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Ethical Infractions and Infamy

Players are responsible for their characters’ choices and are subject to consequences resulting from those choices.

Infamy represents a character’s reputation for performing evil or criminal actions. Some Scenarios will call out specific actions that will cause one or more PCs to gain Infamy. A GM can also assign Infamy for evil or criminal acts not specifically called out by the Scenario.

Warnings: The GM must warn the Player that their act will earn Infamy. This warning can be in character or out of character but must be clear to the player. If the PC goes through with the action, they earn the point of Infamy.

Effects of Infamy: Each point of Infamy reduces the PC's effective level by one for purposes of purchasing gear.
If a PC ends an adventure with 3 Infamy, they are ejected from the Starfinder Society and are no longer allowed to play in the campaign. The character must be marked dead when the table is reported.

Reducing Infamy: A PC can purchase the Infamy Reduction boon with AcP to reduce their Infamy by 1.

Major Infractions: Characters who become Wantonly Evil by performing vile actions deliberately and without motive or provocation cannot reduce the value by spending AcP and are retired from the campaign when they reach 3 Infamy. This measure is a last resort; players must try to play their characters in ways that are within the constraints of acceptable alignments, even if their characters have gained some Infamy.

If a character is retired for reaching 3 Infamy, the GM must report the issue to their local Venture-Captain or Regional Venture-Coordinator. (See Violation Enforcement Procedures for more information.)

Only in-game actions earn Infamy. Code of Conduct violations earn players table sanctions.

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