Diminishing Victory Points

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 prevent a hacker from getting into a database, keep an evacuation center safe during a hurricane, preserve a celebrity's untarnished reputation despite their troublemaking behavior, 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

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 SuccessIf regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.
SuccessThe PCs avoid losing any Victory Points.
FailureThe PCs lose 1 Victory Point.
Critical FailureThe PCs lose 2 Victory Points.