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	<title>Complication - Revision history</title>
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	<updated>2026-09-10T08:28:13Z</updated>
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		<title>AlienOvan: first draft</title>
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		<updated>2024-10-22T16:39:27Z</updated>

		<summary type="html">&lt;p&gt;first draft&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{|&lt;br /&gt;
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__TOC__&lt;br /&gt;
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&amp;lt;div style=&amp;quot;max-width:75em; align:center; margin:auto;&amp;quot;&amp;gt;&lt;br /&gt;
 A &amp;#039;&amp;#039;&amp;#039;Complication&amp;#039;&amp;#039;&amp;#039; refers to circumstances within a [[Encounter]] where a character would &amp;#039;&amp;#039;&amp;#039;lose Advantage&amp;#039;&amp;#039;&amp;#039; or suffer &amp;#039;&amp;#039;&amp;#039;Disadvantage&amp;#039;&amp;#039;&amp;#039; on their checks. Whenever a character is performing an action or a check, if something &amp;#039;&amp;#039;&amp;#039;disrupts&amp;#039;&amp;#039;&amp;#039; their ability to perform optimally or are involved in something &amp;#039;&amp;#039;&amp;#039;beyond&amp;#039;&amp;#039;&amp;#039; their level, they may be under the effects of a Complication.&lt;br /&gt;
&lt;br /&gt;
==Levels of Complication==&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;max-width:45em;&amp;quot;|&lt;br /&gt;
 Complications have stages of &amp;#039;&amp;#039;&amp;#039;intensity&amp;#039;&amp;#039;&amp;#039; that can affect a character&amp;#039;s ability to perform. Usually Complications are only &amp;#039;&amp;#039;&amp;#039;stage one&amp;#039;&amp;#039;&amp;#039;, meaning they affect the character&amp;#039;s rolls by one stage, it&amp;#039;s only under special circumstances would a Complication rise to &amp;#039;&amp;#039;&amp;#039;stage two or higher&amp;#039;&amp;#039;&amp;#039;. There is no limit to how many stages a complication may inflict.&lt;br /&gt;
 &lt;br /&gt;
 A character having Advantage due to their [[Metaphor]] proficiency can help mitigate the potential of a Complication messing up their roll.&lt;br /&gt;
 &lt;br /&gt;
 When Complications cause a character to go below Disadvantage, they may end up with &amp;#039;&amp;#039;&amp;#039;Roll 1&amp;#039;&amp;#039;&amp;#039; instead, which makes the dice used in the attempt be treated as having rolled a 1. [[Meta Point|Meta-Dice]] are excluded from this effect.&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; align:center; margin:auto;&amp;quot;&lt;br /&gt;
|+ Complication Stages&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! &amp;lt;abbr title=&amp;quot;From having proficiency in a Metaphor&amp;quot;&amp;gt;Advantage Roll&amp;lt;/abbr&amp;gt; !! Normal Roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;None&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Advantage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Normal&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stage One || Normal || Disadvantage&lt;br /&gt;
|-&lt;br /&gt;
| Stage Two || Disadvantage || &amp;lt;abbr title=&amp;quot;Treats dice as having rolled a 1&amp;quot;&amp;gt;Roll 1&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage Three+ || Roll 1 || Roll 1&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
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{|&lt;br /&gt;
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==Metaphor Sub-Ability: Contingency==&lt;br /&gt;
 A special [[Metaphor]] sub-ability is called &amp;#039;&amp;#039;&amp;#039;Contingency&amp;#039;&amp;#039;&amp;#039;. A Contingency sub-ability can be assigned to a specific Complication, and whenever the character is affected by such a Complication, can gain a bonus to whichever check that Metaphor is involves with.&lt;br /&gt;
 &lt;br /&gt;
 The user must be &amp;#039;&amp;#039;&amp;#039;proficient&amp;#039;&amp;#039;&amp;#039; in the Metaphor used in order to use Contingency as a Sub-ability. Contingency can only activate if the user is  under the effects of a Complication. Only the highest Contingency bonus is used in a check, even if multiple Contingency triggers activate.&lt;br /&gt;
 &lt;br /&gt;
 Contingency gives a different bonus based on how much the user is affected by the Complication. Giving a &amp;#039;&amp;#039;&amp;#039;fixed&amp;#039;&amp;#039;&amp;#039; value bonus for losing advantage, and a &amp;#039;&amp;#039;&amp;#039;Meta-dice&amp;#039;&amp;#039;&amp;#039; bonus if suffering Disadvantage or Roll 1.&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;align:center; text-align:center;&amp;quot;|&lt;br /&gt;
|+ Contingency Chart&lt;br /&gt;
! Sub-Ability Value !! Lost Advantage !! Disadvantage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +1 || d4&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +2 || d6/2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +3 || d8/3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +4 || d10/4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +5 || d12/5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +6 || d12/5+1&lt;br /&gt;
|-&lt;br /&gt;
| 7 || +7 || d12/5+2&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
==Types of Complication==&lt;br /&gt;
 This list contain some, but not all Complications that may arise from a game. Game masters may use this as a guide of what constitutes a Complication and reasons why. A Complication &amp;#039;&amp;#039;&amp;#039;should&amp;#039;&amp;#039;&amp;#039; have reasoning behind the cause of a character&amp;#039;s sub-optimal odds of success.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;vertical-align:top;|&lt;br /&gt;
===Moving Target===&lt;br /&gt;
 A creature or entity that is &amp;#039;&amp;#039;&amp;#039;moving at speed&amp;#039;&amp;#039;&amp;#039; is considered a Complication. This does not need to be specifically a [[Recommended Metaphors|Dodge]], it can be causes simply by a character &amp;#039;&amp;#039;&amp;#039;using their movement&amp;#039;&amp;#039;&amp;#039;, or action to move.&lt;br /&gt;
