Agora Corebook
Agora Corebook
by Joshua BishopRoby
Character Creation
       Each player creates a group of people united through common beliefs and an
individual character who stands as a representative and leader of that group. Characters
are defined by their Concept, the dice they assign to Ideals and Resources, and the events
they experience in the Descent to Agora.
Factions
      The War's combatants included too many nations, alliances, cartels, and religious
movements to count. Here are four -- they may have been the most prominent or simply
the most immediate players in the player characters' experience of the War.
       Each faction comes with an Ideal. Write the name of your chosen faction in the
Faction section of your character sheet, and write its ideal in the space to the right. Each
faction also gives the player a number of Resource and Lieutenant dice. You will record
these in the Resources section of your character sheet.
     The Diamond Alliance
      Ideal: "Those who sacrifice liberty for security deserve neither."
      Resources: 1d4 3d6           Lieutenants: 2d10
     The Great Circle
      Ideal: "From each according to his ability, to each according to his need."
      Resources: 2d6 2d8         Lieutenants: 4d10
     The Hierarchy
      Ideal: "Lessers serve their betters to become greater themselves."
      Resources: 1d4 1d6 2d8        Lieutenants: 3d10
     The Uprising
      Ideal: "The oppressed must rise up and claim what we were denied."
      Resources: 2d6 4d8          Lieutenants: 3d10
Cultures
        By the time of the War, the peoples of the galaxy had shifted and intermingled so
thoroughly that today no culture is unknown in any faction. Here are eight of the galactic
cultures. Again, these may be the eight most populous cultures in the galaxy, or the ones
that the player characters know and interact with the most.
    Each culture comes with an Ideal, as well. Write the name of your chosen culture in
AGORA: how shall we live?                                                  page 3 of 23
the Culture section of your character sheet, and write its ideal in the space to the right.
Each culture also gives the player a number of Resource and Lieutenant dice. Add these
dice to those you received from your faction and record the total in the Resources section
of your character sheet.
     Ardent Orthodoxy (Ardents)
      Ideal: "The Divine shapes and guides the Faithful."
      Resources: 2d6 2d8          Lieutenants: 4d10
     Augustan
      Ideal: "My family was born to rule those without the Blood."
      Resources: 2d6 2d8          Lieutenants: 3d10
     Bucoli
      Ideal: "Tradition gives us pragmatic solutions to modern problems."
      Resources: 1d6 4d8            Lieutenants: 4d10
     Greens
      Ideal: "The natural world teaches us life lessons."
      Resources: 1d4 1d6 2d8       Lieutenants: 3d10
     The Legion (Legionnaires)
      Ideal: "Life is a battlefield of victors and losers."
      Resources: 3d6 4d8               Lieutenants: 2d10
     Oppidan
      Ideal: "Diversity combines many strengths together."
      Resources: 1d4 1d6          Lieutenants: 4d10
     Plutonic
      Ideal: "Greed creates and commerce animates all worthwhile things."
      Resources: 1d4 2d6 2d8      Lieutenants: 2d10
     The Savan
      Ideal: "Observation and investigation yield the curious the universe."
      Resources: 2d4 1d6          Lieutenants: 2d10
The Descent
       The last step of character creation serves as a sort of tutorial for how the game
works. In it, you roleplay a scene somewhere between the end of the battle above Agora
and landing on the surface of the planet.
       You will need to read the rules in the Structure of a Scene chapter before you can
run the Descent.
      The player to your left will run your Obstacle -- either the Battle, the Landfall, or
your Landing Site on Agora. Pick one of the three Obstacles below for them to run for
you. These Obstacles are not filed into the Library after use, and you do not harvest their
complications (you get an Ideal, instead).
     The Battle above Agora
      Position: Civilization deserves to destroy itself. 3d6
      Complications: 2d6 and 2d8
     Landfall to Agora
      Position: Nothing lands without paying a price. 3d6
      Complications: 2d6 and 2d8
     The Landing Site on Agora
      Position: I will swallow anyone who settles here. 3d6
      Complications: 2d6 and 2d8
       The stakes of Descent scenes are defined in terms of how you want your character
and his people to come to Agora. Perhaps you want to destroy a rival ship before they can
escape down to the surface, or you want to preserve the library datacore in the fiery re-
AGORA: how shall we live?                                                     page 6 of 23
entry, or you want to convince your press-ganged crew to cooperate and build a base
camp rather than desert into the planet's wilderness.
