All Complications have a point "cost" of -25 to 0 points. Points gained by taking Complications may either go towards the purchase of Talents or may be used to boost a character's Attribute or Discipline building point pools. When dealing with Complications and their effects on Checks, a GM should bear in mind that their scores are technically negative and should be treated as such in any "addition" indicated for their usage.
Characters with the Abnormal Height Complication are either unusually tall or unusually short for a member of their species. Characters with low Abnormal Height scores are noticeably abnormal, though it is still unusual when they garner any undue attention because of it. Character with high Abnormal Height scores definitely stand out in a crowd (or not). When a character is given this Complication, they must begin with the highest possible long dimension for a member of their species and gender if they are abnormally tall or the lowest possible long dimension if they are abnormally short. From that base amount, an amount equal to 1d2+1 times the degree of the Complication (in centimeters) is added if they are abnormally tall or subtracted from it if they are abnormally short. A character may not have a long dimension of zero centimeters or less; preferably, characters will have a long dimension of no less than fifty centimeters. When faced with situations wherein their unusual height may affect their ability to perform an action, the character's Abnormal Height score is added to its DC.
Characters with the Abnormal Weight Complication are either unusually overweight or underweight for a member of their species. Characters with low Abnormal Weight scores are noticeably abnormal, though it is still unusual when they garner any undue attention because of it. Character with high Abnormal Weight scores are either grotesquely overweight or so underweight that they risk falling over in a light breeze. When a character is given this Complication, they must begin with the highest possible mass for a member of their species and gender if they are abnormally overweight or the lowest possible mass if they are abnormally underweight. From that base amount, an amount equal to 1d5 times the degree of the Complication (in kilograms) is added to the character's mass if they are overweight or subtracted from it if they are underweight. A character may not have a mass of zero kilograms or less; preferably, characters will have a mass of no less than five kilograms. When faced with situations wherein their unusual mass may affect their ability to perform an action, the character's Abnormal Weight score is added to its DC.
Characters with the Addicted Complication think that they require something in order to function in life that is generally hard to come by and sometimes illegal or dangerous. Whatever it is, they have to have it regularly regardless of its effects their life and/or personal relationships. When a character takes the Addicted Complication during the character creation process, the object of the addiction must be declared; the magnitude of the Complication indicates both how badly and how often they must have it. Subtract the magnitude of the Complication from 26; the result indicates how often, in days, the character must indulge their addiction. If they don’t subject themselves to the object of their addiction within that time period, they begin to detox. Detoxing takes twice the number of days as the magnitude of the Complication, during which time the character is at a -20 penalty to all rolls. The character comes becomes detoxed after spending the indicated amount of time in detox or by indulging their addiction. A detoxed character no longer requires exposure to the object of their addiction but may choose to make a self-control Check if offered it later on. If the Check fails, they succumb, partake, and are no longer considered detoxed. For every month a character "stays clean", they may buy off one point of their addiction; they may do this until the magnitude of the Complication reaches two. A character may never completely "buy off" an addiction. A character that partakes in the object of their addiction (or in a substance to which they may become addicted) must make a self-control Check immediately afterwards; failing that Check increases the magnitude of the addiction by one (if possible). A character may have multiple addictions.
Characters with the Allergic Complication have particularly bad reactions when exposed to certain materials, such as certain foods, plant pollens, venoms, etc. Any allergies must be specified at the time of a character’s creation and may never be bought off directly. The severity of the character’s reaction to an allergy is dependent upon the magnitude of 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 Fortitude Save made to resist being affected by the specific allergen; failure of the Save by more than twenty points brings on a life-threatening condition with the rules for Suffocation immediately taking effect (see Chapter 12.3). A character may take the Allergic Complication more than once in order to reflect multiple allergies.
Characters with the Amputee Complication are missing parts of their body. Low Amputee scores may reflect a missing finger or toe whereas the highest scores may be given to a quadriplegic. A character’s Amputee score is subtracted from the DC of all Power, Physique and Finesse Checks they make, acting as a permanent penalty.
