synthesized_rewards_system
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synthesized_rewards_system [2016/11/22 13:06] – dave | synthesized_rewards_system [2016/11/24 11:49] – dave | ||
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**MISSION SUCCESS** | **MISSION SUCCESS** | ||
- | * Kill Jar 0-5: 2-C | + | * Kill Jar 0-5: Result: |
- | * Kill Jar 6-10: 2-P | + | * Kill Jar 6-10: Result: 2-P |
- | * Kill Jar 11-15: 1-N | + | * Kill Jar 11-15: |
- | * Kill Jar 16+: 0-D | + | * Kill Jar 16+: |
**MISSION EXTRAORDINARY SUCCESS** | **MISSION EXTRAORDINARY SUCCESS** | ||
- | * Kill Jar 0-5: 3-C,P | + | * Kill Jar 0-5: |
- | * Kill Jar 6-10: 3-P | + | * Kill Jar 6-10: Result: |
- | * Kill Jar 11-15: 2-N | + | * Kill Jar 11-15: |
- | * Kill Jar 16+: 1-N | + | * Kill Jar 16+: |
**Result Number** | **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** | **Result Letter** | ||
Line 36: | 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? | ||
+ | |||
+ | //I actually like the charisma roll/ | ||
+ | |||
+ | // | ||
+ | |||
+ | //Turn the " | ||
+ | |||
+ | **ok, I'm game. Why don't you write up a scheme with both sorts of chips. | ||
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synthesized_rewards_system.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1