        Play out the scene, rolling dice for Challenges and Stands, and keeping track of
Fallout. If this is your first game of Agora, play all your own Lieutenants in this first scene,
just to get used to how the dice work. Experienced players may choose to have other
players run their Lieutenants if they like.
        At the end of the Descent scene, regardless of win or lose, write your fourth and
final Ideal in response to the events that brought you to Agora. Assign it 2d4 dice.
   Example: Descent
            Nathan decides to pit Shar against the Landing Site. He could go about
   setting up a base camp or finding a way to grow crops or something, but he
   decides to make his stakes "Establish contact with future trade partners." Jason is
   sitting to Nathan's left, so he will run the Landing Site in the scene.
            In the course of the Descent scene, Shar sets up a lookout and radio relay
   station at the pinnacle of a nearby mountain. In doing so, he sacrifices some of his
   scythe-bearing men.
            At the end of the scene, Nathan writes a Descent Ideal for Shar: "Open
   communication is worth dying for. 2d4"
Setting Up Scenes
       Play is divided into a number of scenes. Each scene is started by one player and
highlights his character, although other player characters may be involved. You may
simply go around the table clockwise or have the group decide whose turn it is to lead
each scene. In general, though, no one should start another scene until everyone has had
a go.
      When it is your turn to begin a scene, outline what your character wants to do next
and what you want him to accomplish in the scene.
       When you run your character, you roll your own Ideals and Resources, except for
the Lieutenants being played by others.
       Then you need some opposition. First go around the table and ask if any of the
other player characters will oppose your player character. Most scenes will not pit two
player characters against each other, however, in which case you will need an Obstacle.
Go around the table and ask if any of the other players will run an Obstacle for you. If
nobody else steps up, the last player left must run your Obstacle. They may make a new
Obstacle or use one from the Library (more on that later).
       When you run the Obstacle, you roll its Positions and Complications.
Creating Obstacles
       Obstacles can be other groups of people crashlanded on Agora -- bandits or
former enemies or contentious allies -- but they can just as easily be parts of the natural
environment -- the woods, the weather, or native lifeforms. What is important is that they
provide the characters with an opportunity to express their Ideals.
        Obstacles look something like characters, but they are slightly different. In place of
Ideals, Obstacles have Positions. Instead of Resources, Obstacles have Complications.
       A Position can be outright hostility to the goals of the PCs or simply a reason why
the Obstacle cannot or will not cooperate -- "I hate everything you stand for" works just as
easily as "George will kill me if I help you." Roll a d4, d6, and d8 to determine the
Obstacle's starting Positions. The d4 determines how many Positions the Obstacle starts
with; the d6 and d8 determine the number of d6 and d8 dice you may assign to the
Positions. If you roll a 3 on the d4, a 4 on the d6, and a 2 on the d8, you have 4d6 and
2d8 to distribute between three Positions. You must define the first Position before
beginning the scene, although you may assign the other Positions in the midst of the
scene.
        Complications can be what are normally Lieutenants -- mercenaries with
machineguns -- but they can also be environmental factors like difficult terrain or ambient
distrust of a certain faction. Don't worry; you don't need to come up with most
Complications until you're about to use them. Roll a 1d4, 1d6, and 1d8. The result of
each die is the number of that kind of die you have available to assign to the Obstacle. If
you rolled a 2 on the d4, a 4 on the d6, and a 3 on the d8, the Obstacle would start with
2d4, 4d6, and 3d8 for Complications. Define the first Complication before beginning the
scene; the rest you can make up and assign dice as you go.
