Thanks, NileGoddess!  :-)  My intention in introducing all the potential rules was to get more of a cooperative play between the teams as opposed to having everything just break out into one-on-one scenarios.  Try to get the League and Order to coordinate together.  And to allow us to differentiate characters more so their particular strengths can be leveraged in the situation.<br/><br/>And I was thinking for Grand Theft Sorcery, the stakes seem to favor the League.  Because the Consequences for the Order are well-documented if they fail to protect the scarab, but what are the consequences for the League, beside time/money spent and opportunity lost? Which is why I came up with the Home Court Advantage.<br/><br/>Perhaps we can call the time factor a Victory/Defeat condition?  And I was wondering if we should tie the Stakes: Low, Medium, and High to it.  For example, the League is the aggressor here and the penalty is for the Order.  Since the consequences are Medium for the Order should they lose, that is why I gave a 10 round time limit.  It allows ten actions for each League/Order member.  A Low Stakes game would have a larger time limit?  Or perhaps we can have an array of options and the Order can pick their advantages.<br/><br/>For example,  the time the League gets can either be 7 rounds, 10 rounds, or 14 rounds to get the scarab and get away.  If the Order pick the first option: 7 rounds, that's all get.  But if they want more options, they can take the 10 rounds or 13 rounds, and also get something like +1 to all Primary Defensive Attributes for this Arc (we can chalk that up to the Order knowing that the League is coming and being well-prepared) or perhaps they can get 3 uses of Mooks (the cops, whatnot, used to waste a single League member's round) if they pick the 10 round option.  Or maybe 7 uses of Mooks if they pick the 14 round option?<br/><br/>Also, if you don't mind letting us know the probability breakdown of the FATE system, that might be helpful for determining bonuses on actions if we wanted to use what I listed above.  I'd also like to bring forth two more ideas.<br/><br/>Basically in a one-on-one scenario, when one Order/League member gets five victory points, it basically translates into them taking out the opposing member of the Order/League.  Whether through incapacitating them or some other way (i.e. trapping them in some way) This would make the Swap rule I wanted to introduce snowball since whichever side loses their first character would have a very hard time and probably lose the battle.<br/><br/><strong>Recovery:</strong>This meant to address this scenario.  So it means a member of the Order/League, they can choose this instead of their Attack.  In doing so, they restore half of the Victory Points (rounded-down) to one of their allies who was taken out of combat.  So normally, two Victory Points would be given to a character, which puts them back into the fight (whether through reviving them or assisting them in some way so they can once again enter into the fray.)<br/><br/><strong>Attack Bonus:</strong>I also mentioned this one earlier, but I liked the idea of also an Order/League member using a turn doing nothing and then attacking the next turn with some type of plus bonus.  It is a way to trade time for the opportunity to land a hit using the FATE system.<br/><br/>I also feel like it might be nice to give characters with greater Endurance Scores, more Victory points representing how much harder they can take a hit.  Like maybe 1 extra point for every 3 Endurance (round-down)  I may be biased...   ;)  But I think that might be fair since Speed would play a major role in determining Initiative and going first is immensely powerful.  Though that also means we should come up for something for Intelligence or Perception for those types...<br/><br/>And a further note just for Glamorous, since her weakness is her klutziness, I would like to translate into some penalty when she has to go against Speed characters.  My initial concept had her being more than able to go toe-to-toe with bruisers, but having trouble with dealing with pesky, agile types who hit and run.