All Complications have a point "cost" of -25 to 0 points. Points that are gained by taking Complications may either go towards the purchase of Talents, or may be used to boost any of the characters Attributes or Disciplines.
Allergic
Characters with the
Allergic Complication have particularly bad reactions when exposed to certain materials, such as certain foods, plant pollens, venoms, etc. The allergy must be specified at the time of the character’s creation, and may not be bought off directly. The severity of the character’s reaction to the allergy is dependent upon how many points the character gains by taking the
Allergic complication. Someone who takes a relatively low score may start sneezing uncontrollably or break out in hives when they come into contact with their specific allergen. Someone with a high score may be reactive, bringing on some kind of life-threatening situation (
anaphylactic shock, for example). The character’s
Allergic Complication score is added to any rolls made to attempt to resist being affected by their specific allergen. A character may take the
Allergic Complication more than once, to reflect multiple allergies.
Lecherous
Characters with the
Lecherous Complication are unusually enamored with the opposite sex, making it hard to control themselves whenever they have more than the briefest contact. Characters with this complication may
choose to make a Check for self-control when they encounter a member of the opposite sex they find attractive. If it fails, the character must attempt a “pass”, using whatever means available to them.
Amputee
Characters with the
Amputee Complication have lost some parts of their body. Low
Amputee scores may reflect a missing finger or toe, whereas the highest
Amputee scores may be given to a quadriplegic. The character’s
Amputee score is subtracted from all
Power, Physique and
Finesse Checks. Each ten points gained from being an
Amputee is subtracted from the character’s
Durability score.
Bleeder
Characters with the
Bleeder Complication are particularly susceptible to wounds. Whenever this character takes damage, no matter how minor, subtract from their HP number of points equal to their
Bleeder score, in addition to any normal damage they may receive due to the situation. As might be obvious, this is one complication that is most definitely not recommended for PCs, particularly those who enter combat frequently.
Creed
Characters with the
Creed Complication live their lives by some kind of code of honor, which they may obey to the exception of all other things. The strength of this complication reflects how arbitrary and irrational the requirements of the code are, as well as the penalties the character may face for breaking the code. In situations where the character’s
Creed may be challenged, the player may
choose to make a self-control roll with a DC of 50, subtracting the character’s
Creed score from the roll. If the roll fails, the character will go with the dictates of their creed, no matter the consequences.
Curious
Characters with the
Curious Complication are abnormally curious about everything. They’ve always got to satisfy that curiosity, even if they know that the consequences of satisfying their curiosity will be disastrous. If a character is presented with an interesting item or situation, the player may
choose to make a self-control Check to overcome their character’s curiosity. The Check has a DC of 50, and the character’s
Curious score is subtracted from the roll. Failing the Check means the character will take whatever steps are necessary to satisfy their curiosity, regardless of the consequences.
Glutton
Characters with the
Glutton Complication love to eat, to the exception of almost anything else. These characters never willingly skip a meal and rarely refuse to eat anything offered to them.
Gluttonous characters are not necessarily overweight or otherwise unhealthy. If a gluttonous character is presented with a situation in which they should resist partaking in food or drink (if the food is tainted or otherwise poisoned, for instance), the character may
choose to make a control Check and subtract their
Glutton score from the result. Failing the Check means the character partakes, regardless of the consequences.
Greedy
Characters with the
Greedy Complication lust after wealth, and will do whatever it takes to accumulate additional wealth. The player must make a self-control Check with a DC of 50 if money is offered in payment for a service (no matter what kind of service), subtracting their
Greed score from the roll and adding their
Wealth trait score. Characters that fail a greed roll will do whatever it takes to get the payoff.
Impulsive
Characters with the
Impulsive Complication have a tendency to rush into situations without thinking things through or employing a great deal of tendency. This tendency often leads the character into situations that turn out to be more difficult than they needed to be. If an impulsive character is in a situation where thinking something out is crucial to success, the character may
choose to make a self-control check with a DC of 50. Failure of the roll means that the character won’t stop to think; they’ll just act, regardless of the consequences to themselves and others in their group.
Honest
Characters with the
Honest Complication are honest to a fault. They will hardly ever lie, and when they do lie they tend to be bad at it. They are honest, even when being honest either hurts the efforts of the group or may hurt another’s feelings. When asked a question wherein the character’s ability to lie lends itself to a successful conclusion, or when the character must attempt a dishonest act, the character must make a self-control check with a DC of 50. If the check fails, they must be honest. In the event that they succeed at a self-control check to try and perform a dishonest action, they are allowed to perform that action, but then must make a second self-control check to deal with their guilt. Should that check fail, the character must admit their dishonesty to whatever authority is present, no matter the personal cost.
Intolerant
Characters with the
Intolerant Complication have some kind of irrational grudge against a group or type of object. This can be members of other species (Thrynn and Elowan tend to be intolerant of one another), different ethnic groups of one’s own race, certain classes of starships, and so forth. If the character must interact with someone or something to which they are intolerant, they take a penalty to all Checks involving the object of their intolerance equal to the amount of points in their
Intolerant score. A character may
choose to attempt to control their intolerance with a self-control check with a DC of 50; success cancels the penalty for the current situation only. Characters may have the
Intolerant Complication multiple times, one for each group/object to which they are intolerant.