       Instead of making a new Obstacle, you can use one from an earlier scene. After
Rolling In Dice
       Once the scene is set, each player running their own character or the Obstacle rolls
dice for an appropriate Ideal and a Resource that the character plans to use to achieve their
Stakes. Ideal dice are kept in the top circle on the character sheet and Resources dice are
kept in the bottom circle on the character sheet. If you're not using the character sheet,
keeping the dice on your left and the right works just fine.
       Whenever you make a Challenge, you may roll in new Resource dice from your
sheet. You must narrate how those resources are being used in the Challenge your
character makes.
      Whenever you take a Stand, you may roll in new dice for Ideals on your sheet. You
must narrate how that Ideal is being used in the Stand your character makes.
Epiphanies
        Since you want a set of dice that add up to less than seven, you generally want to
roll low. However, if you roll too low and get a 1, you generate an Epiphany. Epiphanies
are both good and bad. They represent a sudden surge, breakthrough, or insight that
gives you a decided immediate advantage. However, Epiphanies are also taxing, and
   Example: Epiphanies
           Jason has just made a Challenge to Nathan, narrating how the first mine
   shafts are unstable and collapsing under the weight of the mountain. He's using
   his three twos to make the Challenge, and Nathan is getting really tired of those
   dice. He only has his two and five to make a two-die Stand, so he will lose unless
   he does something.
           Nathan decides to reroll the other Ideal dice (he'll keep the two and five just
   in case). He comes up with a three and two ones. The two, the three, and the two
   ones add up to seven, so he can support a four-die Stand. He narrates: "The
   Mulong do not fear the Mountain, for they know that it only by conquering their
   fear that they will ever be anything more than slaves. They rush in with support
   beams and welding equipment, shoring up the sagging structures and
   strengthening the shafts' stability."
Losing Dice
        Compare the number of dice that were used to make Challenges and Stands. If the
number of dice for the Challenge is greater than the number of dice for the Stand, the
players who the Challenge was directed at lose a number of dice equal to the difference. If
the number of dice for the Stand was greater than the number of dice for the Challenge,
the player who took the Challenge loses a number of dice equal to the difference. Finally,
if the Challenge and Stand were composed of the same number of dice, each player loses
one die.
       Normally, when you lose dice to a Challenge or Stand, you choose which dice to
discard. You may discard the dice in front of you or the dice in front of any of your
Lieutenants. You may never discard dice showing ones; they are going away, anyway.
       However, when your opposition rolls a one, he has achieved an Epiphany. Instead
of you discarding all those high-rolling big clunky dice, he selects the dice that you must
discard. Your opponent may choose dice in front of you or dice in front of any of your
Lieutenants in any combination.
Lieutenants
       When you roll in dice from one of your Lieutenants, you may give those dice to
one of the other players at the table; they will then play that Lieutenant in the scene. Your
Challenge should usually introduce the Lieutenant into the scene and give them some
idea of how you expect them to help out.
       On their turn, other players running your Lieutenants may use those dice to make
Challenges of their own. While you cannot reroll those dice, you can use them to make
Challenges and take Stands. Your Lieutenant, on the other hand, can reroll them but may
not use your dice for their Challenges. Lieutenants are not required to make Challenges
on their turn, but they may only reroll dice if they make a Challenge afterwards.
       Unassigned Lieutenant dice may be assigned in the midst of play to retroactively
create a new Lieutenant or to make a bystander into a Lieutenant. If there is a player at the
table uninvolved in the scene, they may immediately begin playing this Lieutenant.
AGORA: how shall we live?                                                       page 13 of 23
   Example: Lieutenants
           It's Nathan's turn to make a Challenge, and he decides to bring in the Old
   One. He rolls the 3d4 assigned to the Old One and passes the dice over to Judson,
   who will be playing the Lieutenant. Nathan narrates, "And that night as the first day
   of labor is completed, the Mulong build a great bonfire outside the mine entrance,
   and the Old One sings them stories about their toiling for another's gain, and
   encourages them to work hard tomorrow because their toil is now for their own
   gain." Nathan then points at the two that he rolled with the Old One's dice and the
   two and three that he already has. "Three die Challenge."
