Karmic Complication

Karmic Complications can occur anytime the GM earns Karma (See Karma for the Gamemaster). Complications add a bit of bad luck into the story and create a sense that the universe is creating bad luck to make up for the boon (or Ultimate Power) the PCs previously received.

When a Complication enters the story, it lies in wait for a PC to trigger its conditions. The Complication lasts from game session to game session until it is triggered and expended. The GM should keep a list of active complications and trigger them as soon as possible.

Complication Format

All Complications follow a Trigger/Effect pattern. The Complication trigger is always based on an action performed by a PC. When a PC triggers the complication, the effect occurs.

Complication Reward

Whenever a PC triggers a complication, that PC earns a Karma. This Karma is awarded immediately after the effects of the complication, and the remainder of the PC's action (if any) resolve.

Random Karma Complications

The GM should not pick Karmic Complications to add to the story, instead they should be rolled at random from a predetermined list.

Karmic Complication Tool

This site can automatically generate random complications for the GM (from a much larger list), using the Karmic Complication tool in the Tools Menu.

Example Complications
Roll (1d20)Complication
1
Tangled Attack
Trigger: A PC makes a Ranged Attack
Effect: The ranged attack get caught up in some of the PC's gear. The attack has Disadvantage.
2
Wild Shot
Trigger: A PC misses with a Ranged Attack
Effect: The ranged attack goes wild. Make the attack on a different random creature within range.
3
Destructive Ranged Weapon Attack
Trigger: A PC hits with a Ranged Weapon Attack
Effect: The ranged weapon is over-extended and damaged in the attack. The attack deals +1 WD of damage, but the weapon looses one point of integrity.
4
Off-Balanced Strike
Trigger: A PC makes a Melee Attack
Effect: The PC is bumped off-balance momentarily causes the PC to loose footing. The attack has Disadvantage.
5
Clumsy Hit
Trigger: A PC hits with a Melee Attack
Effect: The PC grants an opportunity to the target of the attack.
6
Disarming Swing
Trigger: A PC misses with a Melee Attack
Effect: The PC looses grip on their weapon, harmlessly throwing it [1d4 × 5ft] in a random direction.
7
Random Target
Trigger: A PC makes a magical attack
Effect: The magic misbehaves and targets a different creature within range at random.
8
Not Quite Ready Magic
Trigger: A PC finishes casting (or focusing on) a magical power
Effect: The Cast isn't actually completed. Increase the casting time by 1d4 segments.
9
Deadly Injury
Trigger: A PC makes an Injury Check
Effect: Its worse than it looks, and the PC takes a -5 penalty to the Injury Check.
10
Blinding Blood Spray
Trigger: A PC takes an Injury
Effect: Blood sprays into the eyes of a random nearby (20ft) ally (including the triggering PC potentially), blinding them momentarily [SE 4d10 vs Dex].
11
Latent Infection
Trigger: A PC causes an opponent to take an Injury
Effect: The opponent is carrying a latent disease (Random) which is revealed by the injury. All creatures within 10ft of the opponent are exposed to the disease.
12
Freak Accident
Trigger: A PC makes a skill check
Effect: After the skill check it resolved, a freak accident (slip of the tools, twist of the ankle, tripping, etc) risks harming the PC. The PC must make an Injury Check (Damage type determined by the GM).
13
Harder Than it Looks
Trigger: A PC makes a skill check
Effect: A bit of bad luck makes the task harder than it should be. The PC takes a -5 penalty on the skill check.
14
Treacherous Terrain
Trigger: A PC moves
Effect: The terrain is more treacherous than expected. The PC must make a DC 20 Balance check or fall prone after the movement.
15
Unexpected Threat
Trigger: A PC moves while threatened by an opponent.
Effect: The danger of the opponent (chosen at random if more than one) is greater than expected. The PC provokes an opportunity from the opponent. If they would normally provoke an opportunity due to the movement, the opponent gains an advantage on any roll it makes.
16
Mobile Threat
Trigger: A PC moves while threatened by an opponent.
Effect: The opponent shifts 5ft immediately after the PC moves. This movement may upset the rest of the PC's action (if any).
17
Careless Movement
Trigger: A PC moves
Effect: The PC ends its movement in not quite the correct location. Reposition the PC 5ft after the movement in a random direction.
18
Vulnerable Position
Trigger: A PC hits with a Melee Attack
Effect: The attack leaves the PC in poor positioning. The target of the attack may shift 5ft and reposition the PC up to 10ft.
19
Grazing Shot
Trigger: A PC hits with a Ranged Weapon Attack
Effect: The Target suddenly guards against the attack, gaining Damage Reduction (1d4 ×5) vs the attack.
20
Loose Debris
Trigger: A PC misses with a Ranged Attack
Effect: "The attack goes very wide and strikes a ceiling, wall, or other obstacle, causing part of it to crumble and creating slippery terrain [DC 15] in a [1d4 × 5ft] diameter area in a random, reasonable location.