Quote:
Originally Posted by Otaku
Thank you for the prompt response, johndallman. I am once again happy that things are far, far simpler than I imagined. Especially as I realized I was about to make it so a trauma (mental Disadvantage) sticking around kinda needed an explanation. ¬_¬
May as well finish with confirming, this is all pretty general, yeah? That, even though I set up a particular set of circumstances, Mental Disadvantages acquired in play (such as from failed Fright Checks) can be dealt with the same as any other Mental Disadvantages. Meaning, you can use earned CP to buy them down/off. Or if time usage rules for character improvement are being used, and there's a plausible approach to dealing with such a thing (like therapy) that exists, investing the equivalent of the needed CP to again buy off or down the Disadvantage?
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With the note that however you're paying it off you
may have to narratively justify the recovery to the satisfaction of the group's standards. Just as with any other point expenditure.
I am not sure that buying off disadvantages with time use is strictly RAW, if that matters to you, but it certainly seems eminently
reasonable. (Basic Set improvement through study specifically includes learning certain advantages but makes no mention of buying off disadvantages.)