RPG/Dispositions

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Disposition: Your disposition is a generalization of your character's personality type, common mood, hobbies, and general mental state. While this does not predetermine your character's actions, acting within your disposition should earn you additional experience points. Your disposition also affects your stats and how many dice you roll when opposing magic targeting specific stats, and if your disposition changes, the bonuses and penalties it confers change along with it. Listed below are a number of different dispositions available to a starting character, along with their stat modifiers and their base oppose dice. When the disposition lists a pair of stats with a slash between them, you are to choose one of those stat modifiers. For example, if it says "Str/Per-2", you choose either strength or personality to drop by 2 points. Record the positives and negatives in the given line. The opposes should be written, along with the related amount your character has in the appropriate stat, on the oppose section of your character sheet. Remember that advantages, disadvantages, effects and abilities can alter the number of dice you roll, and unless stated otherwise you should assume that you take the highest die rolled, rather than adding them together.

Adventurer

We’ve all seen these people somewhere or another, those blessed with huge imaginations, even after childhood. You’ve always suspected that, given the chance, they’d pick up a sword and a shield and set off into the world to gain their fortune by slaying dragons and saving the world over and over again. While this may seem silly to most people in the normal world, at MSF High this is a perfectly valid career choice.

Modifiers:

Def/Agi+2, Str+1, Per/Acc-2, Int-1

Opposes: Def 2, Agi 3, Per 1

Athletic

The character excels in tests of strength, such as sports or combat. Most of the athletic types at MSF High receive special attention in Phys Ed, where their abilities are honed to train them for possible warriorship. However, because their interests tend to lie in their chosen sport, their academic lives suffer, and this can have dire consequences for a student in MSF High.

Modifiers:

Str+2, Def/Agi+1, Int-2, Acc/Per-1

Opposes: Def 3, Agi 2, Per 1

Balanced

While a character with this disposition has no inherent strengths, they also lack any major weaknesses. They often have trouble standing out over their more lopsidedly-statted schoolmates, but enjoy a great advantage against foes that prey on finding their opponent's weak point and exploiting it. Balanced characters often serve as the archetypal sample of their particular race.

Modifiers:

Str +0, Def +0, Agi +0, Acc +0, Int +0, Per +0

Opposes: Def 2, Agi 2, Per 2

Caring

A caring person may not necessarily be a psychologist, but what’s important is that they think enough about someone else to devoting their support—emotional or physical—to their friends, especially when they’re in need of it. A caring person is the kind that people always count on, but caring and gullible can be closely related, and there are many people willing to take advantage. A caring person won’t help out someone that they know has ill intent, usually.

Modifiers:

Per/Str+2, Def+1, Int/Agi-2, Acc-1

Opposes: Def 3, Agi 1, Per 2

Hyper

Not usually a favorite of teachers(unless they themselves are also this way), hyper students are the kind that everyone knows, bouncing off the walls and generally causing trouble wherever they go. Most teachers don't have much respect for the well-being of hyper students, and they find themselves constantly dodging magical attacks from their instructors or annoyed magically-inclined students.

Modifiers:

Agi+2, Int/Per+1, Def-2, Acc/Str-1

Opposes: Def 1, Agi 3, Per 2

Intellectual

Bookworm, nerd, geek, whatever you want to call them, these are the students that know more than most and are usually mocked for that. Of course, that's only in the normal world. At MSF High, their knowledge can be used to build incredible devices or cast spells, and then it's really not a good idea to make fun of them. All jocks know, however, that in a one-on-one fight with them, the egghead would be at a severe disadvantage.

Modifiers:

Int+2, Per/Acc+1, Str-2, Def/Agi-1

Opposes: Def 2, Agi 1, Per 3

Mentor

When a student has a problem, they might ask a teacher. But when the student’s problem is too personal or they believe the teacher couldn’t understand them, they turn to their mentor friend. They usually seem to have the answer to their dilemmas, or are willing to help them study for their next big test. Mentors take pleasure in giving good advice to their friends and seeing them succeed.

Modifiers:

Per/Acc+2, Int+1, Str/Agi-2, Def-1

Opposes: Def 1, Agi 3, Per 2

Shy

We’ve seen these students in every single school. In fact, maybe you were(or still are) like this—not sociable enough to talk with the other students, so they sit back in the corner of the classroom, keeping to themselves and concentrating on their work. If anyone does come up to them, they hide in their shell and all but refuse to come out. There’s a beautiful person waiting there, but as of now they’re afraid to come out. Someday, this may change.

Modifiers:

Int/Def+2, Acc+1, Agi/Str-2, Per-1

Opposes: Def 3, Agi 2, Per 1

Sociable

At the heart of every clique, the center of every lunchroom table, there’s a talkative, strong-willed individual who’s usually responsible for bringing a group together. These sociable students are the most strengthening element among the groups, clans, gangs, squads, teams, and other cohesive units of students that populate MSF High.

Modifiers:

Per/Def+2, Agi+1, Int/Acc-2, Str-1

Opposes: Def 2, Agi 1, Per 3

Spirited

These students have strong personalities, more resistant to change by magical means. However, that's usually the way the teachers like 'em, testing the endurance of the students' spirits. Since all the teachers do this anyways, they're pretty well taught in all their classes. A high force of personality can start to influence their spellcasting preferences, tending to make their magic more dangerously erratic than others'.

Modifiers:

Per+2, Int/Agi+1, Acc-2, Def/Str-1

Opposes: Def 1, Agi 2, Per 3

Stickler

There aren't many students like this in the school, but those that are are respected by most if not all their teachers. Meticulous and organized, most of these students came somehow from the outside world and have trouble adapting to life at MSF High. Their work may take longer to complete than that of other students, but when it’s finished you can be assured that it will be of the highest quality possible.

Modifiers:

Acc+2, Int/Agi+1, Per-2, Str/Def-1

Opposes: Def 2, Agi 3, Per 1

Tinkerer

After science class is over, the tinkerer remains behind, fiddling with the internal bits of his latest and greatest creation to date. No one said these devices were actually useful, but they work well and he puts so much of his spirit into the machines he builds, that at least gains him the respect of his fellow students.

Modifiers:

Int/Acc+2, Per+1, Def/Str-2, Agi-1

Opposes: Def 1, Agi 2, Per 3

Tough

Students in the "tough" category can take a lot of abuse, and most have just learned to grin and bear it. Being physically sturdy also keeps many transformative magics from going into effect, which usually only serves to frustrate their teachers and cast until they either finally get the student or run out of magic. When faced with overwhelming force, however, these students are usually unable to get out of the way of a blast.

Modifiers:

Def+2, Per/Str+1, Agi-2, Int/Acc-1

Opposes: Def 3, Agi 1, Per 2


MSF High RPG
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