reward

Motto: Rewards should feel earned and fitting.

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Install skill "reward" with this command: npx skills add simhacker/moollm/simhacker-moollm-reward

Reward Protocol

Dynamic achievement rewards — the treasure matches the quest. "Rewards should feel earned and fitting."

Core Principle

Thematic Appropriateness

Rewards match achievements:

  • Slay a dragon → dragon-themed rewards (scales, hoard, reputation)
  • Save a village → village's gratitude (shelter, allies, title)
  • Solve a puzzle → knowledge rewards (secrets, techniques, lore)

Reward Types

TypeExamplesWhen Granted
ItemsWeapons, tools, treasuresCombat, exploration
GoldCurrency, valuablesCommerce, quests
BuffsTemporary powersHeroic moments
TitlesLIGHT-BEARER, DRAGON-SLAYERMajor achievements
AbilitiesNew skills, techniquesLearning, training
AccessKeys, permissions, trustSocial achievements
KnowledgeSecrets, lore, mapsInvestigation
HeirloomsItems with historyGenerational play

Methods

GRANT - Give a Reward

invoke: GRANT
params:
  recipient: "Who gets it"
  achievement: "What they did"
  reward: "What they get (or auto-generate)"
effect:
  - Add to recipient's inventory or state
  - Record in achievement log
  - Narrate the granting

GENERATE - Create Thematic Reward

invoke: GENERATE
params:
  achievement: "What was accomplished"
  context: "Where and how"
effect:
  - Analyze achievement theme
  - Generate appropriate reward
  - Propose with justification

Reward Generation Logic

Achievement: "Rescued the blacksmith from the fire"
Context: Village fire, heroic action

Thematic analysis:
  - Fire → fire-related items?
  - Blacksmith → smithing reward?
  - Heroic → reputation boost?

Generated rewards:
  1. Fireproof cloak (practical, thematic)
  2. Free repairs for life (relationship)
  3. Title: FLAME-WALKER (reputation)
  4. Secret: location of rare ore (knowledge)

Scaling Rewards

Achievement LevelReward Scale
Minor taskSmall token, few coins
Significant questUseful item, title
Major accomplishmentPowerful item, ability
Legendary featUnique artifact, lasting fame

Curse Lifting Rewards

When curses are lifted, special rewards apply:

curse:
  name: "Curse of Darkness"
  lift_condition: "Light 3 dark places"
  
reward_on_lift:
  - title: "LIGHT-BEARER"
  - ability: "Glow in darkness"
  - knowledge: "Location of the Shadow Temple"

Delayed Rewards

Some rewards mature over time:

delayed_reward:
  type: "Planted seed"
  matures: "After 3 game days"
  becomes: "Magical fruit tree"
  
relationship_reward:
  type: "Merchant's favor"
  grows_with: "Repeated business"
  becomes: "Exclusive supplier"

State

reward_state:
  earned_rewards: []
  pending_rewards: []
  titles: []
  achievements_log:
    - date: "2026-01-15"
      achievement: "Rescued the blacksmith"
      reward: "Fireproof cloak"

Integration

SkillIntegration
scoringScore determines reward quality
buffSome rewards are buffs
economyGold rewards
characterRewards update character state
adventureQuest completion triggers rewards

Safety Guidelines

  • Proportional — reward matches difficulty
  • Consistent — similar achievements, similar rewards
  • Meaningful — rewards should matter to the story
  • No inflation — keep rewards valuable

Example Session

> [Player completes fire rescue quest]

GENERATE: achievement="rescued blacksmith from fire"

Analysis:
- Heroic action in dangerous situation
- Relationship established with craftsman
- Fire element prominent

Proposed rewards:
1. 🛡️ Fireproof Cloak - practical protection
2. 🔨 Free Smithing - relationship benefit
3. 🏆 Title: FLAME-WALKER - reputation

Which feels right for this character?

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

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reward | V50.AI