           When it is Judson's turn, he rerolls the two d4s that came up 4s, and gets a
   two and a one for his trouble. Two plus two plus one is five, and so he uses all
   three dice for his own Challenge. "The next morning, before anyone else is awake,
   the Old One stirs the coals of the fire to bring it back to life, singing to himself. As
   the fire leaps higher, so does the Old One's voice, and soon he is shouting and
   clapping, waking the workers with a rousing song for their next day of noble labor."
   He'll lose the die that rolled 1 to Burnout, but his Challenge probably does some
   damage to Jason's pool.
Surrender
       Scenes end when one side decides not to continue and surrenders. Players may
only surrender between exchanges of Challenges and Stands; players may not surrender
instead of taking a Stand. When a player surrenders, they lose their stakes but do get to
narrate a cliffhanger to the end of the scene.
       If a player decides to surrender when it is their turn to make a Challenge, they may
attempt to gain a Surrender Epiphany. This is an advantage to be used later that the
character is able to extract from the conflict despite losing the stakes. The surrendering
player rolls their Burnout pool. If any of the dice roll ones, the player may keep one of
them to use as an epiphany in a later scene.
        If the player is the last to surrender out of a conflict, they earn the right to narrate a
cliffhanger, a turnabout at the end of the scene that introduces a surprise or new element
to the scene. A good cliffhanger suggests later scenes and conflicts. Cliffhangers cannot
negate the stakes that the other side wins, but they can complicate them.
  Example: Surrender
         Jason can see that he's going to run out of dice if he tries to push through
  another round. He does not think that he'll be able to get Nathan to roll in his
  fourth ideal, so he decides to surrender. He waits until the round is over before he
  surrenders so he can try for an epiphany.
         For the epiphany, he rolls his Burnout pool, which consists of a 1d4, a 1d6,
  and 2d8. He rolls two ones and keeps one of them as an epiphany. The die is
  recorded on the obstacle sheet for when the Horizon's Teeth is used again in a later
  scene. It might be used to narrate a collapse of mining tunnels, some misplaced
AGORA: how shall we live?                                                    page 14 of 23
   explosives, or similar advantage.
          As his cliffhanger, he narrates that from their vantage atop the mountain
   range, the miners spot smoke from a settlement's fires off in the distance. They have
   neighbors -- and judging by the amount of noise they've been making, the
   neighbors know they're there.
   Example: Spoils
          Nathan and Judson beat the Horizon's Teeth. Nathan looks over the
   Complications that Jason assigned to the mountain and decides he can make use of
   "Lava Flow 3d8." He strikes that off of the Obstacle card and narrates, "Through
Fallout
        Once a scene is over, count up the number of Ideals that you rolled to measure
your character's investment in the scene. Your investment determines the die size of your
fallout pool and the Obstacle's reward. If you used only one Ideal, the die size is d10; if
two, roll d8s; if three, roll d6s; and if you used all four Ideals, your fallout dice will be d4s.
       The player who ran your Obstacle immediately adds a number of d10 Resource
dice to their Unassigned d10s equal to the number of Ideals you used in the scene.
        Count up the dice in your Fallout pool, turn them into the appropriate die size, and
roll them.
       For each die that rolled four or less, you must add, change, or remove one word
from the Ideals you used in the scene.
      For each one that you rolled, you must use one of your opponent's keywords to
add or replace one of the words in your Ideal. A Keyword is any word that isn't a
preposition, article, or conjunction.
   Example: Fallout
           In the course of the scene, Nathan rolled in three of his Ideals. His Fallout
   dice will be counted in d6s. For getting Nathan to use three Ideals, Jason
   immediately adds 3d10 to his unassigned dice on his own character sheet.
           Nathan also accrued three Fallout dice over the course of the scene, so he
   rolls 3d6, getting a four, a three, and a one. He must change three words in his
   Ideals, and one of them must swap in one of the keywords from the Positions of the
   Horizon's Teeth. The keyword "treasure" looks useful, so he rewrites his Plutonic
   Ideal to read, "Greed creates and commerce animates and treasures adorn all
   worthwhile things."
