User Tools

Site Tools


synthesized_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”.

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?

I actually like the charisma roll/newspaper thing. Maybe we should call it the “heat” jar instead of the kill jar? Perhaps killing subtly is okay, but causing mayhem that is not deadly should draw “heat”? Could we allow the “heat” to accumulate until a roll draws a negative consequence which shows up as a dragnet/negative news story? Let's talk about adding “good” and “bad” chips to this jar building both a good and a bad reputation amongst the population.

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 to talk smack and the Bugle for positive spin, no one actually reads the Herald.

Turn the “good” chips in for good press and city cooperation, while “bad” chips draw police ire and community loathing?

ok, I'm game. Why don't you write up a scheme with both sorts of chips. As long as it involves only counting up the total once, at the end of the session, and it gets the total of special cards. The only reason I like it as a kill jar is it is far less arbitrary than a doing stuff jar, keeping the focus on one sort of action, the most important one. The “good side” is the mission, isn't it?

synthesized_rewards_system.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1