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synthesized_rewards_system

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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.

The Essential Question

Once we settle kill jar, are you happy with the results? Should we change the charisma mod for newspaper stories to something else?

synthesized_rewards_system.1479942822.txt.gz · Last modified: 2018/03/04 13:18 (external edit)