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This week's pick was Cohort Static, which is an optional social currency system.

Cohort Static

The triboelectric effect is a type of contact electrification frequently illustrated by rubbing a balloon against your hair and then sticking it to a wall, or by rubbing a plastic pen against a cotton shirt and using it to pick up a tiny piece of paper with the force of the static electricity this generates. It likewise enables the generation of static electricity that can be discharged with a touch (a static shock).

The same principle also produces lightning in the hearts of storm clouds.

The social dynamics of a cohort are a similar sort of static. It arises as Deviants come together and are placed in proximity until their personalities and foibles rub against one another. By turns it binds them together, drives them apart, and generates the occasional violent spark.

Cohort Static is an optional system for navigating in-character negotiations, bonds, grudges, and blow-ups in a way that makes for dramatically interesting roleplaying without generating resentment or sparking arguments between players. It serves as a barometer for whether the current level of intra-cohort conflict is normal (if interesting) or whether it is becoming disruptive to the flow of play.

Flow of Static Summary

Static that is earned or generated is created ex nihilo and added to a character’s total — or more rarely, to the Operation Pool (p. XX).

Static that is transferred or exchanged is moved from one character’s total to another’s. Usually, this is voluntary. However, if a character is entitled to Compensation, the transfer of Static to them is mandatory.

Characters can bid Static as part of a Decision Point (p. XX), using it to influence the cohort’s next operation.

Once a cohort settles on an operation, characters can invest Static, removing it from their total and adding it to the Operation Pool.

Static that is discharged is removed from a character’s total or from the Operation Pool, disappearing.

It’s usually a good idea to track Static with physical tokens at the table, such as coins or poker chips.

Earning Static

Cohort Static relies on the generation, exchange, and expenditure of Static. Characters accumulate points of Static when they make sacrifices or suffer due to their association with the cohort. They expend points of Static when they make demands of the cohort or otherwise test the patience of its members.

The following generate new points of Static:

•           Familiarity: At the end of each chapter, each member of the cohort earns one point of Static. Simply spending significant time together strengthens the bonds between members of the cohort. However, if the Static rating of any member of the cohort is currently negative, the cohort does not earn this free point of Static unless all members with negative Static (Static debt) currently have the Doghouse Condition (p. XX).

•           Selflessness: Once per scene, a character can earn a point of Static by suffering, taking a risk, or making a sacrifice for the benefit of another member of the cohort — or for the cohort as a whole. A willingness to put self-interest aside for the sake of the other Remade endears the character to the rest of the cohort and makes it more likely they will reciprocate.

•           Acceptance: Once per scene, a character can earn a point of Static by suffering a narrative complication as the result of a cohort member’s Scars. This includes suffering direct harm, but it can also include taking steps to minimize the harm a Scar might cause in a situation — such as restraining an ally with Murderous Urge until her berserk fury subsides. Broken are sensitive about their Scars and aware of how much trouble they cause, and most appreciate the companionship of fellow Deviants who can accept them despite these flaws.

•           Intuition: Characters may earn Static by correctly assessing the likelihood of an operation’s success (p. XX). Renegades are engaged in guerrilla warfare against enemies with superior numbers and resources. They must often enter situations with limited information about what they’re up against. Boldness can yield great rewards or turn failure into fiasco, and excessive caution can lead to disaster as easily as it leads away from danger. Remade who consistently, correctly assess the likelihood of an operation’s success after weighing the risks and rewards quickly earn their cohort’s respect.

Discharging Static

Some expenditures of Static remove points from the pool entirely. They cash in some of the cohort’s goodwill to bring conflicts to a head or demand action.

Except where explicitly noted, a character cannot go into Static debt. She cannot spend Static that she doesn’t currently have.

