of someone they're attracted to. Cutie lovers get a -4 penalty on their intelligence rolls made to resist infatuation attempts. For obvious reasons, a character cannot be a Cutie Lover and have No Libido.

500 XP: Easily Distracted: Your character has a thing for shiny objects, or generally doesn't pay attention well. You get a -2 to all intelligence checks made to resist any distraction rolls.

500 XP: Ditzy: Some people have a tough time noticing specific details and at times seem to completely space out even when dealing with something they are skilled at. When a character with this disadvantage rolls their Accuracy stat with a skill, that skill is considered one point lower.

500 XP: Dim Bulb: Your character has very little chance of actually grasping how this disadvantage works, so I hope you can understand for them. When a character with this disadvantage rolls their Intelligence stat with a skill, that skill is considered one point lower.

Physical/Mental Disadvantages

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

500 XP: Needed Environment: Your character doesn't need the same nutrients that humans do, though they might need that as well. With this disadvantage, you have some other relatively constant thing necessary for your life energy, and it's possible that you can't always find that source. An android powered almost exclusively by solar energy, for example, would have this disadvantage, as would a mermaid who needs to be in water most of the time. Whenever you are away from your energy source for more than an hour, your MP begins to drain, at a rate of 10% an hour. You do not recharge MP as normal until you are back in the presence of your power source.

1000XP (TL-1): Big Target: Your character has a larger profile than your size would normally dictate. You have large wings, glow, or otherwise draw attacks to you but do not alter your mass past the norms for your species and are therefore the normal size for your race(unless you have purchased the odd-sized advantage). Accurate attacks that target your character have a +3 bonus to hit, and you have a -1 to all your agility-based oppose rolls.

1000XP: MP Overload: Your character draws mental power from a source linked with their life force, and overexerting themselves is incredibly dangerous. If a character with this flaw reaches below 0 MP, their HP drops to 0 as well(it can't raise if they had negative HP for some reason).

2000XP (TL-1): Mute: Your character cannot perform speak actions with auditory expressions, such as distractions and many forms of spellcasting, and must communicate through visual, tactile, or other means. This generally means the character must use at least one hand action to communicate through writing or body language, perhaps more to express more complex ideas, and the GM may determine that someone attempting to understand them must roll a Language/Accuracy or Language/Intelligence check. The character may still use a speak action to perform non-auditory actions, such as eating or biting. The GM may allow the character to use abilities which require a talk action by spending one or more hand actions, though this is up to their discretion for the given situation.

250XP: Uncoordinated: You trip on your shoelaces before you’ve put your shoes on. Carrying your books in your hands always results in you spilling them on the floor. And you can’t be trusted with anything fragile. While most people can move themselves around without thinking about it, you have trouble walking without hitting a wall. Your character must occasionally make agility checks for mundane tasks, and failure is always embarrassing.

250 XP: Bad Timing: You’ve never quite gotten the hang of using two weapons at once. Your character can hold two or more weapons, but cannot use more than one weapon to attack per round. That hand’s probably better off holding a shield or a spellbook.

250XP: Itchy Trigger Finger: Once you’ve lined up the shot, you have a tendency to take it. Aiming is a waste of time for your character, and while it doesn’t affect his damage too much, it shows if you need to take care of someone’s weapon. The added effects for an Accuracy critical during a Precise attack do not apply to your character.

250XP: No Follow-Through: You’ve figured out the part where you hit your enemy, but for some reason you always pull back before you’ve dealt your full damage. Maybe you’re afraid of hurting your fellow students too much, maybe you figure all the damage has been dealt, but when your sword should have gone all the way through, you pull back halfway. Because of this, your character does not deal double damage when getting a Strength critical with a Strong attack.

250XP: Slow-Witted: They may call you a lot of things, but an opportunist is not one of them. No matter how hard you try, you can never seem to grab that window of opportunity for the extra attack. Therefore, your character does not get their extra attack when making an Agility critical on a Fast attack.

