Character Complications

These are ways to gather more Campaign Points (CP). These are Social, Mental, Physical, or Emotional situations/problems that define and enhance your character.

Complications are defines by three values. Frequency, Intensity, and Importance.


Frequency:

Just how often does your problem impact your characters life?

Frequency Value Guideline
Infrequently 5 Once every other session
Frequently 10 Once every gaming session
Constantly 15 More then once a gaming session

Intensity:

How hard is the complication to overcome, of just how much it affects you.

Intensity Value Guideline
Mild 5 May Roleplay to overcome it or make an Everyday WILL+Concentration check
Strong 10 Must Roleplay to overcome and make an Exceptional WILL+Concentration check
Severe 15 Must Roleplay to overcome and make an Incredible WILL+Concentration check
Extreme 20 Must Roleplay to overcome and make an Legendary WILL+Concentration check

Importance

How important is the complication to the character and the campaign?

Importance Value Guideline
Minor divide by 5 Minor effect on combat or damage, with minor (-1) effect on skills or world reaction
Major divide by 2 Major effect on combat (-3) or (x1.5) damage, with serious effect (-3) on skills of world reactions, or puts character into danger
Extreme x1 Extreme effect on combat (-5) or (x2) damage, with serious effect (-5) on skills of world reactions, or puts character into extreme danger

To determine the value of a Complication, add together the Frequency Value, and Intensity Value, and multiply the resulting total by the Importance Value.


Psychological Complications:

  • Absent Minded (Variable)– You forget things easily. You forget: generally known facts (5), family and friends (10) or sometimes even your own identity (15). You must make an INT check at a difficulty of the OP to remember stuff.
  • Bipolar (10)– You are manic/depressive. Each day there is a 33%/34%/33% chance of being manic, normal or depressed (+1 all rolls if manic, -2 all rolls if depressed). If you have regular access to medications to control this condition, it is only worth half the points.
  • Culture Shock (10)– This is only available to Zentraedi who have never witnessed any signs of culture or have recently been introduced to culture and simply cannot tolerate it. Until they become accustomed to dealing with culture, Zentran and Meltran who see evidence of culture (kissing or any display of men and women together, music, art, etc) will be shocked and unable to take any action for 1 round, and then suffer a -3 penalty on all checks for 1d10 rounds as their minds try to shut out the cultural contamination. This may be bought off at the full cost after the character has been immersed in culture for long enough; GM’s discretion.
  • Delusional (Variable)– You hear voices, see things, or believe you are someone far more powerful than you really are. You will risk: ostracism or embarrassment (5), hospitalization, bodily harm or financial/social ruin (10), life and limb (15). This will impose a situational penalty as needed by the GM when your delusions are particularly bad.
  • Manchurian Candidate (Variable)– You have been mentally conditioned or brainwashed to behave in a certain manner or to fulfill hidden commands when exposed to a trigger code. This complication mostly applies to Zentraedi under the control of the Protoculture. You are: mentally conditioned to a set behavior pattern (5), carrying regressed commands that will be triggered by a key phrase, sound or visual pattern (10), mentally dominated through hypnosis, implants and/or other methods; not recommended for PCs (15).
  • Masochism (Variable)– You may hate yourself and wish harm, or you may simply enjoy the sensation of pain. You will seek: verbal abuse (5), minor physical abuse (10), major physical abuse (15), life threatening abuse (20). You must make a COOL roll at a difficulty of the OP to back down from the source of your pain when in danger of serious or lasting injury.*
  • Phobia (Variable)– You are irrationally afraid of some fairly common thing or situation such as being alone, spiders, heights, or the like. While subject to your phobia, you suffer a penalty to all rolls equal to the OP of the severity. You react to your phobia by: discomfort (5), paralyzing fear (10), berserk terror / fox frenzy (15), regress into a catatonic state (20).
  • Paranoia (Variable)– You believe that an individual or organization is out to harm or kill you. You react to this paranoia with: irrational ranting (5), compulsive effort to defend yourself against them (10), risk incarceration, bodily harm or social/financial ruin to stop them (15), risk life and limb to escape their grasp (20).
  • Split Personality (Variable)– You have two or more separate personalities, which may or may not be aware of each other. The GM controls any additional personalities. Alternate personalities: like you and won’t do any lasting harm to you (5), are neutral to you and doesn’t care too much (10), are hostile to you (15), either hates you or takes actions that are potentially dangerous to you (20).