 &lt;br /&gt;
 Characters without evasive or defensive actions can use movement to help avoid danger.&lt;br /&gt;
 &lt;br /&gt;
 This Complication&amp;#039;s additional stages increase when the target&amp;#039;s speed increases. Stage one could be seen as normal running pace, whereas Stage two would be significantly faster, like a projectile slower than a bullet or a creature using accelerated movement.&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
===Active Defense===&lt;br /&gt;
 A creature or entity that is focused on their attacker gives their attacker a Complication. An opponent that is fully aware and ready for an incoming attack is harder to deal with than one that is caught unawares.&lt;br /&gt;
 &lt;br /&gt;
 This should be considered the norm for combat encounters, as creatures won&amp;#039;t be leaving themselves open in such dire situations, thus rolling normally while proficient makes sense. A creature leaving themselves open would remove the complication, thus granting the other greater success of landing a blow (Advantage).&lt;br /&gt;
 &lt;br /&gt;
 There are typically no extra stages to this Complication.&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
===Distant Target===&lt;br /&gt;
 Ranged attacks that try to hit &amp;#039;&amp;#039;&amp;#039;far away&amp;#039;&amp;#039;&amp;#039; targets trigger a Complication. (As seen in [[Equipment]]). Every weapon with range longer than [[Size|Natural Reach]] will have a &amp;#039;&amp;#039;&amp;#039;Range Increment&amp;#039;&amp;#039;&amp;#039;, determining the likelihood of landing a hit and the distance one may be able to hit targets. The further away the target is, the greater the complication stage.&lt;br /&gt;
 &lt;br /&gt;
 See the Equipment (Range Increments) section for how rolls are affected.&lt;br /&gt;
|&lt;br /&gt;
===Cover===&lt;br /&gt;
 A creature &amp;#039;&amp;#039;&amp;#039;partially&amp;#039;&amp;#039;&amp;#039; hidden by terrain or cover counts as a Complication. As it prevents the attacker from being able to hit their target without risk hitting the cover instead. Usually an attacker can&amp;#039;t hit a target who is behind &amp;#039;&amp;#039;&amp;#039;Total Cover&amp;#039;&amp;#039;&amp;#039; (completely obscured) without creative workarounds, thus the Complication only works with &amp;#039;&amp;#039;&amp;#039;Partial Cover&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 A Complication by Cover may be stage one by itself, but could potentially be ramped up to Stage two if the defender actively uses the cover to avoid their attacker.&lt;br /&gt;
|}&lt;br /&gt;
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{|&lt;br /&gt;
|&lt;br /&gt;
===Melee versus Giants===&lt;br /&gt;
 When it comes to [[Size]], larger creatures usually have the advantage in Melee combat. Smaller creatures trying to fight giants in melee will suffer a complication due to the difference in height, reach and movement. Giants may not be faster, but humanoid giants can step and weave smaller opponents, making it more difficult to land a blow on a giant whose minor movements would trigger the &amp;#039;&amp;#039;&amp;#039;Moving Target&amp;#039;&amp;#039;&amp;#039; complication.&lt;br /&gt;
 &lt;br /&gt;
 Giants don&amp;#039;t suffer a complication to attacking smaller opponents, because even with &amp;#039;&amp;#039;&amp;#039;Active Defense&amp;#039;&amp;#039;&amp;#039; in play, Giant creatures can move and reach in ways that smaller characters would struggle to keep up.&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
===Ranged versus Smallfolk===&lt;br /&gt;
 Inversely, creatures that are smaller and faster can be much more difficult to hit with projectiles than if the attacker were similar in size to one another. This, combined with &amp;#039;&amp;#039;&amp;#039;Active Defense&amp;#039;&amp;#039;&amp;#039;, can make it much more difficult for bigger opponents to strike smaller ones at range.&lt;br /&gt;
 &lt;br /&gt;
 Smaller creatures definitely do not have problems trying to hit bigger opponents with ranged attacks, as it is much easier to hit targets of their size, especially if they don&amp;#039;t move quick enough.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
===Complex Task / Time Limits===&lt;br /&gt;
 When it comes to Skill checks, a Complication can arise if the task is &amp;#039;&amp;#039;&amp;#039;more complex&amp;#039;&amp;#039;&amp;#039; than the user&amp;#039;s average skill level. Generally, difficulty is determined by &amp;#039;&amp;#039;&amp;#039;Target-number&amp;#039;&amp;#039;&amp;#039;, but occasionally a complication can work a similar way if an otherwise routine task is made much tougher because of a &amp;#039;&amp;#039;&amp;#039;modification or variant&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;quot;As the Cyberhacker made it to the warehouse, she comes across an electronic door-lock. However, as she tried to remotely hack the lock using her cybernetics, she realized the lock had a time-based tamper system, she had to complete the hack in time or set off the alarm. This complication causes her to roll Normally on her hacking check.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
===Fatigue / Status Conditions===&lt;br /&gt;
 Complications can arise simply by a character having exhausted their energy or being under the effects of disruptive [[Status Point|Status conditions]]. Aside from obvious disruptions like being damaged or physically jolted, conditions that affect a user&amp;#039;s concentration, or weakens them can reduce the chances of succeeding at tasks.&lt;br /&gt;
 &lt;br /&gt;
 Naturally, the number of Complication stages depend on how disruptive the the character&amp;#039;s condition is. Being Tired or weakened might only inflict Stage one Complications, but being exhausted or crippled would inflict Stage two or greater if it is effective enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
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