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fushio

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A member registered Oct 05, 2018

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Its not temporal, its temporary. I accidentally used the spanish word instead of the english word, what also happens to have a totally unrelated meaning for english readers. 

Temporary consequences are something that makes thing harder for the character for a while, but are gone as soon as you can take some time to remove/heal/fix them (Think in a dislocated shoulder), while persistent consequences are going to stick for a while (Think in a broken arm). And yes, you may use the D10 to determine if you get one, but you can use a coin too if you wish. 

A complication means that you had success in whatever you were trying to do, but you also likely created a new problem while doing so: Imagine the player triying to repair a machine. He get a sucess with a complication, meaning that he fix the system by bypassing a burnt fuse. However, while this will work for the short term, the true problem will remain unsolved, and later the machine will starts malfunctioning in an unpredicatable way.

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It is hard to put a guard against every shenanigan players can come with. I dare to say that any system claiming to provide such a thing would be a digital-only work, or require a hand truck just to move the books around. So, yes, I designed the system assuming no player would try to abuse it. Naive, but a 200 words cap require some sacrifices.


Temporary consequences (yes, that was a typo, temporal is the spanish word for temporary.  I mixed the two languages) are things that make a character life a bit more miserable for a short while, like a dislocated shoulder, o making a NPC uncoperative due a misundertanding. This is, something that goes away once you have time to take a look at it calmly. On the contrary, a persistent consequence is something that makes a character life miserable until they invest time and resources to remove it. A bunch of broken bones or a staggering debt to a loan shark would be nice examples.