Community Action Points (CAPS)

Community Action Points is a system of thank-you and rewards that exists to give to players that work to make the community of Dystopia Rising a better place. These points can be turned in for things that will enhance their in-game experience.

This program aims to offer a way to show that the runners of Dystopia Rising branches appreciate people who want to make things better for those around them and want to reward them with the thing that we all came here for: fun!

CAPs are universally recorded in the Character Database: The number of CAPs received and turned in from anywhere in the network can be found on the player sheets, under the CAPs tab.

HOW TO RECEIVE COMMUNITY ACTION POINTS

CAPs are given at the discretion of game runners to individuals who have gone above and beyond to contribute to the game in a positive way. This can be anything from helping a fellow player to assisting game runners to make things happen by donating props or extra time as an NPC.

Below is an example of CAPs awards:

  • Thank You!: 10 CAPs

  • Above and Beyond: 25 CAPs

  • Life Saver: 50 CAPs

  • There Are No Words: 100 CAPs

  • Extra Casting: 10 CAPs per hour

  • Guides: 40 CAPs per event attended, for being great

  • Wish List Donations: 1 CAP / 1$ spent, or by hour, as listed on the Wish List

Please note: that the above are static amounts. Only one may be given per instance.

HOW TO TURN IN AND USE COMMUNITY ACTION POINTS

  • CAPs are Branch Specific:
    CAPs are branch-specific and only able to be turned in at the branch they were received. We want people to take part in helping whatever community they are currently in and not just the one they are from.

    • Exception: CAPs received from Network level (earned at Network events and through network-wide initiatives) may be turned in at any local branch and Network events at the event organizer’s discretion.

  • Good Standing: Individuals must be in good standing to receive awards from turning in CAPs.

  • Sharing: CAPS cannot be transferred from one player to another. However, you can choose to spend your CAPs to give a reward to someone else. This is so any player can tip their CAP to anyone in appreciation.

  • Community: CAPs can be combined from several players to receive a group reward

STORY CAPS REWARDS

  • 10 CAPS - Rumors and Gossip: Create a unique in-game rumor that will be passed around by NPCs in game

  • Variable - Faction Influence: From time to time a branch will have an event wide mechanic where players will be able to influence the movement of troops, supply lines, positive or negative relationships your settlement has with outside factions and many more stories. The costs are variable because this distinction will depend on the specific story for that event. All CAPs spent will be to get additional perks and stories should not be run that require players to spend CAPs.

  • Variable - Story Hooks: Submit a personal plot request to a branch. Event staff will work with you in writing and timing the scene. Note: This can be worked out with game runners as per their chapter policies regarding CAPs and plot requests.

PLAY SPACE CAPS REWARDS

  • 500 CAPS (Provided by 5 or More Players) - Zone of Mechanics: Co-create a specific mechanic with game runners linked to a story in the game-world. Effects cannot be designed to harm others, should he designed for Role Play, fun, and positive effects during one event.

    • Note: This is a custom mechanic to work out with your game runners. Use existing mechanics as a guidance to create. Any mechanic that affects the economy (production, gathering, etc) will need to be approved by National, through the game runners.

  • 500 CAPS (Provided by 5 or More Players) - Work Station Zone: Have an additional workstation (Workbench, printers table, etc) set up in an alternate location. This may require your help in sourcing the props needed. Lasts for 6 Events.

  • 500 CAPS (Provided by 5 or More Players) - Production Zone: Have an additional production zone (Farm area, etc) set up in an alternative location. This may require your help in sourcing the props needed. Lasts for 6 Events.

CHARACTER REWARD CAPS REWARDS

  • 40 CAPS - Gizmo: Single Use (x1): Blue Plate Special - A low-cost meal Mechanics: Spend 10 minutes Active Role-Play consuming to fully regain all of your mind. This expires at the end of the event in which it is purchased.

    • Note: Only 2 may be purchased per event, per character and are non-transferable.

  • 25 CAPS - Gizmo: Single Use (x1): G.O.G.O Gatherer: <skill name> - A handy device to help you get the most out of your gathering. Mechanics: When used with the specified gathering skill, it provides 1 additional of the gathered item. This expires at the end of the event in which it is purchased. Note: This item affects a specific gathering skill when purchased (Agricultural, Foraging, Hunting, Salvaging, or Trailblazing).

    • It may be purchased twice per character per event for each of the aforementioned gathering skills and are non-transferable.

  • 50 CAPS - Local Currency: Receive 3 local currency on 1 character. No limit on redemptions.

  • Variable - National Currency: When available, purchase special currencies at Premiere Events.

  • 1000 CAPS - Additional Character Rewrite: This is in addition to the free rewrite that all characters get in their first 3 Events. The player may spend all Experience Points on skills before entering play, however, they may not gain more Profession Focus Achievements than previously possessed. Infection will not be reset. Must be for the same character story and not to put Build into a new character concept. Requires story component to change Strain.

DR:TX Branch Specific CAPS Rewards

You can additionally spend CAPs to acquire the following rewards in DR:TX:

  • San Saba Sundry - 25 CAPs

    • You may acquire one (1) San Saba Sundry from our basic Faction Buy Lists, including ones you cannot normally access. These are powerful, single-use items provided by the various factions of the San Saba. There is no limit on how many times you can purchase this item per event.

  • Amaranthite Shipment - 50 CAPs

    • You may acquire one (1) of our Local Plot Resource, Amaranthite (aka Mysterious Ore). This is a unique tradeable DR:TX item similar to Scrap that can be used in Local Blueprints and Zones of Mechanics. It has no use outside of our games other than being a collectible currency-type item. There is no limit on how many times you can purchase this item per event.

  • EUREKA! - 50 CAPs

    • You may acquire one (1) open-use Blueprint of your choice. Blueprints can be used to craft new items in game and unlock new uses of various crafting Skills. There is no limit on how many times you can purchase this item per event.

  • Emergency Injectable - 100 CAPs

    • You may acquire one (1) Basic Red Mist Healing Injection, with an expiration of 6 months, once per event. This is a quick healing brew that can be used even while you are in Bleed Out at the cost of 1 Resolve. It’s a necessity to survive the dangerous hordes of zombies and raiders!

  • San Saba Augment Requisition - 150 CAPs

    • You may acquire one (1) crafted Augment item of your choice, with an expiration of 3 months, once per event. Augments are powerful, short-lived items that add a new ability to a crafted item when attached. Each item can only have one Augment, so these can allow you to personalize your skills and playstyle in a unique way.

  • Shards of the Red Crown - 300 CAPs

    • You may acquire one (1) of our Local Plot Resource, Shards of the Red Crown. This is a unique tradeable DR:TX item similar to local currency. San Saba NPCs tend to value this item around 20 Brass, and it will have additional uses through Season 5.