Personality Complications:

  • Airhead (Variable)– You are naturally spacy. In general, you: misplace or forget trivial/minor things (5), misplace or forget important things (10), misplace or forget major things (15), you are dangerously oblivious to almost everything and don’t get to make Awareness rolls unless someone prods you (20).
  • Bad Temper (Variable)– This also includes being short fused or naturally aggressive; common with Zentraedi. When your temper flares: you will risk embarrassment or financial loss (5), you will risk incarceration, bodily harm or financial/social ruin (10), you will risk life and limb (15)
  • Berserker (Variable)– Far beyond the range of simple bad temper, you fight with mindless rage. You will rabidly: attack whatever set you off (5), attack anyone within range except close friends and family (10), attack anyone in range (15), attack anyone in range and won’t stop until knocked unconscious or killed (20).
  • Coward (Variable)– You are a big chicken, especially in combat. When faced with danger: you tremble at anything you perceive as an enemy (5), you freeze up and can’t react (10), you will run away as fast as possible (15).
  • Obsessed (Variable)– You are unnaturally preoccupied with a person, object or subject. You will: Talk about it all the time and will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
  • Shy (Variable)– You hate dealing with others, and can’t stand large groups of strangers. You: refuse to speak to new people (5), avoid all interactions with people (10), will physically remove yourself from situations involving new people (15).
  • Stubborn (Variable)– You hate to give in. To prove you are right: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
  • Unlucky (Variable)– Things never go your way and you have constant disasters. You suffer: inconvenient misfortunes (5), costly or dangerous misfortunes (10), very costly or dangerous misfortunes (15), life threatening misfortunes (20).

Physiological Complications:

  • Age (Variable)– You are either unusually young or old for your profession. You are: very young/old; reduce STR, BOD, MA, REF, DEX and ATTR by 2 (10), extremely young/old; reduce STR, BOD, MA, REF, DEX and ATTR by 3 (15); You must have at least a 1 in each affected stat.
  • Dyslexic (Variable)– You see letters and numbers transposed. You: can read, but takes twice as long (5), cannot read or write (10).
  • Epilepsy (Variable)– You fall into convulsive fits that incapacitate you, triggered by stress or certain patterns of light. This happens: infrequently (5), frequently (10), very frequently (15).
  • Macronization Anomaly (Variable)– Due to genetic aberration, your appearance differs between micron and macron size; normally you are identical, just a different height. At (5) points the change is minor, while at (10) points you have major differences. An example is Klan Klein, who has a very robust build as a macron but looks like pre-teen as a micron.
  • Macronization Sickness (Variable)– A small percentage of humans and Zentraedi have a genetic flaw that will cause extensive health problems after 2-3 size alterations. After this problem was identified, most people are screened for it in their teens. Humans get (5) points, while Zentraedi get (10) because it is more of a social stigma among other Zentraedi.
  • Missing Limb (Variable)– You are missing: 1d4 fingers/toes (5), a hand/foot (10), an arm/leg (15).
  • Reduced Hearing (Variable)– You are hard of hearing. To make an Awareness check involving sound, you need: to roll 4 higher than the difficulty (5), a hearing aid (10), new ears because you are totally deaf (15).
  • Reduced Mobility (Variable)– You have trouble getting around. Your movement is: reduced by ¼ (5), reduced by ½ (10), reduced to MA 1 as you drag yourself on the ground (15), reduced to 0 since you are a total paraplegic (20).
  • Reduced Sight (Variable)– You have trouble seeing. You are: color blind or need glasses to see more than 10m or less than 1m (5), need glasses to see more than a meter or so (10), nearly blind or missing an eye (15), blind (20).
  • Vocal Impairment (Variable)– Your voice is somehow damaged. When you speak, you can: whisper, stammer or stutter (5), can make noises, but cannot talk (10), you can’t speak (15).
  • Vulnerable (Variable)– You are harmed by something that most people aren’t, or take extra damage from something that does hurt people. This can be a severe allergy to bee stings or a certain food dye, or maybe you’re a bleeder. You are vulnerable to something that is: uncommon (5), common (10), everyday substance (15). Consult with your GM to determine how you are affected and what mechanical effects will occur.

