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Complications



Every character faces complications based on their backstory, personality, or the campaign setting.

Perhaps its an addiction? Bad attitude? Bad reputation? Allergy? Phobia? Vow or oath? Secrets? A motivation you always want to maintain, an addiction you have, a special rule, code of honor, oath, or vow you need to keep, etc. Sensitive to their reputation? Is it a compulsive motivation that drives you above other things? A secret you must keep at all costs? A reputation you must maintain? A strict code of honor you must never break?



COMPLICATION RATING

Complications have a rating of 1-10 in which it endangers or inconveniences the character and the frequency that it comes up in the campaign (as determined by the GM).

All of them start with rating of 1 which adjusts based on these factors.

Frequency: Common (+3), Uncommon (+1), Rare (+0).

Inconvenience: Minor (+0), Moderate (+2), Major (+4).

Major complications effectively cause a character to become completely helpless or unable to act whenever the complication is triggered or deal overwhelming amounts of damage. It also risks their life as they can barely defend themselves, if at all.

List at least one limitation of each type listed below and work with your GM. Your character's limitations should be appropriately themed to the setting and team and appropriately scaled in degree and magnitude compared to other players' limitations.

If you want to lose a complication, it typically requires you to burn XP to do so (10 for minor, 30 for moderate, 100 for major) or gain another complication in its place that the GM deems appropriate and equivalent.


An physical complication is a type of physical weakness or disability a character may have such as being blind, deaf, sickly, missing an eye, missing an arm, vulnerable to silver weapons, burned by common sunlight or holy water, and so forth.