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A Complication refers to circumstances within a Encounter where a character would lose Advantage or suffer Disadvantage on their checks. Whenever a character is performing an action or a check, if something disrupts their ability to perform optimally or are involved in something beyond their level, they may be under the effects of a Complication.
Levels of Complication
Complications have stages of intensity that can affect a character's ability to perform. Usually Complications are only stage one, meaning they affect the character's rolls by one stage, it's only under special circumstances would a Complication rise to stage two or higher. There is no limit to how many stages a complication may inflict.
A character having Advantage due to their Metaphor proficiency can help mitigate the potential of a Complication messing up their roll.
When Complications cause a character to go below Disadvantage, they may end up with Roll 1 instead, which makes the dice used in the attempt be treated as having rolled a 1. Meta-Dice are excluded from this effect.
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Complication Stages
Stage |
Advantage Roll |
Normal Roll
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None |
Advantage |
Normal
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Stage One |
Normal |
Disadvantage
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Stage Two |
Disadvantage |
Roll 1
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Stage Three+ |
Roll 1 |
Roll 1
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Metaphor Sub-Ability: Contingency
A special Metaphor sub-ability is called Contingency. 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.
The user must be proficient 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.
Contingency gives a different bonus based on how much the user is affected by the Complication. Giving a fixed value bonus for losing advantage, and a Meta-dice bonus if suffering Disadvantage or Roll 1.
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Contingency Chart
Sub-Ability Value |
Lost Advantage |
Disadvantage
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1 |
+1 |
d4
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2 |
+2 |
d6/2
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3 |
+3 |
d8/3
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4 |
+4 |
d10/4
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5 |
+5 |
d12/5
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6 |
+6 |
d12/5+1
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7 |
+7 |
d12/5+2
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Types of Complication
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 should have reasoning behind the cause of a character's sub-optimal odds of success.
Moving Target
A creature or entity that is moving at speed is considered a Complication. This does not need to be specifically a Dodge, it can be causes simply by a character using their movement, or action to move.
Characters without evasive or defensive actions can use movement to help avoid danger.
This Complication's additional stages increase when the target'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.
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Active Defense
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.
This should be considered the norm for combat encounters, as creatures won'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).
There are typically no extra stages to this Complication.
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Distant Target
Ranged attacks that try to hit far away targets trigger a Complication. (As seen in Equipment). Every weapon with range longer than Natural Reach will have a Range Increment, 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.
See the Equipment (Range Increments) section for how rolls are affected.
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Cover
A creature partially 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't hit a target who is behind Total Cover (completely obscured) without creative workarounds, thus the Complication only works with Partial Cover.
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.
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Melee versus Giants
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 Moving Target complication.
Giants don't suffer a complication to attacking smaller opponents, because even with Active Defense in play, Giant creatures can move and reach in ways that smaller characters would struggle to keep up.
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Ranged versus Smallfolk
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 Active Defense, can make it much more difficult for bigger opponents to strike smaller ones at range.
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't move quick enough.
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Complex Task / Time Limits
When it comes to Skill checks, a Complication can arise if the task is more complex than the user's average skill level. Generally, difficulty is determined by Target-number, but occasionally a complication can work a similar way if an otherwise routine task is made much tougher because of a modification or variant.
"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."
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Fatigue / Status Conditions
Complications can arise simply by a character having exhausted their energy or being under the effects of disruptive Status conditions. Aside from obvious disruptions like being damaged or physically jolted, conditions that affect a user's concentration, or weakens them can reduce the chances of succeeding at tasks.
Naturally, the number of Complication stages depend on how disruptive the the character'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.
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