synthesized_rewards_system
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| synthesized_rewards_system [2016/11/04 16:41] – dave | synthesized_rewards_system [2018/03/04 13:23] (current) – external edit 127.0.0.1 | ||
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| - | THE REWARDS SYSTEM: | + | =====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”. | At the end of each session, there will be a PAY OUT. The pay-out is determined by cross-referencing “Success” with “Kill Jar”. | ||
| - | FAILURE: | + | **MISSION |
| - | * Kill Jar 0-5: 1-P | + | * Kill Jar 0-5: Result: |
| - | * Kill Jar 6-10: 1-N | + | * Kill Jar 6-10: |
| - | * Kill Jar 11-15: 0-D | + | * Kill Jar 11-15: |
| - | * Kill Jar 16+: 0-D | + | * Kill Jar 16+: Result |
| - | SUCCESS | + | |
| - | * Kill Jar 0-5: 2-C | + | **MISSION |
| - | * Kill Jar 6-10: 2-P | + | * Kill Jar 0-5: Result: |
| - | * Kill Jar 11-15: 1-N | + | * Kill Jar 6-10: Result: 2-P |
| - | * Kill Jar 16+: 0-D | + | * Kill Jar 11-15: |
| - | EXTRAORDINARY SUCCESS: | + | * Kill Jar 16+: |
| - | * Kill Jar 0-5: 3-C,P | + | |
| - | * Kill Jar 6-10: 3-P | + | **MISSION |
| - | * Kill Jar 11-15: 2-N | + | * Kill Jar 0-5: |
| - | * Kill Jar 16+: 1-N | + | * Kill Jar 6-10: Result: |
| + | * Kill Jar 11-15: | ||
| + | * Kill Jar 16+: | ||
| + | |||
| + | **Result Number** | ||
| The number represents 3 things: | The number represents 3 things: | ||
| - | • Number of XP each player gets | + | * Number of XP each player gets |
| - | • Number of draws from the ordinary gear deck the team gets per person | + | |
| - | • Number of draws rom the Special Deck the team gets as whole | + | |
| + | |||
| + | **Result Letter** | ||
| Additionally the following letter codes apply: | Additionally the following letter codes apply: | ||
| Line 30: | Line 36: | ||
| * 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. | * 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? | ||
| - | EXAMPLE 1: | + | //I actually like the charisma roll/ |
| - | The Vigilantes capture | + | |
| - | //How do we figure " | + | //Ooh! Perhaps one paper likes Team C while another talks smack about them, whether because of graft or a preference for Captain Valiant.// **How about we use the Gazette to deliver factual info to the PC'S, the Tribune |
| - | **I'm thinking if armed bad guys are shooting at you or if they' | + | |
| - | **Do we need to lower the kill totals? | + | //Turn the " |
| - | </del> | + | |
| - | The result is 2-C: each player gets 2XP, assuming there are 4 players, Rufus delivers 4x2=8 ordinary gear cards, and the team draws 2 special cards. | + | **ok, I'm game. Why don't you write up a scheme with both sorts of chips. |
| - | + | ||
| - | | + | |
| - | The team is captured after a long process | + | |
| - | They are failures with 6 kill-jar so the result is 1-N. So each player gets 1XP, the team gets 4 ordinary gear cards, and they draw 1 special card. | ||
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