Some actions create problems beyond simple success or failure. These are represented by Complications.

Whenever a character makes a d100 test, rolling an odd double 11, 33, 55, 77, or 99 triggers a Complication.

Resolve the test normally before applying the Complication. A Complication does not change the roll, Success Target, or number of Hits generated.

When a character suffers a Complication, they regain 1 Grit, up to their maximum. The Grit gained this way cannot be spent to negate the Complication that generated it.

On a successful test, the action succeeds, but something goes wrong. The character might lose time, attract attention, strain equipment, expose themselves, or create another problem.

On a failed test, the action fails and an additional setback occurs. The failure may cost resources, worsen the situation, expose the character to danger, or create a new obstacle.

The exact Complication should follow from the action and circumstances. Specific rules may define their own Complications where appropriate.

Trying Again

A failed test cannot normally be repeated without changing the situation. A character may attempt the action again if they gain new information, use different tools, receive assistance, change their approach, or otherwise create a meaningful new opportunity.

Some tasks naturally allow repeated attempts because each attempt costs time, resources, or carries another consequence. In these cases, the relevant rules determine when another test can be made.

If nothing has changed and failure carries no additional consequence, do not make repeated tests.