Hero System Rules Supplement

Complications

Complications are properties of a character that limit or weaken the character as a whole. They fall into eight categories:

All Complications are constructed using the same three measures: Frequency, Intensity and Importance.

Frequency is how often the Complication actually limits the character: some Complications are always present, but are not always limiting (e.g. Physical and Social Complications).

Intensity is how badly the Complication affects the character when it occurs.

Importance is how significant the Complication is during game play: unlike the other two measures, it is assessed at a meta-game level, as the same Complication can have a different degree of significance to the course of play according to GM and player preferences.

Example: A detective is restricted to a wheelchair. This is Extremely Important if the detective regularly engages in combat, Greatly Important if the detective regularly travels to meet witnesses or to view crime scenes, and Slightly Important if the detective regularly works from home analysing police reports and sending in her conclusions to the police. Obviously, the sort of scenario regularly created by the GM and the situations the player regularly places the character in determine how significant the Complication will be, and thus what Importance it has.

To determine the value of a Complication, add the points for Frequency and Intensity together and divide by the Importance.

FREQUENCY
Rarely
+0pts
occurs half-yearly
Infrequently
+5pts
occurs monthly
Frequently
+10pts
occurs weekly
Constantly
+15pts
occurs daily
INTENSITY
Mild
+0pts
slightly limiting
Moderate
+5pts
limiting
Strong
+10pts
very limiting
Total
+15pts
extremely limiting
IMPORTANCE
Slightly
/5
has a significant effect occasionally when it occurs
Greatly
/2
has a significant effect sometimes when it occurs
Extremely
/1
has a significant effect whenever it occurs

Example: Shadowdancer is allergic to cats, and constantly suffers from a runny nose when he's around his teammate, the Black Cougar. As a consequence, his Physical Complication "Allergic to Cats" occurs Constantly at Mild Intensity, for 15 + 0 = 15pts. However, the GM feels this will rarely have a significant effect on game play, and sets it as being of Slight importance. The final value of the Complication is 15 / 5 = 3pts.

Accidental Change

Characters with this Complication change form or identity in particular circumstances. The Intensity of the Complication determines how likely it is the change will occur: the player must make a Change check (TN 15) every Phase the character is in the appropriate circumstances to change. Once the change occurs, it will persist until the circumstances that triggered the change have ceased.

FREQUENCY
Rarely
+0pts
as per default, very unlikely to occur
Infrequently
+5pts
as per default, unlikely to occur
Frequently
+10pts
as per default, likely to occur
Constantly
+15pts
as per default, certain to occur
INTENSITY
Mild
+0pts
+2 Change check
Moderate
+5pts
+5 Change check
Strong
+10pts
+8 Change check
Total
+15pts
automatically changes
IMPORTANCE
Slightly
/5
as per default
Greatly
/2
as per default
Extremely
/1
as per default

Enraged

Characters with this Complication tend to lose control in particular circumstances and attack in a blind fury. When affected by the Complication, they must use their most familiar or often used offensive Power and must use all Combat Levels in OCV. The Intensity of the Complication determines how likely it is the character will be enraged: the player must make an Enraged Check (TN 15) every Phase the character is in the appropriate circumstances to become enraged. Once the character becomes enraged, it persists until the character makes a Recovery Check (TN 15). A character can have a chance to recover of a different Intensity to the chance of being affected: sum the points for both Intensities and divide by 2. The Importance of the Complication determines who the character will attack.

FREQUENCY
Rarely
+0pts
as per default, very unlikely to occur
Infrequently
+5pts
as per default, unlikely to occur
Frequently
+10pts
as per default, likely to occur
Constantly
+15pts
as per default, certain to occur
INTENSITY
Mild
+0pts
+2 Enraged check, +8 Recovery check
Moderate
+5pts
+5 Enraged check, +5 Recovery check
Strong
+10pts
+8 Enraged check, +2 Recovery check
Total
+15pts
automatically enraged, cannot recover voluntarily
IMPORTANCE
Slightly
/5
will only attack cause of enraged
Greatly
/2
will attack cause of enraged, then attack nearest target
Extremely
/1
will attack nearest target

Dependence

Characters with this Complication rely on a certain substance, item or event for continued health, and will start to die without it. When without the substance, the character takes Stun Only damage at regular intervals of time according to the Intensity of the Complication. If the character takes Normal damage, apply an additional x2 modifier when calculating the value of the Complication.

The rate of being affected can be moved down the time chart at the rate of -5pts for each step on the Time Chart, and the rate of damage can be increased at the rate of +5pts for each +1 damage. A character can take damage of a different Intensity to the rate of being affected: sum the points for both Intensities and divide by 2.

FREQUENCY
Rarely
+0pts
as per default, very easy to obtain, very difficult to lose
Infrequently
+5pts
as per default, easy to obtain, difficult to lose
Frequently
+10pts
as per default, easy to obtain, difficult to lose
Constantly
+15pts
as per default, very difficult to obtain, very easy to lose
INTENSITY
Mild
+0pts
affects character every minute, does 1 damage
Moderate
+5pts
affects character every turn, does 2 damage
Strong
+10pts
affects character every phase, does 3 damage
Total
+15pts
affects character every segment, does 4 damage
IMPORTANCE
Slightly
/5
as per default
Greatly
/2
as per default
Extremely
/1
as per default

Example: Waterspout takes a Dependence on fresh water. This is easy to obtain (Infrequently +5pts), and will do 3 Stun Only damage (Strong +15pts) every hour (an additional 2 steps on the time chart from Mild, for 0 - 10 = -10pts), for a total Intensity of 15 - 10 = 5 / 2 = +3pts. The total points in the Complication before applying Importance is 15 + 3 = 18pts.

