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.)
Negotiations
To resolve conflicts within a vector, begin a bidding war. The order goes from most Social Currency to Least (Ties broken by Composure). Each person places a starting bid along with their assertion. Then on subsequent rounds the ante is upped by each participant who can afford to, along with the presentation of a new argument, bribe, threat or other manner of coercion. Last one standing wins, and splits their bid points among the losers evenly (leftovers vanish). A participant may capitulate at any time, and gain a Sworn\False beat for doing so. Instead of offering a new bid, a participant may offer a compromise on their turn. If everyone accepts it, they all capitulate and gain the benefits. If only some accept it, theyall combine their bidding power and carry on as normal with the compromise as their shared assertion. You cannot outbid a character you are Invested in.
Investment At any time, you can invest up to 3 social currency in a character to gain the Trusting condition towards them.