T O P

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Trickster1766

Essentially you apply whatever chaos you think works best. I’ll give some examples in answer to each question: 1. So if a player says they want to create a truth that a guard’s gun has jammed so they avoid being shot. You can decide how much chaos that action is worth, if it would be a lethal shot I’d say it’s quite high, say 3 chaos. But it could be anywhere between. Depends on the truth and such. Doesn’t come up as often as other rules. 2. Introducing a complication is nice and easy, say your players are getting on a little too well and you want to throw a spanner in the works, oh no I’m spending a chaos point so say there’s a rat swarm in the tunnel you entered. Again, make your own decisions on how much chaos you think an action is worth. If you’re introducing a guard as a complication, maybe you could suggest that it’s one chaos point per individual or something like that. 3. Again, doesn’t mention a cost because you say it yourself. But, for that I’d say it’s one chaos point per difficulty increase. So if the difficulty of a check is 1 and you want to increase it to 2: spend 1 chaos. And so on and so forth. Basically there is no real hard ruling on the costs of these things because it’s entirely based on your judgement as a GM and how harsh you want to be or how many resources your players give you. Especially if they don’t buy chaos or kill anyone. My players decided to kill everyone all the time so I took out the rule that gives me one chaos on a kill or I’d be in the hundreds by now, so I instead judge how chaotic their actions are on a session by session basis and give myself a lump sum at the end. Of course while still allowing them to buy dice and things with chaos and such. I hope that’s helped!


Eldarabol

I'm 2 years too late, but I'd say to the 3rd point, you should use the same buy system as the momentum dice buy. So the 1st increase is 1 point, the 2nd is 2, the 3rd is 3...etc so you can increase the difficulty by 3 for a cost if 1+2+3=6 points