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stronger ones--or even incorporating a significant number of drawbacks that counteract their
advantages.
I find it helpful to have a set method for determining the cost of Descriptors that have
nuance or complication, since to me it feels more fair if I follow the same procedure every time.
Otherwise I have trouble deciding how to balance and price them, since comparing abstract
concepts with one another often gets tricky.
To solve this problem, ask the following questions when building a Descriptor, keeping
track of how many times you answer Yes:
Questions that Make Descriptors More Expensive:
○ Does this Descriptor add enhanced or new abilities that make some things easier
for you, or even allow you to do formerly impossible things?
○ Is this Descriptor going to be useful in a majority of situations, or otherwise be
helpful to you very often?
○ Is this Descriptor highly powerful or extremely rare in your world?
Questions that Make Descriptors Less Expensive:
○ Does this Descriptor detract from or remove abilities, making some things harder
or impossible?
○ Is this Descriptor going to interfere with a large number of situations, or otherwise
detriment you frequently?
○ Is this Descriptor unusually problematic or difficult to deal with in your world,
compared to the issues of most people?

For each “Yes” answer, add one level to (for the first three questions) or subtract one
level from (for the last three) your Descriptor. The Descriptor will cost two Revisions per level
(or one per, if it is only temporary), and for each level will count as one point in your favor when
adding up the player total on draws it influences.
If you don’t have enough Revisions, consider changing the Descriptor to include
drawbacks that reduce its price, or perhaps only add part of the Descriptor for now, enhancing
it further as you play!

Optional: The Doom of Damocles


Like Health, Hit Points, Stress, Fatigue, or any other countdown (or count-up) to a
mechanical point of death in other game systems, the Doom of Damocles provides a
numbers-based, easily quantified way of tracking how close to death, insanity, or other end
you’ve gotten.
Start with three counters, or three empty checkboxes; these represent how far from
Doom you are. Every time you gain a negative health, sanity, or other survival-related
consequence resulting in a Descriptor (even a temporary one), you lose a counter or check off
a box. You get the counter back or clear the box when you have successfully dealt with that
negative Descriptor, either by removing it or changing it to a less serious problem (perhaps by
turning a BROKEN ARM into LEFT ARM IN A CAST, for example; still bad, but not as bad).

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