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: 2-C
- Kill Jar 6-10: 2-P
- Kill Jar 11-15: 1-N
- Kill Jar 16+: 0-D
MISSION EXTRAORDINARY SUCCESS
- Kill Jar 0-5: 3-C,P
- Kill Jar 6-10: 3-P
- Kill Jar 11-15: 2-N
- Kill Jar 16+: 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 rom 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.1479819964.txt.gz · Last modified: 2018/03/04 13:18 (external edit)