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.
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 |
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 |
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.
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 |
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 |
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 |
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 |
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 |
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 |
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 |