Trace: social_currency

Agonism Explained

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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.)
social_currency.1747798718.txt.gz · Last modified: 2025/05/21 03:38