Characters with the Bleeder Complication are particularly susceptible to wounds. Whenever a character with this Complication takes damage (no matter how minor), a number of points equal to the magnitude of their Bleeder Complication score is subtracted from their HP; this is in addition to any other damage they may receive due to the situation. As might be obvious, this Complication is most definitely not recommended for PCs (particularly those who enter combat frequently).
Characters with the Creed Complication live their lives by some kind of code, which they will obey above the principles 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 it. In situations where the character’s Creed may be challenged, they may choose to make a self-control Check. If the Check fails, the character will go with the dictates of their creed no matter the potential consequences. In the event the character is able to override the dictates of their creed, they must make a second self-Control Check; should that Check fail, they must perform whatever penance is required by the dictates of the creed no matter the personal cost.
Characters with the Crude Complication are generally considered boorish and rude by the members of the societies in which they most frequently interact. If there’s a wrong thing to say or do in a social situation (such as picking one’s teeth, belching, complimenting the hostess’s physical attributes while her significant other is within earshot, etc.), the character will have a tendency to insert one of their propulsive appendages into their corresponding gustatory organ. Crude characters tend to be viewed as objects of disgust in polite society. In any situation wherein a character with this Complication has to interact with members of "polite society", they may choose to make a self-control Check. Should the Check fail, the character will do something that the group will probably come to regret sooner rather than later; the GM can be as imaginative as they wish as far as the specifics are concerned. Any NPCs that interact with the character after they fail a Crude self-Control Check will have a negative reaction in any future interactions with them (a -2 DC penalty, which is cumulative).
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 will be disastrous. If a character with this Complication is presented with an interesting item or situation, they may choose to make a self-control Check to overcome their innate sense of curiosity. Failing the Check means the character will take whatever steps are necessary to satisfy their curiosity regardless of the consequences.
Characters with the Glutton Complication love to eat to the exception of almost anything else. Characters with this Complication never willingly skip a meal and rarely refuse to eat anything offered to them. Gluttonous characters are not necessarily overweight or unhealthy. If a Gluttonous character is presented with a situation in which they should not partake in food or drink (if the food is tainted or poisoned, for instance), the character may choose to make a self-control Check. Failing the Check means the character partakes of what's offered them regardless of the consequences.
Characters with the Greedy Complication lust after wealth and will do whatever it takes to accumulate more. Characters with this Complication may choose to make a self-control Check any time they are offered money in payment for a service (no matter what kind of service); the character may add their Wealth Trait score to the normal DC of the Check. Should the Check fail, the character will do whatever it takes to get the final payoff regardless of the consequences to themselves, their acquaintances and society in general.
Characters with the Honest Complication are honest to a fault; they will hardly ever tell a lie and when they do they are bad at it. They are honest even when being so hurts the efforts of the group or may hurts another’s feelings. When asked a question wherein a character’s ability to tell a convincing lie lends itself to a successful conclusion or when they must perform a dishonest act, they may choose to make a self-control Check. If the Check fails, they must behave honestly regardless of the cost. In the event that the Check succeeds, they are allowed to perform the dishonest 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 regardless of any personal cost.
Characters with the Hunted Complication have people who are "out to get them" (in reality; characters who only think they have people out to get them probably have the Insane Complication instead). For example, a character who pissed off the Sarn consortium will have bounty hunters coming after them and will find it hard to stay in one place for very long; they therefore have this Complication. The strength of the Complication depends on just who is hunting the character; multiple parties on the hunt or just a few that happen to have a great deal of influence will lend themselves to a higher Hunted magnitude. The Hunted Complication may be taken multiple times by a character; each one indicates a different party interested in their head. A character’s Hunted score is highly flexible and it is possible for them to "pay off" this particular Complication if the party hunting them dies or becomes disinterested, or if the character manages to atone for whatever action caused them to become a target in the first place. When there is a chance that the character might be recognized by someone who represents a party hunting after them, the GM must add the character’s Hunted score to the DC of whatever Check is required to resolve the situation.
Characters with the Impulsive Complication have a tendency to rush into situations without thinking them through; this usually leads them into situations that are more difficult to overcome than they needed to be. If a character with this Complication is in a situation where thinking something out before acting is crucial to success, they may choose to make a self-control Check. Failure of the Check means that the character won’t stop to think; they’ll just act regardless of the consequences to themselves and others.
