Complications
Immortal Freedom RPG > Rules > Encounters > Measuring Success
Complications are the consequences for failing your roll. The game master (GM) always decides on what Complications affect you, picking one or more options from the following list after they activate any of your relevant abilities.
- The GM introduces a significant negative development to the encounter.
- You fumble and cause something unexpected to happen.
- The encounter becomes more intense.
- You endanger someone or something else nearby.
- You are inflicted with a Minor Injury or Major Injury.
- You are inflicted with a negative status
- A status which benefits you is removed.
- You lose an item or cyberware, or it breaks and becomes unusable.
- You lose an amount of credits.
- You run out of Ammo or energy cells for your weapon.
- You lose a legendary item or Legendary Cyberware, or it breaks and becomes unusable.
- You taunt a target until the end of their next turn.
- The GM causes a previously neutral or friendly target to turn hostile towards you.
The GM then awards you 1 XP. You keep 1 XP and must immediately award 1 XP to another player character nearby. The extra XP is lost if none of your allies are nearby.
This system is built on the concept that people learn from their mistakes. While it is still possible to gain life skills from success, we learn best when we fail or when we witness others fail.
After XP has been distributed, the GM plays out how the Complications affect you.
Refusing Complications
You may choose to pay 1 XP to refuse Complications—though you must do so before XP is distributed and Complications are received. You still fail the roll if you refuse Complications, but you avoid any negative consequences.