Call Out

Everyone knows that Renegades fuck up. As many times as they’re called upon to make snap decisions while hampered by stress and the changes wrought by the Divergence, they’re going to make the wrong call at least some of the time. However, it occasionally happens that a character makes several poor decisions in a row, until the weight of their mistakes begins to wear on the rest of the cohort’s nerves, and although Renegades need each other, that doesn’t mean they have an unlimited capacity to put up with one another’s bullshit. When a player character has failed or betrayed the cohort so many times that it has made him a liability, a moment of sincere, heartfelt criticism can put a stop to his disruptive behavior.

A character can only call out a cohort member with Static debt who doesn’t already have the Doghouse Condition (p. XX). A character cannot call out more than one target per chapter.

Spend points of Static no greater than the target’s Static debt and roll an equal number of dice. If the roll succeeds, the character performing the call-out imposes the Doghouse Condition on the target. If the roll fails, the target shrugs off the criticism for now.

If multiple characters call out the target in the same scene, the one who rolled the most successes imposes the Doghouse Condition, rerolling ties.

In-world, this usually takes the form of the initiating character calling out the target in front of other members of their cohort. If successful, the target is suitably chastened — or at least recognizes that he is on the outs with the rest of the cohort.

Stray

Renegades don’t always put the needs of the cohort ahead of their own. In moments of weakness, some will even strike deals with conspiracy agents and other cohort members’ Conviction Touchstones. This not only damages the standing of the offender within the cohort, but it also damages the cohesion of the entire group.

This is not about right or wrong, moral or immoral. Rather, it reflects that a character has taken an action that breaks the trust of the cohort. In all these cases, if at least half the rest of the cohort approves of (or makes clear that they don’t condemn) the offender’s action, she does not suffer the discharge of Static. For example, if she executes a conspiracy agent with the approval of her cohort (even if that approval came after the fact), she does not lose Static.

Unlike other Static discharges, straying can put a character into Static debt. Additionally, the Static discharge does not occur until at least one member of the cohort is aware of the lapse.

Actions that directly harm a player character or their Loyalty Touchstone or that harm or further the goals of their Conviction Touchstones are a special case. The wronged Renegade is entitled to Compensation from the offender. This is a mandatory transfer of Static from the offender to the victim equal to half the discharge cost of the offense (rounded up), even if it puts the offender in Static debt.

For example, executing another player character’s Conviction Touchstone after the cohort takes him prisoner and without the cohort’s blessing normally discharges 4 Static. The killer also owes the Broken whose Conviction Touchstone he killed 2 Static as Compensation.

If multiple player characters are harmed by the same unsanctioned action, the offender must pay Compensation to each one. He must spend enough Static to pay all offended parties.

Typically, the cost of straying is 1 Static for a minor lapse, 2 Static for most lapses, 4 Static for serious lapses, and 6 Static for egregious lapses. Reduce this by 1 or 2 if there were mitigating circumstances. Increase it by 1 or 2 if the offender intended to harm cohort member (or their interests).

Lying: Whether by omission, half-truths, or bald-faced lies, the character deceives her cohort. The amount of harm the mistruth inflicts determines how much it damages the character’s standing in the cohort.

The lie is petty but ultimately harmless, such as claiming you were researching a conspiracy agent when you were actually at a movie (1 Static). The lie masks a complication that will likely become important later (2 Static). The lie creates a complication for the cohort (3 Static). Reduce the cost by 1 Static if the lie concerns a personal secret the character reasonably wishes to keep. Increase the cost by 1 Static if the lie was intended to harm the cohort, any of its members, or any of their Loyalty Touchstones, and this entitles the victim to Compensation.

Fraternizing with Enemies: The character knowingly associates with the cohort’s enemies. This includes agents of the conspiracy, as well as other characters’ Conviction Touchstones even if they aren’t connected to a conspiracy.