Susceptibility

Characters with this Complication are harmed by a certain substance, item or event that is harmless to most people. When exposed to the substance, the character takes Stun Only damage at regular intervals of time according to the Intensity of the Complication. If the character takes Normal damage, apply an additional x2 modifier when calculating the value of the Complication.

The rate of being affected can be moved down the time chart at the rate of -5pts for each step on the Time Chart, and the rate of damage can be increased at the rate of +5pts for each +1 damage. A character can take damage of a different Intensity to the rate of being affected: sum the points for both Intensities and divide by 2. If the character is Susceptible to an Instant Power or effect, the rate of being affected is automatically Mild (+0pts).

FREQUENCY
Rarely
+0pts
as per default, very unlikely to occur
Infrequently
+5pts
as per default, unlikely to occur
Frequently
+10pts
as per default, likely to occur
Constantly
+15pts
as per default, certain to occur
INTENSITY
Mild
+0pts
affects character every minute, does 1 damage
Moderate
+5pts
affects character every turn, does 2 damage
Strong
+10pts
affects character every phase, does 3 damage
Total
+15pts
affects character every segment, does 4 damage
IMPORTANCE
Slightly
/5
as per default
Greatly
/2
as per default
Extremely
/1
as per default

Dependent NPC

Characters with this Complication have a friend, companion or associate who gets into trouble and always needs help getting out of trouble. If a DNPC provides useful resources or opportunities, the Intensity of the Complication is reduced by -5pts. By definition, DNPCs provide limited resources or opportunities.

FREQUENCY
Rarely
+0pts
as per default
Infrequently
+5pts
as per default
Frequently
+10pts
as per default
Constantly
+15pts
as per default
INTENSITY
Mild
+0pts
DNPC has superpowers as powerful as the character's
Moderate
+5pts
DNPC has superpowers less powerful than the character's
Strong
+10pts
DNPC is a normal person
Total
+15pts
DNPC is an incompetent person
IMPORTANCE
Slightly
/5
as per default
Greatly
/2
as per default
Extremely
/1
as per default

Enemy

Characters with this Complication are disliked by an individual or group. If an Enemy has additional resources or opportunities, the Intensity of the Complication is increased by +5pts; likewise, if the has limited resources or opportunities, the Intensity is reduced by -5pts. The Importance of the Complication determines how much the Enemy dislikes the character and what things the Enemy will try and do to the character when they interact.

FREQUENCY
Rarely
+0pts
as per default
Infrequently
+5pts
as per default
Frequently
+10pts
as per default
Constantly
+15pts
as per default
INTENSITY
Mild
+0pts
Enemy is a normal person
Moderate
+5pts
Enemy has superpowers less powerful than the character's
Strong
+10pts
Enemy has superpowers as powerful as the character's
Total
+15pts
Enemy has superpowers more powerful than the character's
IMPORTANCE
Slightly
/5
will spy on or compete with the character
Greatly
/2
will try to punish or disadvantage the character
Extremely
/1
will try to imprison or kill the character

Physical

Characters with this Complication have an impediment or lack a widespread ability (for example, being illiterate in a predominantly literate society), and cannot overcome the Complication by strength of will.

FREQUENCY
Rarely
+0pts
as per default
Infrequently
+5pts
as per default
Frequently
+10pts
as per default
Constantly
+15pts
as per default
INTENSITY
Mild
+0pts
as per default
Moderate
+5pts
as per default
Strong
+10pts
as per default
Total
+15pts
as per default
IMPORTANCE
Slightly
/5
as per default
Greatly
/2
as per default
Extremely
/1
as per default

Psychological

Characters with this Complication have a restrictive mental predisposition or belief. The Intensity of the Complication determines how difficult it is for the character to act contrary to this inclination by force of will.

FREQUENCY
Rarely
+0pts
as per default
Infrequently
+5pts
as per default
Frequently
+10pts
as per default
Constantly
+15pts
as per default
INTENSITY
Mild
+0pts
no Resistance check required to act contrary
Moderate
+5pts
Resistance check (TN 15) required to act contrary
Strong
+10pts
Resistance check (TN 20) required to act contrary
Total
+15pts
cannot act contrary
IMPORTANCE
Slightly
/5
as per default
Greatly
/2
as per default
Extremely
/1
as per default

Social

Characters with this Complication are recognised by observers for some reason and usually experience prejudice as a result. The Intensity of the Complication determines how much prejudice the character faces.

FREQUENCY
Rarely
+0pts
as per default
Infrequently
+5pts
as per default, easily concealed, requires complex tests or technology, known to a few
Frequently
+10pts
as per default, concealed with effort or Disguise skill roll, requires simple tests, known to a large group
Constantly
+15pts
as per default, not possible to conceal, known to everyone
INTENSITY
Mild
+0pts
noticed by others
Moderate
+5pts
causes major reactions
Strong
+10pts
causes extreme reactions
Total
+15pts
always causes same extreme reaction
IMPORTANCE
Slightly
/5
as per default
Greatly
/2
as per default
Extremely
/1
as per default

Vulnerability

Characters with this Complication take additional damage (STUN or BODY) from a particular type of attack. Vulnerabilities are always Extremely Important.

FREQUENCY
Rarely
+0pts
as per default
Infrequently
+5pts
as per default
Frequently
+10pts
as per default
Constantly
+15pts
as per default
INTENSITY
Mild
+0pts
1.25xdamage
Moderate
+5pts
1.5xdamage
Strong
+10pts
2xdamage
Total
+15pts
3xdamage
IMPORTANCE
Extremely
/1
as per default

maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 4 February 2013