You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files====== Agonism Explained ====== **__Social Currency__** You earn social currency from the following. * 1/scene, sacrifice or risk something for another Player Character. * 1/scene, help make progress to slow, spread, or cure a Contagion OR significantly aid your Sworn/False group. * 1/scene, if you aided in a succesful teamwork action with another PC. * 1/scene when you resolve the Trusting condition both you and the Trusted target gain a point. * 1/chapter, you may grant a free point of social currency to a PC for any reason. * 1/chapter, at the end of every chapter you lose a point of social currency as your good deeds fade from memory. You can spend Social Currency on the following. * Negotiation * Investment * They can be given to other Characters as currency. * Exchange 3 to receive a Sworn\False beat. * Exchange 1 to receive an additional Activity of any type for a week. **__Sworn\False Beats__** * You earn Sworn\False beats from the following: * By capitulating during Negotiations. * By resolving the Trusting condition. * By resolving Contagion-related conditions. * By attending Sworn\False meetings. * Gaining Status with the Sworn\False. You can spend Sworn\False beats on the following: * Five Sworn Beats creates a single Sworn\False experience. Once you have earned a Sworn\False experience, ping an ST to inform them. * Each time a Sworn\False experience is created, the group (Vector) you belong to gains a beat to spend on powers granted to every member. * Sworn\False Experience can be spent on anything normal experience may be spent on, except that whatever you buy must be canonically provided by a member of your Vector. (A Mentor dot purchased should be tied to a member of your Vector, Status purchased should be in your Vector, skills or supernatural powers purchased must have an appropriate tutor within your Vector.)SavePreviewCancel Edit summary