Agreeing to or seeking out an illicit meeting for the purpose of either hearing them out or tricking them into revealing valuable information to you (1 Static). Befriending or becoming the lover of an enemy without the intention of betraying the cohort (2 Static). Knowingly giving an enemy a piece of information the cohort would prefer to keep secret (2 Static). Acting as a spy within the cohort on the enemy’s behalf over the course of weeks or longer (4 Static). Performing a single act of sabotage against the cohort on an enemy’s behalf (4 Static). Performing regular acts of espionage and sabotage against the cohort on an enemy’s behalf (6 Static). Reduce the Static cost by 1 if the enemy used leverage (such as a hostage Loyalty Touchstone) to force the association.

Bullying: The character attempts to use threats, emotional manipulation, or Variations to force members of her cohort or their Loyalty Touchstones to capitulate.

This nearly always costs 1 Static. Although it cannot force a player character to comply, this is often coupled with a Bribe, as the target is cowed by the bully’s threats into doing something he might otherwise not do. If this targets another player character’s Loyalty Touchstone, that player is entitled to Compensation.

Harming: The character harms a member of his cohort or their Touchstones. This could be physical harm, but it might also be emotional trauma, mental anguish, or spiritual damage.

The harm is minor, such that the victim will make a full recovery in a couple hours (1 Static). The harm is significant, with recovery taking days (2 Static). The harm is serious, with recovery lasting a week or more (4 Static). The harm is complete and irreversible, such as death or Divergence (6 Static). Reduce the Static cost by 1 if the harm was due to carelessness or accident, or by 2 if it was self-defense. Increase the Static cost by 2 if the harm was premeditated and intentional. The victim’s player is also entitled to Compensation.

Dereliction: A Renegade cohort’s success depends on its members working together, and this is most important during operations against the conspiracy and other enemies. A Deviant who allows himself to be distracted during an operation, or one who doesn’t show up when expected, endangers the entire cohort.

Tries to carry out his duty but fails, whether due to misfortune, incompetence, or unavoidable complications (1 Static). Carries out his duty only after a significant delay because other interests distracted him (1 Static). Fails to carry out his duty because he made poor choices, panicked, or allowed other interests to distract him from his purpose (2 Static). Intentionally and knowingly fails to carry out his duty (4 Static). Abandons a planned operation midway (4 Static). Intentionally fails to show up for an operation (6 Static). Reduce the Static cost by 1 if the failure was in the furtherance of an equally important cohort goal. Reduce the Static cost by 2 (potentially earning Static) if the failure was in the furtherance of an even more important cohort goal.

Other Lapses: Renegades cannot rely on a neutral outside enforcer to police them. Many regularly commit crimes ranging from trespassing and petty theft to kidnapping and first-degree murder, so they don’t want to be beholden to an outsider. However, cohorts gradually establish best practices, rules of engagement, and courtesies — whether through formal rulemaking or informal mutual agreement. Those who fail to adhere to this code of conduct quickly find themselves on the outs with the cohort. In addition to the amount of Static these lapses discharge, a cohort can stipulate that some or all of them entitle impacted members to Compensation.

•           Breaks a Promise. 1 Static for a minor promise or a more serious one with significant mitigating circumstances. 2 Static for most promises. 4 Static or more if the broken promise has grave consequences or if the Broken has a pattern of broken promises.

•           Causes unnecessary mayhem that could attract the attention of law enforcement or the conspiracy. 1 Static for petty crimes or vandalism unlikely to be investigated. 2 Static for a crime that law enforcement will take an interest in or for making a scene in front of dozens of Baselines. 4 Static for a high-profile crime or making a scene in front of hundreds of Baselines. 6 Static for a high-profile crime in front of hundreds or making a scene in front of thousands.

•           Makes an enemy for no purpose. 1 Static for making an enemy of a Baseline who isn’t a threat to the cohort. 2 Static for making an enemy of a Baseline who could cause some trouble for the cohort. 4 Static for making a powerful Baseline enemy or an enemy with supernatural powers or connections. 6 Static for making an enemy of a powerful Baseline organization. Reduce the Static cost by 1 if the Deviant declares the new enemy a Conviction Touchstone. Increase the Static cost by 2 if the Remade makes an enemy of someone the cohort would like to be an ally (or one who already is).

