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Chapter 4: Subsystems / Victory Points / Victory Point Subsystem Structures

Diminishing Victory Points

Source GM Core pg. 185
Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it’s great at conveying the urgency of a situation as the PCs lose points. Sometimes it’s necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs. If they’re on a timer, the final results might be better the more points they manage to keep before the time runs out.

Diminishing Rolls

Source GM Core pg. 185
Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows.
Critical Success If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.
Success The PCs avoid losing any Victory Points.
Failure The PCs lose 1 Victory Point.
Critical Failure The PCs lose 2 Victory Points.