| Cost |
Point Value |
| Insight (never alternate insight) |
1 per 10 insight |
| Charge (technological) |
1 per 20 charge |
| Fatigue/Exhaustion |
1 per 20 fatigue / 5 exhaustion |
| Time |
1 or 2, depending on how long.
The exact amount of time will vary with the nature of the action, but
will always be enough to be mentionable. |
| Other Materials |
0
to 2, depending on the scope and relevance of the materials used, and
whether they will remain usable afterwards (that is, whether this is a
true cost). |
| Risk |
Point Value |
| The possible bad consequence is both minor and improbable |
0 to 1 |
| The consequence is either minor but probable, or improbable but significant |
2 |
| The consequence is both probable and significant |
3 |
| Possible Benefits |
Points required |
| Easing to an existing roll |
Equal to the amount of Easing |
| Reduction in a cost called for by an existing rule (insight, charge, exhaustion, time, etc.) |
Equal to point value of the cost in the above chart |
| Accomplish something that seems possible, but is beyond the scope of a simple roll from Step 3 |
1 to 3, often in addition to a simple roll. |
| Cause damage to a character or object using unusual means |
-1 per 24 damage (18 drive) to a
single target. Target should receive a stat roll no harder than
d20 to avoid the damage. -1 per 6 damage (4 drive) if the damage will follow AoE rules. -1 to cause the AoE to follow "using caution" hit chances. -1 more point if the target(s) will suffer an additional effect, such as a knockdown or energy damage effect. |