Community Action Points is a system of thank-you and rewards that exists to give to players that act 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 optional 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 recorded in the Database if a branch is participating in a version of the CAPs system. Opting into the CAPs program is completely optional branch by branch, so you should check in with your local branch managers for if and how CAPs are implemented locally.

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.

Below is an example scale of suggested 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

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

HOW TO TURN IN AND USE COMMUNITY ACTION POINTS

Please check with the branch (website) regarding their branch-specific systems to receive and turn in CAPs as systems may vary from branch to branch. Differences may include the amount of points to turn in for “variable point” rewards, lead times, specific ways to communicate, and branch-specific rewards added to the Network base list.

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.

STORY CAPS

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

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

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.

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.

TEACHER Reward CAPS

50 CAPS - Basic Skill: Request an Extra to come into the game and teach you any Basic Skill. This will still require available XP spent and the roleplay of learning the skill.

150 CAPS - Proficient Skill: Request an Extra to come into the game and teach you any Proficient Skill. This will still require available XP spent and the roleplay of learning the skill.

300 CAPS - Master Skill: Request an Extra to come into the game and teach you any Basic Skill. This will still require available XP spent and the roleplay of learning the skill.

50 CAPS - Refund Highest Level of a Skill: Remove the highest currently level of a previously learned Skill. Doing so will refund the Experience Points for the purchase. This may only be done if the Proficient level of the Skill has not been learned or has been refunded.