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Pity & Tokens PRO ​

Long losing streaks make players quit. Fasty gives you two ways to reward people who keep playing:

  • Pity: a rare is guaranteed within N plays, and the chance can rise as they get close.
  • Tokens: every play gives a token; enough tokens trade for a rare of the player's choice.

Both count per player. And neither makes the machine predictable to someone watching: only the player can see their own counter.

Pity and tokens in the collection editor.
Pity and tokens in the collection editor.

Step 1: what counts as rare ​

Everything starts with this choice. Pick a rarity (Uncommon, Rare, Epic or Legendary) and then:

OptionCounts as rareUse it when…
Rare or betterRare, Epic and LegendaryYou are happy for pity and tokens to give any of the top items.
Rare onlyJust RareYou want to protect your Epic and Legendary items: pity and tokens never give them away.

The panel writes the result right under your choice, for example "Counts as rare: Rare, Epic and Legendary."

What "Rare only" means for the higher rarities

With Rare only, Epic and Legendary are outside the rule, everywhere:

  • they never drop on the guaranteed play;
  • if one drops by luck, it does not reset the player's counter (they still have their rare guarantee coming);
  • they can't be traded for tokens.

They still drop by luck with their normal chance on the other plays. The panel warns you in amber when you pick this.

Legendary is the top rarity, so for Legendary the two options are the same and the choice disappears.

Step 2: the guarantee (pity) ​

Two numbers:

SettingMeaning
Rare guaranteed withinThe play on which a rare drops for sure, counted from the player's last rare. Between 2 and 200.
The chance starts rising on playFrom this play on, the chance of a rare climbs a little every play, until it reaches 100% on the guaranteed play. Set it equal to the guarantee for a "dry" guarantee with no rise.

How it plays out ​

With a table where a rare has 10% chance, guaranteed within 20 and rising from play 15:

  1. Plays 1 to 14: the normal odds of the table (10% for a rare).

  2. Plays 15 to 19: the chance of a rare rises every play, from 25% up to 85%. The other items go down by the same amount.

  3. Play 20 without a rare: a rare drops for sure. Which rare follows the weights: among the rares, a higher weight drops more often.

  4. A rare drops (by luck or by pity): the player's counter goes back to zero.

The panel writes exactly this for your own numbers in the How it works with these settings box, and draws the chance of each play as a little chart. It also tells you the result: "On average, 1 rare every 8.3 plays (without pity: 10)."

How it works with these settings: the rule in plain words, with your numbers.
How it works with these settings: the rule in plain words, with your numbers.

Try it ​

Try itOn average, 1 rare every 8.3 plays (without pity: 10)
normal odds rising guaranteed (play 20)

Every player has their own counter ​

The counter belongs to each player, per collection (two machines with the same collection share it). Other people's plays never change it. Nobody else can see it: only the player, on the proof of their play and in their token area. The public page shows only the rule.

Pity is provable too ​

Pity does not touch the draw. It changes the table of that play, with a fixed public formula, and the proof shows it: the player's browser takes the collection's table, applies the formula with their counter, and checks it matches the table that was used. See Provably Fair.

Step 3: tokens ​

SettingMeaning
Tokens on/offEach play gives the player 1 token for that collection.
N tokens = 1 prize of their choiceHow many tokens buy one rare (from 1 to 1,000).

After each play, the player's chat link leads to their token area: their tokens, how close they are to a guaranteed rare, the chance on their next play, and the prizes they can trade for.

The token area: a private page for each player.
The token area: a private page for each player.

Trading is simple: they pick a prize, confirm, and the hub delivers it like a purchase. In your panel it shows up in Sales as a Token trade (L$ 0, with the tokens spent).

  • Only items that count as rare can be traded.
  • Plays and token trades can't be refunded: a provable draw can't be undone. A prize that was delivered is never sent again either.
  • The token area link is private to each player (a long random key).

Good to know ​

  • New collections start with pity and tokens on (guaranteed within 20, rising from 15, 50 tokens per prize). Change or turn them off any time.
  • If no item in the collection counts as rare with your choice, the panel warns you: pity and tokens do nothing until you change it.
  • In Sales, a gacha play that came from pity shows a ★ and "Came from pity".