•           Commits a war crime. 1 Static for threatening or roughing up a prisoner. 2 Static for taking a hostage or using a bystander or prisoner as a human shield. 4 Static for executing a prisoner or hostage or for engaging in acts of torture. 6 Static for habitual torture or execution, or for intentionally triggering the Divergence in an unwilling victim. Reduce the Static cost by 1 if the victim is the offender’s Conviction Touchstone. Increase the Static cost by 1 if the victim is an innocent — such as a bystander, the young child of a conspiracy agent, or a Conviction Touchstone’s grandmother who has no idea what he has been doing.

Transferring Static

Static can be exchanged between players. The points aren’t lost. They simply transfer social influence from one character to another. However, players can often earn Static from the same action for which another player transferred Static to them. For example, a player might accept a Bribe of Static to have his character volunteer for a dangerous task, earning a point of Static for his selflessness (see above) in addition to receiving whatever Static the other player gave him to capitulate.

Bribe

As straightforward as it gets, one player offers another player one or more points of Static to have his character do what she wants (or to not do what she doesn’t want him to do). It may mean he goes along with her on a plan or believes her obvious lie, for example, or it could mean he finds somewhere else to be when she wants to have a serious private conversation with a Storyteller character.

Within the game fiction, this often takes the form of begging, cajoling, or tricking the recipient into acting (or not acting). In some cases, the recipient Deviant surprises himself by doing something he considers a little out of character because fuck it, she’d do the same for him.

Compensation

Deviants are notoriously easy to provoke and vexingly difficult to mollify. However, one player’s character naming another’s as a Conviction Touchstone is seldom good for a chronicle. Imposing a strict rule that fellow player characters have a sort of halo that demands the instant forgiveness of any wrongs, however egregious they would be in a Storyteller character, isn’t the answer, either.

When one player character strays (p. XX) and her actions harm another player character, the victim is entitled to Compensation. Compensation is always paid, even if it puts the offender in Static debt. So long as a player character pays an appropriate amount of Compensation (or other members of the cohort pay it on her behalf), the Renegade she wronged will not name her as a Conviction Touchstone.

Within the game fiction, this often involves the offender apologizing to the wronged party or otherwise making amends. If other characters interceded, they are the ones making the apologies on the offender’s behalf or otherwise smoothing things over. If Compensation is paid out of a character’s abundant supply of Static, it can mean that she has depleted her supply of goodwill somewhat, but not so much that the wronged party won’t let it slide this time.

Problem Characters, Not Problem Players

The Cohort Static systems are not meant to rein in a disruptive player. If the problem is the player, no game mechanic is going to solve it. Rather, they are a set of mechanical tools meant to enforce certain narrative tropes surrounding character types common in the inspirational media.

First, they encourage turn-taking and spotlight-sharing among the players by offering ways to abstract discussions and decisions that would use up a lot of time at the table unnecessarily. After all, a skilled Storyteller will usually go along with any plan the players come up with to further the story — introducing complications, sure, but not killing off the whole cohort for the crime of not noticing some hidden flaw in their strategy.

Second, they reflect the reasonable narrative steps Renegades might take to rein in a disruptive member of their cohort, shy of simply kicking him out. It permits a character to be on the outs with his companions — and for that to mean something mechanically — while allowing him to redeem himself.

Third, they serve as a guideline for players whose characters are ornery assholes, lone wolves, or even occasional traitors by providing a metric for whether the additional drama they’re bringing into the chronicle is merely making the social dynamics of the cohort more interesting or whether it is likely disrupting the fun of the rest of the troupe. If you’ve run out of Static, and especially if someone has put you in the Doghouse, you should probably dial back the team-killing for a bit.

Operations

A Renegade cohort can only get so far by improvising from moment to moment. Conspiracies are organizations above all else. For all their faults, they excel at making and executing plans. To have any hope of defeating them, Renegades must learn to do the same.