Jealous
Characters with the
Jealous Complication tend to become angry when reacting to the fortunes of others, and are generally (but not always) irrational in becoming angry. A character that is jealous of another character will have a tendency to react negatively to any other character or member of a group that they are jealous of. If forced to interact with such a character, the character may
choose to make a self-control check with a DC of 50 in order to contain their jealousy. Should the check fail, the character takes a penalty to any Check made in which interaction with that other character is made, equal to the amount of the failure of the Check. A character may be jealous of more than one person or group, and thus is allowed to take the
Jealous Complication more than once.
Obsessed
Characters with the
Obsessed Complication are so fixated on achieving a particular goal (whether it is to avenge the loss of something/someone important to them, obtaining a particular item, participating in a particular event, and so forth) that anything that they can do to achieve that goal takes precedence over everything else in their life, even to the detriment of everything else. If a character is presented with an opportunity to do something that will enhance their chances of achieving the object of their obsession, they may
choose to make a self-control check with a DC of 50 in order to resist the offer. If the offer would result in the complete fulfillment of the goal, the DC is increased to 75. Should the Check fail, the character will do whatever has been asked of them, regardless of any other consequences that character or their group may face. A character may be obsessed with more than one thing, and thus may have the
Obsessed Complication multiple times (
however, if a character has more than one obsession, the obsessions should be given a list of priorities, particularly if fulfilling one obsession may result in the non-fulfillment of another).
Addicted
Characters with the
Addicted Complication require something in order to function in life, generally hard to come by and sometimes illegal or dangerous. Whatever it is, they have to have it, regardless of the effects that thing might have on their life or relationships with others. When a character takes the
Addicted Complication, the player controlling the character must declare what the character is addicted to, with the degree of the complication indicating how badly and how often the character needs the object of their addiction. Subtract the number of points spent on the complication from 26; the result indicates how often, in days, the character must indulge in their addiction. If they don’t get the object of their addiction within that time period, they begin to
detox. Detoxing takes twice the number of days as there are points spent on the complication, during which time the character is at a -20 penalty on all rolls. The character comes out of detox after spending the indicated amount of time, or by subjecting themselves to the object of their addiction. A detoxed character no longer requires exposure to the object of their addiction, but may
choose to make a self-control check with a DC of 50 if offered it. If the check fails, they succumb and partake, and are no longer considered detoxed. For every month a character stays clean, they may buy off one point of their addiction, until the Complication reaches zero. A character that partakes in the object of their addiction must make a self-control check with a DC of 50 immediately afterwards; failing that check increases the number of points in the addiction by one. A character may have multiple addictions.
Overconfident
Characters with the
Overconfident Complication tend to overestimate the strength of their position in crucial situations, and thus have a tendency to not prepare for them as well as they should. If a character is faced with a situation wherein they need to consider whether or not they’ve made adequate preparations and the outcome of the situation may be crucial, the character may
choose to make a self-control check with a DC of 50. Failure of the check will lead the character to believe they can overcome the situation, whether they actually can or not.
Crude
Characters with the
Crude Complication are generally considered boorish and rude, at the very least by the members of the societies in which the character most frequently interacts. If there’s a wrong thing to say or do in a social situation (pick one’s teeth, belch, compliment the hostess’s physical attributes out loud, etc.) the character will have a tendency to open their mouth and insert their foot. Crude characters tend to be viewed as objects of disgust in polite society. In any situation wherein a crude character has to interact with polite society, the player controlling that character may
choose to make a self-control check with a DC of 50. Should the check fail, the character will do something (and the GM can be as imaginative as they want) that the group may later come to regret. Any NPCs that interact with the character after they fail the check will have a more negative reaction to that character (-2 penalty, cumulative) in any future interaction with that same character.
Phobic
Characters with the
Phobic Complication are unusually afraid of certain objects, people, or situations. The phobia must be declared at the time of the character’s creation, and may not be bought off directly. The severity of the character’s reaction to coming into contact with whatever frightens them depends on how many points the character gains by taking the
Phobic Complication. Characters with low scores may feel minor discomfort, and may find it difficult to concentrate or perform involved tasks. Thos with high scores can be deeply affected just thinking about what they’re afraid of, and may go into a catatonic state when actually confronted by the genuine article. The character’s
Phobic Complication score is added to any rolls made to attempt to resist being affected by their specific fear. A character may take the
Phobic trait more than once, to reflect multiple fears.
Tightwad
Characters with the
Tightwad Complication are particularly stingy when it comes to parting with money in any form and for any reason. If confronted with a situation wherein the player must give up money, the character must make a control check with a DC of 50, subtracting their
Tightwad score from the result. If the roll fails, the character will either make an attempt at haggling the price in their favor (if the roll doesn’t fail by much), or refuse outright to pay, regardless of the consequences to themselves or others around them.
Insane
Characters with the
Insane Complication may have any of a spectrum of abnormal mental behaviors, which typically present as violations of societal norms. These characters may readily become a danger to themselves and others. Characters with low scores in
Insane may simply be suffering from the occasional nervous breakdown, while those with high scores could be completely psychotic, and a danger to all around them. At any time during the course of an adventure, the GM may decide an
Insane character will "lose control" and do something off. To fight this, the character may
choose to make a Willpower Save with a DC of fifty, adding their
Insane score to the result. If the Check fails, the character will immediately exhibit odd behavior; the higher the character's score, the worse the behavior will be. At a score of -15 or more, the GM may decide to have the character openly attack any other characters they happen to be with.
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