Complication

Some of the alternate rules (Chases, Skill Challenges) give players a complication that have to deal with. This reflects some unique situation that has popped up for the player to deal with. The GM is free to decide what that complication would be. Some ideas:

    • The player takes a -2 to whatever roll they were about to do. This is most appropriate for NPCs.

    • The player has to succeed at some Ability or Skill check, or take a penalty on what they were about to do. (Succeed at an Intimidate to get a crowd out of your way in a chase, otherwise take -2 on any actions in the chase).

    • The player has to succeed at some Ability or Skill check otherwise they don't get to do the action they would normally be doing (Make a Driving roll to avoid the flock of sheep, otherwise you take no action for this round of the chase.)

What skill or ability should be used? That's up to the GM to decide. You can determine a skill at random using this link.

Initiative Edges: Complications generally happen when a player gets a club in initiative. If the player has level-headed, they should get a choice of which card they want. They might opt for the higher card with a complication so they can go first. For the Quick edge, they'll just have to take what they get. FFF.