An operation is a moderately complex activity organized and conducted by all or most of the cohort to achieve a stated objective. Its three components are a goal, a plan, and a risk of failure that carries consequences. An operation always requires multiple scenes and usually lasts most of one or more chapters but less than a full story.

Proposals

Renegade cohorts are seldom led from the top down. Most are democratic at best, if not outright anarchic. In practice, even for those that claim to make all decisions by consensus, the loudest and most eloquent voice wins out more often than softer and less polished ones.

The Goal: Operations almost always begin with a goal. This can be action-oriented (“steal some of the serum the conspiracy has been using to create Remade from the shady clinic,” for example) or not (such as “find out which dockside warehouse the conspiracy is using to traffic abducted test subjects”). Sometimes, the members of the cohort all agree on the goal, but more often Broken will propose different goals. This is a normal part of the process. Varying degrees of risk tolerance, personal feelings, and differing opinions on what is most important now all influence the goals a Deviant may propose.

The Plan: An operation’s plan flows from its goal. A cohort that has reached consensus on a goal may have fierce disagreements on how they will achieve that goal. Using the serum theft as an example, the plan could be to infiltrate the clinic in broad daylight, sneak in under cover of darkness, or go in with overt Variations active.

Each combination of goal and plan is its own proposal.

Decision Point

Once the cohort has had a chance to present and discuss various proposals, they must decide how to proceed. The decision point is the moment when discussion turns from presenting and comparing proposals to committing to one.

A cohort can reach a decision point naturally. Conversation tapers off, and it becomes clear to everyone that one proposal is superior to the others — or maybe the first serious proposal never had any competition. In such cases, calling the question and bidding on proposals are moot. Proceed directly to Investment.

Many Renegade cohorts struggle with analysis paralysis, however. They can’t decide which course of action is their next best step, or they can’t decide which is their least bad option. When the cohort is locked in a loop of proposing and dismissing plan after plan and seems to be spinning their wheels, any one of them may call the question.

Calling the Question: To call the question, the cohort must be seriously considering at least two different courses of action, and the characters must have had adequate opportunity to discuss their pros and cons. The character calling the question must also have at least one point of Static. This changes the in-character discussion of the cohort’s next move into an out-of-character one using Static to express the direction the debate ultimately went. Once someone has called the question, no one may present a new proposal; only those already discussed (however briefly) are on the table.

Bidding: Starting with the character with the most Static and proceeding to the one with the least Static (break ties with appropriate Social rolls, such as Presence + Persuasion), each player bids Static in support of one or more of the proposals on the table. The character who called the question must bid Static on at least one of the proposals. Continue around the table until no one bids additional Static. The proposal with the most Static bid on it becomes the operation. If there is a tie, refund bids on non-tying proposals and go around the table again. Break ties with appropriate Social rolls (Presence + Persuasion is typical), with each character’s successes supporting one proposal of the player’s choice.

Investment

Just because the cohort has reached a decision on their next course of action doesn’t mean that they’re all equally on board with it. Investment is a measure of each character’s commitment to an operation and so of the cohort’s collective will to carry it out.

Investing: Starting with the character with the most Static and proceeding to the one with the least Static (break ties with appropriate Social rolls, such as Presence + Persuasion), each player invests Static in the Operation Pool. This continues until the option goes around the table once with no one investing more Static. The Operation Pool is a collective resource shared by everyone in the cohort.

Minimum: A character can normally invest as much or as little of their Static into the Operation Pool as they wish — including investing no Static. However, if the operation came about through a decision point, any character who bid in favor of the operation’s proposal must invest at least as much Static in the Operation Pool as they bid on it.

Operation Leader: The character who invested the most Static into the Operation Pool gains the Operation Leader Condition (p. XX). Break ties with Social rolls.

Invested: Any character who invests at least one point of Static in the Operation Pool gains the Invested Condition (p. XX).