Player-versus-Player Scenes
       Through the course of play, player characters may come into conflict with each
other. There's nothing wrong with that, and it can be very entertaining. When two players
are opposed, however, the distribution of the other players' roles change. Other players
must first play Lieutenants of the Leaders in the scene, divided equally between Leaders.
There is only an Obstacle if the number of other players is not divisible by the number of
Leaders.
       In a three player game with two Leaders in opposition, the third player plays an
Obstacle.
       In a four player game with two Leaders in opposition, the third and fourth players
play Lieutenants, one Lieutenant for each Leader.
       In a five player game with two Leaders in opposition, the third and fourth players
play Lieutenants and the fifth player plays the Obstacle.
       In a five player game with three Leaders in opposition, the fourth player plays an
AGORA: how shall we live?                                                      page 17 of 23
Obstacle and the fifth player plays a Lieutenant of the Obstacle.
        At the end of the scene, the winner selects one of his opponent's Ideals and raises it
by one die. He may then either take half of the dice in one of his opponent's Resources as
spoils or invite his opponent to select one of his own Ideals and raise it by one die.
Changing Sides
        If two players are both running their characters against a common Obstacle and, in
the course of the scene, one of the characters has a change of heart, well then... great!
Players always direct their Challenges at one or more other players. There's nothing to
prevent you from flipping your loyalties and directing your Challenges against the other
player, and there's no reason why the Obstacle must continue to target you with its
Challenges. If you beat the other player and then surrender, you "lose" the stakes that you
had started the scene with (the ones you didn't want any more any way) and one of your
Ideals is increased by one die by the Obstacle.
       Players should not switch sides when playing Lieutenants, as this more-or-less
constitutes a betrayal of trust between players. You are playing the Lieutenant for your
fellow player, and you should not take advantage of that trust. You are, however, perfectly
capable of making Challenges directed against the common Obstacle that may differ from
how the other player expects you to act. If you really don't want to slaughter the yetifolk to
build that monorail through their territory, you are perfectly allowed to barter with them or
attempt other means of pursuing the established stakes.
Swapping in Resources
Refining Resources
       You may use your spoils to replace an equal number of differently-sized dice in an
existing Resource. This allows you to "upgrade" (or downgrade) a Resource assigned to a
Lieutenant. You may then reassign the dice that were replaced (so if you used 2d4 to
replace those 2d8s, you can then assign 2d8 somewhere else).
Conversion
      You're in the midst of tense negotiations with an Ardent rector whose fanatical army
has been giving you trouble. Your Obstacle has rolled in dice for the rector's political
savvy and his High Paladin commander. You assign some d10s to the Abbess -- she's
been swayed by your conviction and charm, and now she's supporting you in the talks.
You can even hand her to an idle player and let him play her on your side.
Betrayal
       You're in a player-versus-player scene, and your opponent just Burned Out the last
die of one of his Lieutenants. Quick -- assign a couple d10s to a new Lieutenant of the
same name, roll in those dice, and hand them to the player who was running the Burnt-
Out Lieutenant. The Lieutenant is revealed as a turncoat! Narrate how you got them on
your side as part of your Challenge, and watch the damage fly!
Customizing Agora
        What is provided here is a skeleton of a game, compiled under the assumption that
you will take it and do as you will with it. Some players will be happy to play with the
fiddly bits that have been provided; other players will want to make their own fiddly bits or
transplant the game to an entirely new setting. That's great -- here are some suggestions
and guidelines for doing so.
Alternate Settings
       It isn't too hard to dream up alternate settings with similar problems and
interactions. There are three necessary ingredients:
       1) lots of people following a handful of ideogogues
       2) engaged in conflict where the friction is not quite open war
       3) big stakes of how the whole world works afterwards
       Here are some examples:
     Generation: how shall we live?         Life aboard a generation ship on its way to
humanity's last hope for survival.
      Costumes and Crises: how shall we live? The emergence of superpowers reshapes
the world.
       Thunderdome: how shall we live? After the global war, humanity rebuilds itself.
      King Philip: how shall we live? In 1675, British colonies dot the Atlantic coast in
equal numbers as indian settlements. Then the colonists lose contact with the British
homeland.
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