Social Complications:

  • Bad Reputation (Variable)– Everyone “knows” of you, or has heard a story or two even if they aren’t true. You are: frequently recognized (5) or always recognized (10); once “recognized” you suffer a -3 penalty to social rolls with the person.
  • Distinctive Features (Variable)– You stand out and are noticed in any crowd. Your features are: easily concealed (5), concealable with the Disguise skill (10), not concealable (15).
  • Minor (5)– You are underage. While the "legal" age may vary by location, most consider 17-18 to be an adult. Minors may not join the military, buy alcohol or vote.
  • Outsider (Variable)– You’re not from around here, and stand out like a sore thumb, attracting attention both unwelcome and possibly dangerous. You are obviously: from a distant place (5), from a very distant place (10), never before seen in these parts (15).
  • Personal Habits (Variable)– You have some habit that offends others and drives them away from you. People find you: annoying (5), disgusting (10), horrible (15).
  • Poverty (Variable)– You are poor, and have a harder time coming by money than other people. You cannot also have the Wealth Perk. You are: poor, with just enough to have a 1 room apartment and meager food (5), dead broke and on the street with barely enough to eat (10), in debt with other actively seeking to collect what little they can (15).
  • Public Figure (Variable)– You are often in the limelight and can’t do much without drawing attention from the Paparazzi. You are: newsworthy and your actions rate an article if a reporter is nearby (5), frequently making headlines and people always notice you on the street (10), constantly being followed by reporters everywhere you go (15).
  • Secret Identity (Variable)– You are trying to cover your activities under an alternate identity. Perhaps you are a spy or fugitive. You are currently: living a normal life (5), being bothered by an individual trying to uncover the truth (10), being bothered by a large group or agency trying to uncover the truth (15).
  • Enemies (Variable)- Add the Capabilities and Extent OP then divide by 5 if the character is only being watched, divide by 2 if they are only to be captured and imprisoned, or leave as is if they are to be killed on the spot.
    • Capabilities – The group is: less powerful than you (5), equal power (10), more powerful (15), has access to top of the line hardware and weapons (20).
    • Extent – The group is limited to: a single town or area (5), a single country (10), worldwide (15), galactic (20).

Responsibilities:

  • Code of Honor (Variable)– These are personal rules you will not break, such as chivalry or Bushido or even an oath to never suffer an insult without an answer in blood. To uphold your code: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
  • Dependents (Variable)– You are responsible for the well-being of a person or persons. They are: roughly equivalent to you in ability (5), challenged or otherwise weaker than you (10), have special requirements or dangers associated with caring for them (15).
  • Sense of Duty (Variable)– You will always do the “right thing”, and follow a higher moral code towards those you feel responsible for. When attempting to do the “right thing”: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
  • Vow (Variable)– You have made a promise that you must keep, no matter what it is. To fulfill this promise: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).

Compulsive Behavior

  • Addiction/Dependence (Variable)– You must have a particular substance or situation or you will suffer severe mental or physical duress. This substance is: common (5), uncommon (10), rare (15), very rare (20).
  • Honesty (Variable)– You always tell the truth, even if it hurts. To be completely honest: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
  • Impulsiveness (Variable)– You just can’t help yourself and will always jump into a situation without thinking. On a whim: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
  • Intolerance (Variable)– You are bigoted and intolerant of another social group or race. You will be: civil but distant (5), verbally abusive (10), violently abusive (15), abusive even at risk of life and limb (20).
  • Jealousy (Variable)– You are jealous about one of your skills, appearance, or some other trait that you must constantly prove superior to everyone else. You will be: obsessed and watchful (5), confrontational and accusatory (10), violent (15).
  • Kleptomania (Variable)– You steal things compulsively, but can’t help it. To steal things: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (15).
  • Lechery (Variable)– You are a pervert (hentai / ecchi), and can’t resist groping someone you find attractive, or at least leering and making lewd comments. To fulfill your lust: you will risk embarrassment or financial loss (5), risk incarceration, bodily harm or financial/social ruin (10), risk life and limb (Totally worth it!) (15).

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