Dissent: Sometimes a Deviant strongly objects to an operation. Although a single dissenting voice is seldom enough to dissuade an entire cohort, even the most iron-fisted despot can be overruled if enough Renegades oppose him. To dissent, the character discharges a point of Static; this cost is waived if the operation involves a plan that endangers or harms one of the character’s Loyalty Touchstones or hinges on aiding or working with one of his Conviction Touchstones. If the supporters of the operation equal or exceed the dissenters, the operation moves forward as planned; each dissenter gains the Dissenting Condition (p. XX), and the Operation Pool gains Static equal to the number of dissenting characters.

The Operation

Every operation has a clear endpoint where it becomes clear that it has succeeded, failed, or reached an inconclusive dead end. While the operation lasts, so too does its Operation Pool, although the Conditions members received during the investment step can sometimes add to or discharge Static from it. The outcome of an operation determines how it affects the Static distribution of the cohort; all of these possibilities count as the operation’s end for the purpose of resolving relevant Conditions:

Mutiny: If the number of dissenting Renegades exceeds the number who have invested Static in it, the operation does not occur. The Static in the Operation Pool is returned to the cohort, dividing it equally among all members; any remainder is discharged. The operation leader then discharges Static equal to the number of dissenters. The operation leader cannot propose a new operation during the current chapter. Characters with the Dissenting Condition earn 1 Static.

Abort: Sometimes it becomes clear immediately before it starts that an operation is doomed to failure. As long as none of the Static in the Operation Pool has been discharged and no member of the cohort has yet lost something significant (hasn’t died, been captured, suffered injuries that won’t heal in a few hours, or lost a resource they can’t readily replace), the operation leader may discharge a point of Static to abort the operation. All Static in the Operation Pool is returned to the cohort, dividing it equally among all members; any remainder is discharged. The characters withdraw gracefully, usually with minimal risk of complications. Characters with the Dissenting Condition earn 1 Static.

Success: An operation that accomplishes its goal, even at a price, is considered a success. The operation leader distributes any Static remaining in the Operation Pool, as per the Operation Leader Condition (p. XX). Characters with the Invested or Operation Leader Condition earn 1 Static.

Failure: An operation is a failure if it neither achieves its stated goal nor provides any other significant benefit to the cohort. The Renegades walk away from the operation emptyhanded and likely worse off than they were when it started. When an operation fails, any Static remaining in the Operation Pool is discharged, and each member of the cohort takes a Beat in addition to any from resolving related Conditions. Characters with the Dissenting Condition earn 1 Static.

Inconclusive: An operation is inconclusive if it partially achieves its goal or if it advances the cohort’s interests in some way without achieving the goal. The Renegades accomplish something of importance, just not what they had intended. Any Static remaining in the Operation Pool is returned to the cohort, dividing it equally among all members; any remainder is discharged. Characters with the Dissenting, Invested, or Operation Leader Condition earn 1 Static.

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Static Summary

Earning Static

Familiarity: 1 Static at end of chapter (unless you have the Doghouse Condition, or a cohort member has Static debt but lacks Doghouse Condition). 1 additional Static per person who has Doghouse Condition because you gave it to them.

Selflessness: 1 Static when suffering, taking a risk, or making a sacrifice for cohort or a cohort member.

Acceptance: 1 Static when another cohort member’s Scar creates a complication for you.

Intuition: Gain Static based on Conditions:

•           Dissenting: Earn 1 Static if you correctly predict a complicating plot twist. Earn 1 Static if the operation ends in mutiny or failure or if it is aborted or inconclusive.

•           Invested: Earn 1 Static if the operation succeeds or is inconclusive.

•           Operation Leader: Earn 1 Static if the operation succeeds or is inconclusive.

Discharging Static

With the exception of straying or paying Compensation, you can’t go into Static debt.

Call Out: Once per chapter, discharge Static no greater than target’s Static debt and roll equal number of dice. If successful, impose Doghouse Condition on target. Can be contested by other cohort members also calling out the target.

