100 points = add 1d6 to any roll as an unnamed bonus that stacks with all others. Could be added to a save, an attack, a damage roll, etc. Unlike d20 Modern, this d6 can be added after you see the roll (as in, "Shit, I needed TWO higher to make that save!")
100 points = subtract 1d6 from someone else's roll -- another PC, an NPC, the DM, anybody. Same rules as above. Only caveat is that the roll has to be something that affects you -- beating your SR, ranged touch to hit you, concentration check to get off a spell with you in the area of effect, etc.
100 points = reroll whatever you just rolled and take whichever is better. (Good for rerolling that natural 1)
150 points = add that 1d6 to someone else's roll -- this is more expensive because I don't want people to piss and moan for the guy who does all the work to bail them out. It's more expensive to bail out your buddies, and your buddies should be doing it themselves.
150 points = subtract 1d6 from someone else's roll, even if that roll doesn't affect you. Same deal.
200 points = automatically make any one roll that you could have possibly made. You are considered to have rolled the bare minimum necessary to make the roll, and you do not gain any critical bonuses. If only a "natural 20" would have succeded (as in, you needed to "roll a 21 or higher" to hit), you cannot spend this. (In opposed skill checks, you automatically roll high enough to beat them by 1, provided you could have rolled that high. If you had a melee attack of +10, you could use this to automatically hit an AC of 28, 29, or 30, but not against 38
250 points = add 1d6 to any roll. Whatever you roll, add 1d6 to it and consider it a NATURAL roll of that amount. A natural 20 or higher always hits and threatens a critical. This makes it impossible to critically fail on that roll. Or subtract 1d6 from someone else's roll, with 1 or lower as an automatic failure.
300 points = gain a Heroic Surge (act as though hasted for one round, but doesn't stack with Haste or Speed weapons)
350 points = you get to design a treasure. If it's something whose value is within the wealth limit for your character, then it gets added to the treasure pile at the next place the DM thinks challenging enough to reasonably merit such an item.
400 points = pass the DM a ninja note with "Random Plot Twist" that I must incorporate into the storyline. Within reason. No one is suddenly nobility, but having the party's captor (who was going to be a stocky gentleman) turn out to be a curvacious blonde who could be seduced or sweet-talked is perfectly fine.
500 points = you get to say "No it doesn't" to the DM, and I have to deal with it. You get to utterly deny one instance of something. That dragon DOESN'T attack, choosing instead to converse (unless someone attacks him). That note DOESN'T read "Kill the party and make it look as though goblins did it." Character X DIDN'T just get his soul sucked into the gem. Whatever.