250 XP: Poor Grip: That extra-large handle on the sword must mean that it’s for characters bigger than you, because you’re no good at using both hands to handle a weapon. You can use a two-handed weapon, but when you do, the stat damage it deals drops by a die. For example, a weapon with 3+dStr would instead deal 2+dStr, a 2dAgi would deal 1dAgi, and a 1dStr+2d6 weapon would deal 2d6 damage.

250 XP: Weak Offhand: You’ve trained very well with your dominant hand, but in doing so have neglected the other (or others, if you’ve got more than two arms.) To take this flaw, you must have at least one offhand. Attacks made by your character with any of their offhands are made with one less skill die than normal. If this brings their skill dice down to 0 or lower, consider it unskilled.

250XP: No Depth Perception: Your character is particularly bad at judging distance, either by means of poor judgment or simply not having two eyes. Whenever your character makes a ranged attack with a weapon, subtract one skill die from that attack. If this leaves you with zero or less skill dice, roll the skill unskilled.

250 XP: Unattractive: Characters like this aren't simply a race that has an unattractive appearance to most; they wouldn't be winning any pageants on their home planet either. The competition's even fiercer at MSF High, so the best idea's just to let your winning personality make you some friends. Unattractive characters cannot attempt Infatuate actions. A character cannot be both Bishy and Unattractive.

250 XP: Big Softy: With this disadvantage, a character just doesn't have it in herself to act mean or scary. While some people admire this trait in a person, it's not a good idea for these types of characters to try and scare off enemies. Big softies cannot attempt Intimidate actions. The same character cannot simultaneously be a Big Softy and Imposing.

250 XP: No-Nonsense: Some people can't take a joke, and some can't make one. No-nonsense characters are the latter. To them, fooling around, especially in battle, is a great way to get yourself hurt, so acting like a fool is simply out of the question. No-Nonsense characters cannot attempt Infuriate actions. A character cannot be both a No-nonsense character and a Button-Pusher.

500 XP: Clumsy: Everyone slips up now and again, but certain people seem to have their feet screwed on backwards all the time. When a character with this disadvantage rolls their Agility stat with a skill, that skill is considered one point lower.

500 XP: Uncharismatic: Be it through general grumpiness, over-cynicism or bad breath, no one seems to want anything to do with your character. When a character with this disadvantage rolls their Personality stat with a skill, that skill is considered one point lower.

Special Disadvantages

1500 XP: Heal Malfunction: Your character is not affected by heal spells as normal, including the persistent restorative effect that permeates MSF High. Whenever a magical effect heals damage for your character, it only heals half as much damage, rounded down. In addition, you are not fully restored at the beginning of every day if you are present at MSF High. Instead, the effect merely grants you an additional healing roll at the beginning of the day. If your character is dead when this happens, rather than being completely restored, any wounds your character suffers that have their maximum result(including the ones that kill your character) are instead reduced to one level below their maximum.

500 XP: Uncontrollable Ability: Your character can not choose when they can or can't use one of their racial abilities. Discuss with the GM when the ability should function.

1000 XP: Unusable Ability: Your character has a racial ability that they cannot use at all. If they do not have at least 2 levels in their original race(to which this disadvantage applies) when they change race, the disadvantage applies to their new race, of an ability of the GM's choosing.

250-750XP: Reviled: Your character, either through deeds of their own or association with a group known for their ill deeds, is recognizable as being someone the others tend to hate. You and your GM should discuss exactly what groups dislike you. A smaller group(Like a few planets) you're less likely to encounter on a daily basis is 250 XP, a larger group(Like an entire faction) is 500 XP, and a galaxy-wide renown is worth 750 XP. You are at -4 to any social rolls made to positively influence these groups.

1000XP: Ineffective Armor: Your character cannot utilize armor like normal characters can. You do not gain defensive bonuses, facet levels, or other abilities that worn armor provides. If the character has the advantage Is Magic Armor, however, they gain the benefits from themselves.