Stray: 1 or more Static for putting own needs ahead of cohort’s. Typically, 1 Static for a minor lapse, 2 Static for most lapses, 4 Static for serious lapses, and 6 Static for egregious lapses. Reduce by 1 or 2 if there were mitigating circumstances. Increase by 1 or 2 if intended to harm cohort member (or their interests). Cohort members harmed by your action are owed Compensation. If you have Doghouse Condition, you don’t discharge Static by straying, but you still owe Compensation.

Invest: 1 or more Static, which is added to the Operation Pool (p. XX).

Transferring Static

Bribe: 1 or more Static given to another player to do something.

Compensation: 1 or more Static given to cohort member harmed by your actions — equal to half the Static you discharged (rounded up).

Operation Summary

Each proposal has a goal and a plan. Each combination of goal and plan is a separate proposal.

If cohort reaches consensus, proceed directly to Investment. Otherwise, after proposals have been discussed, anyone with 1+ Static may Call the Question, leading to a Decision Point.

Decision Point

In descending order of Static, characters bid (but don’t discharge) Static on preferred proposals until no one increases their bid for one cycle of bids.

Character who Called the Question must bid at least 1 Static.

Cohort members can bid on multiple proposals but can’t bid more Static than they have.

Winning proposal becomes the operation. If a tie, cohort members withdraw Static bid on non-tying proposals and continue bidding. Break remaining ties with Social rolls.

Investment

In descending order of Static, characters may invest Static in Operation Pool. Those who bid in favor of the winning proposal must invest at least as much Static as they bid.

•           Character who invested the most Static gains the Operation Leader Condition. Break ties with Social rolls.

•           Any character who invested at least 1 Static but is not the Operation Leader gains the Invested Condition.

•           Characters who didn’t invest may discharge 1 Static to gain the Dissenting Condition; this adds 1 Static to the Operation Pool. Cost is waived if operation involves endangering/harming dissenter’s Loyalty Touchstone or aiding/working with Conviction Touchstone.

The Operation

Operation Conditions can influence the operation:

•           Dissenting: One dissenter per scene may suggest a complication; if it comes true, the dissenter earns 1 Static and adds 1 Static to the Operation Pool. Earn a Beat whenever an unexpected plot complication arises.

•           Invested: During operation, when spending Willpower to increase a resistance or add dice to a roll, may discharge 1 Static from Operation Pool to add five dice instead of three or increase resistance by three instead of two.

•           Operation Leader: During operation, whenever any member of the cohort spends Willpower to increase a resistance or add dice to a roll, you may discharge 1 Static from Operation Pool to have this add five dice instead of three or increase resistance by three instead of two. Earn a Beat when member of cohort fails to execute part of the operation.

Operation Results

All operation endings resolve relevant Conditions, earning a Beat.

•           Mutiny: If number of dissenters exceeds those invested in the operation, the operation doesn’t happen. Invested Static is refunded evenly. Operation leader discharges Static equal to number of dissenters and can’t propose new operation this chapter. Dissenters earn 1 Static.

•           Abort: Operation leader discharges 1 Static to cancel operation before cohort has discharged Static from the Operation Pool or lost something significant. Operation doesn’t occur, and invested Static is refunded evenly. Dissenters earn 1 Static.

•           Success: Operation achieves its goal. Members with Invested Condition or Operation Leader Condition earn 1 Static. Operation leader decides how Static remaining in Operation Pool is divided between cohort members.

•           Failure: Operation accomplishes nothing of importance. All Static remaining in Operation Pool is discharged. Members with Dissenting Condition earn 1 Static. All characters take an additional Beat.

•           Inconclusive: Operation isn’t successful but accomplishes something of importance. Static remaining in Operation Pool is refunded evenly. Members with Dissenting, Invested, or Operation Leader Condition earn 1 Static.

[end static/operation summary]

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