User Tools

Site Tools


synthesized_rewards_system

This is an old revision of the document!


THE REWARDS SYSTEM

At the end of each session, there will be a PAY OUT. The pay-out is determined by cross-referencing “Success” with “Kill Jar”.

MISSION FAILURE:

  • Kill Jar 0-5: Result: 1-P
  • Kill Jar 6-10: Result: 1-N
  • Kill Jar 11-15: Result: 0-D
  • Kill Jar 16+: Result 0-D

MISSION SUCCESS

  • Kill Jar 0-5: Result: 2-C
  • Kill Jar 6-10: Result: 2-P
  • Kill Jar 11-15: Result: 1-N
  • Kill Jar 16+: Result: 0-D

MISSION EXTRAORDINARY SUCCESS

  • Kill Jar 0-5: Result: 3-C,P
  • Kill Jar 6-10: Result: 3-P
  • Kill Jar 11-15: Result: 2-N
  • Kill Jar 16+: Result: 1-N

Result Number

The number represents 3 things:

  • Number of XP each player gets
  • Number of draws from the ordinary gear deck the team gets per person
  • Number of draws from the Special Deck the team gets as whole

Result Letter

Additionally the following letter codes apply:

  • D—Dragnet by police next session, each time a 2 of clubs is drawn in initiative (either yours or enemies’ draw), 1-6 cops show up aiming to gun you down.
  • P—Positive News story in the Paper: +1 charisma to all players next session.
  • N—Negative News Story in the Paper: -1 to charisma to all players next session
  • C-City Goes wild—next session, every time a Queen of Hearts is drawn by the players, some unexpected allies arrive to help the players.
synthesized_rewards_system.1479825472.txt.gz · Last modified: 2018/03/04 13:18 (external edit)