What a beat is

A beat is the simulation's unit of slow time, fifteen seconds of wall clock and twenty or twenty-four to a party. It is the only moment at which heat cools, energy returns, trust drifts and a room makes a decision.

A beat
15 seconds
A party
20 beats / 5 min, or 24 / 6 in the Syndicate
Taps (Midnight)
beats 10, 16, 20
Ballot (The Cut)
beats 4, 8, 12, 16, 20
Counts (Syndicate)
beats 8, 16, 24

What only happens on a beat

  • Heat cools and energy comes back.
  • Trust drifts between people who have been standing together.
  • Awkwardness expires (AWKWARD_BEATS), cooldowns tick down (WALK_COOLDOWN), settle periods elapse (SETTLE_BEATS).
  • The room decides: a tap, a ballot, a count.

What does not wait for one

Actions. Somebody whose cadence comes round mid-beat acts mid-beat. Beats are a physics schedule, not a turn order.

Beats are how the rules address time

Every gate in the system is written in beats: Nyx cannot ally before beat 12, the taps land at 10, 16 and 20, you cannot walk out on people you sat down with two beats ago. That is what makes rigs and rules portable between the live room and the headless dry-run, where a beat is an iteration.

It also gives a watcher something to count. "Next tap 2:14" is a deadline, and a deadline is most of what makes the last three beats of a party worth staying for.

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