1000XP (TL -1): Chaotic Magic: Your character may only cast certain elements of spells at random. When your character wishes to cast a spell, roll a d10. The result of this die roll determines what kind of magic you can cast. If you don’t know any spells of that element, you’re out of luck.

Roll Type

1 Fire Spells

2 Water Spells

3 Wind Spells

4 Earth Spells

5 Light Spells

6 Sound Spells

7 Purity Spells

8 Entropy Spells

9 Mind Spells

10 Body Spells

500XP: Moderate Rival: You have a rival who is your combat equal. Usually they have a similar weapon or fighting style, or are a member of a rival class. You and your rival are constantly vying to be on top, and someday your battles may turn more violent, but for now your rivalry can be put aside when necessary.

750XP: Strong Rival: You have a rival who is much stronger than you. You either try to become more powerful than him or keep away from him. It’s also pretty likely that to him, you’re a “weak rival”.

250XP: Weak Rival: Someone is always challenging you. However, this person is weaker than you and usually only serves as a nuisance, albeit a constant one.

500XP: Unwanted Companion: There is someone or something following you around that you don’t want there. He’s usually of little use to you, and has a tendency to get captured or get you in trouble. Yet, you never have the heart to leave him to his own mess, and you’ll always help them out. Discuss this disadvantage with your GM before taking it.

250XP: Bad Luck: Your character seems to be followed by bad luck. When your character fails their roll and at least one die is a one, they suffer a spectacular failure, as if all their dice came up 1s. Additional effects may occur as determined by the GM.

500XP: Damage Magnet: For some reason, enemies always seem to go after you. It’s not anything personal; it’s just that they seem to pick you first. This isn’t such a bad thing when you’re trying to protect everyone else in your party, though. When the GM rolls to see who an enemy attacks, you count as two targets.

500XP: Elemental Weakness: Your character is weak against a particular element, one that you chose when you take this advantage. You cannot cast spells of this element, any damage dealt to you by spells of this element is doubled, and any beneficial spells of that element harm you instead (and do so with double damage, of course!). You may take this disadvantage multiple times, each time for a new element, but you may not take it for an element opposed to another element that you are already weak against.

2500XP: Corrupted: Through consorting with negative concept Elementals, partaking in blood magic, or practicing old-fashioned evil (a tough feat at MSF High, but not out of the realm of possibility), your character has become tainted with evil. This disadvantage is special in that a starting character may not take it without GM approval, that it may not be bought off under normal circumstances, and that it is given to characters without the consent of their players. The first time this disadvantage is earned, the character is considered to have one corruption point. Additional acts of true evil increase the number of corruption points the character possesses, with each one past the first increasing the cost to buy off the disadvantage by 1000. If a character's corruption point total is higher than their intelligence or personality score, they are considered totally corrupt. A totally corrupt character is in a sense part NPC, and must play the part of a villain as the GM dictates until they are given a chance to redeem themselves, usually due to the actions of the other players. If a character's corruption point total is higher than their threat level, they are ejected from MSF High. In the outside galaxy, if a character's threat level is under 20, they are merely consumed by evil and become an NPC under the complete control of the GM. If their threat level is 20 or higher, under certain circumstances they may ascend into being a negative concept elemental, but this is up to the GM's decision. Buying off corruption points is not a simple task, either. The character must perform a selfless, heroic act of equal or greater magnitude than the act that earned them their worst corruption point. At this point, they will be able to spend XP to buy off their points. Certain facets, races, or disadvantages may have additional effects that go along with corruption points.

MSF High RPG
Characters Character Creation Races Facets(SpecialGalacticOther) • Skills and Stats Advantages Disadvantages Dispositions
Items Weapons Magical Clothing Shields Spellbooks Concoctions Item Enhancements Crafting Mundane Items Legion-Exclusive
Rules Combat Trauma Rolling Animals Vehicles Other Rules
Magic FireWaterEarthWindLightSoundPurityEntropyMindBody | SummoningBoosting Magic