Characters with the Insane Complication may have any of a spectrum of abnormal mental behaviors, which typically present themselves as violations of societal norms. Insane characters may readily become a danger to themselves and others. Characters with low magnitude scores in Insane may simply suffer from an occasional nervous breakdown, while those with high scores may 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 temporarily "lose control" and try to do something off. To fight this, they may choose to attempt a Willpower Save, adding their Insane score to the DC. If the Check fails, the character will immediately exhibit odd behavior; the higher the magnitude of their Insane score, the worse that behavior will be. At a score of -15 or more, the GM may decide to have the character openly attack any other nearby characters.
Characters with the Intolerant Complication have some kind of irrational grudge against a person, group or category of object. This can be members of other species, different ethnic groups or social classes within one’s own species, certain classes of fighters, and so forth. If a character with this Complication must interact with someone or something to which they are ordinarily intolerant, they take a penalty to the DC of all Checks involving the object of their disgust equal to the magnitude of their Intolerant score. A character may choose to attempt to control their intolerance with a self-control Check; success cancels the penalty for the current situation only. Characters may have the Intolerant Complication multiple times; each instance represents a group/object to which they are intolerant.
Characters with the Jealous Complication tend to become irrationally angry when listening and reacting to the fortunes of others. A character with this Complication will react negatively towards the object of their jealousy (a person, group or object). If forced to interact with it, the character may choose to make a self-control Check in order to contain their jealousy. Should the Check fail, the character will take a penalty to the DC of any Check made in which interaction with the object of their jealousy is required; the penalty is equal to the degree of failure of the Check. A character is allowed to take the Jealous Complication more than once; each instant represents another object towards which they are jealous.
Characters with the Lecherous Complication are unusually enamored with the opposite sex and find it hard to control their libido 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; if it fails, they must make a “pass” regardless of the potential consequences.
Characters with the Obsessed Complication are so fixated on achieving a particular goal that anything that they can do to achieve it takes precedence over everything else in their life to the detriment of everything else. Such goals may include avenging the loss of something/someone important to them, obtaining a particular item, participating in a particular event, and so forth. If a character is presented with an opportunity to do something that will enhance their chances of achieving the goal of an obsession, they may choose to make a self-control Check in order to resist the offer; if the offered a chance to fulfill the goal in full (or at least potentially fulfill it), an additional 25 points are subtracted from the DC of the Check. Should the Check fail, the character will do whatever has been asked of them regardless of the consequences. A character may take the Obsessed Complication multiple times, with each instance representing another obsession (a character with multiple obsessions should have a priority order established for them, particularly if fulfilling one obsession would result in the non-fulfillment of another).
Characters with the Overconfident Complication tend to overestimate the strength of their position in crucial situations; they have a tendency to not prepare for those situations as well as they should, sometimes leading to disastrous consequences. If a character with this Complication is faced with a situation wherein they need to reconsider 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. Failure of the Check will lead them to believe they can overcome the situation whether they actually can or not.
Characters with the Phobic Complication are unusually (and oftentimes irrationally) afraid of certain objects, people or situations. Phobias must be declared at the time of the character’s creation and may never be bought off. The severity of a character’s reaction when they come into contact with the object of their phobia depends on the magnitude of the Complication; characters with low scores may feel minor discomfort and may find it difficult to concentrate or perform involved tasks, while those with high scores can be deeply affected just by thinking about it and may go into a catatonic state when actually confronted by the genuine article. If they come into contact with the object of their fear, the character may choose to make a Willpower Save to overcome it with the Phobic score added to the DC. Should the Save fail, the character will take a penalty to the DC to all Checks while still in contact with the object of their fear; the penalty is equal to the degree of failure of the Save. A character may take the Phobic Complication more than once, with each instance reflecting a unique fear.
Characters with the Tightwad Complication do not willingly part with their money or personal property for any reason. If a character with this Complication is place in a situation wherein they must give up their money or property, they may choose to make a self-control Check. If the Check fails, the character will either attempt to haggle over the price further (if the Check fails by less than ten points) or simply refuse to pay up regardless of the consequences.