*Ok, so it's all coming together now!*
*My envisions a lovely dish of checks and balances, all wrapped into flexible story telling for power in a crime syndicate!*
Compelling Storytelling as Glue
Storytelling is not secondary in the game, it is a mandatory part of it! So far we haven't linked the trust-dice rules and success levels to the story concept. We'll solve that now by adding a concept, and expanding on the boss' roll in each story. These together become a rule called: Reward of Conflict Determination!
Reward for Conflict Determination
When the principal tells the a story, and the cast interacts taking on the roles of opposition and friend alike in the telling, sometimes conflicts occur. This is when the vision of what happens differs and an agreement can't be reached. In this case, one of two things happen. If it's declared a trivial matter by the boss, the principal always wins or the boss selects a winner from the two cast in conflict. If it's not a trivial matter, the boss elects the side that wins. After that the boss gets to descibe the final outcome and fallout of the conflict, and awards a presence point to the winner.
Presence Points
These are awarded for winning story conflicts, each makes your character more connected to the story. In essence, giving them stronger presence (hence the name). After a story is finished, the player with the highest presence is the presence 'winner' for that round of play. They get one presence (not a die but a level) for every full five points of presence handed out during that story (the sum of all players presence points). These presence levels can be spent to reroll stop dice, one reroll per level spent.