Difference between revisions of "BogModAlternateSidereals/Bureaucracy"
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Some people say time is money. They are wrong. Sidereals know that there is never enough time. What can be done with the Maiden of Hours no more? If she ever existed of course. The Viziers never feel they have enough time though and even less time to waste on pointless delays that organizations bring. This charm supplements an attempt by the Sidereal to start a Bureaucracy project or interact with a group. Any effects which would delay the group starting are cancelled out. There are some limits to this effect. First of all there are some delays which make projects impossible. If the local metalworkers guild doesn't have materials they can't start making swords. If the course the Sidereal wants to get started is unrelated to the group's purpose it won't help either. She can't get the ministry of finance to start a war. Finally if the project she wants to get started is cancelled or expressly forbidden by the group's leader well thats that. Aside from those problems bureaucratic red tape doesn't exist for her. | Some people say time is money. They are wrong. Sidereals know that there is never enough time. What can be done with the Maiden of Hours no more? If she ever existed of course. The Viziers never feel they have enough time though and even less time to waste on pointless delays that organizations bring. This charm supplements an attempt by the Sidereal to start a Bureaucracy project or interact with a group. Any effects which would delay the group starting are cancelled out. There are some limits to this effect. First of all there are some delays which make projects impossible. If the local metalworkers guild doesn't have materials they can't start making swords. If the course the Sidereal wants to get started is unrelated to the group's purpose it won't help either. She can't get the ministry of finance to start a war. Finally if the project she wants to get started is cancelled or expressly forbidden by the group's leader well thats that. Aside from those problems bureaucratic red tape doesn't exist for her. | ||
+ | ---------- | ||
+ | <b>Causal Weaving Method</b><br> | ||
+ | <b>Cost:</b> 2m; <b>Mins:</b> Bureaucracy 1, Essence 1; <b>Type:</b> Reflexive<br> | ||
+ | <b>Keywords:</b> None<br> | ||
+ | <b>Duration:</b> Special<br> | ||
+ | <b>Prerequisite Charms:</b> None | ||
+ | |||
+ | Thousandfold are the ways that fate can play out. The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future. Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along. Using this charm the Sidereal becomes aware of a small detail relating to Saturn's perview that the Sidereal must help along. Perhaps they must ensure the doctor is delayed and the patient does not receive the care they need. Or to ensure the doctor makes it on time. This event is chosen by the Storyteller and should generally not put the Sidereal in harms way though it may make them do things that due to their nature they would find a bit unpleasent. Knowing it is for a future good provides only so much comfort when the Sidereal has ensured a child will be served improperly cooked food and die from it. See page 52 of the MoeP: Sidereals for an example mission. | ||
+ | |||
+ | If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll. In combat this must be declared in Step 1 for attacking and Step 2 for defending. In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms. The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task. The reroll remains stored indefinitely. | ||
+ | |||
+ | This charm also exists as a War, Socialize, Survival and Lore charm. A Sidereal who knows one version of this charm may learn the others at a cost of 2xp even if they do not meet the Ability minimums. For each additional version of this charm they know a Vizier can store an extra reroll. Missions can be from any of Maiden interests the character knows a charm for and just because a character did say a Battles oriented mission before doesn't mean she can't get it again. | ||
+ | |||
+ | A Storyteller should not let a Sidereal churn through events constantly using this power. Sometimes there are simply no events in the local area needing a fate push. Areas with lots of Essence users or out of Fate beings though tend to make this charm more needed. This charm can not be activated in the Wyld though its reroll function can be. | ||
+ | ------------- | ||
+ | <b>Causal Nexus Manipulation</b><br> | ||
+ | <b>Cost:</b> -; <b>Mins:</b> Bureaucracy 4, Essence 3; <b>Type:</b> Permanent<br> | ||
+ | <b>Keywords:</b> None<br> | ||
+ | <b>Duration:</b> Permanent<br> | ||
+ | <b>Prerequisite Charms:</b> Causal Weaving Method | ||
+ | |||
+ | With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe. | ||
+ | |||
+ | [[BogModAlternateSidereals]] | ||
== Comments == | == Comments == |
Revision as of 05:28, 28 June 2010
Bureaucracy is the Haywain.
Sickness of the Group Technique
Cost: 8m; Mins: Bureaucracy 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Bureaucracy Excellency
The first step in an organization's death is internal corruption. After spending several hours interacting with an organization the group grows corrupt and lazy. Actions taken by members of that organization, within the purview of that group, suffer an external penalty equal to the Sidereal's Essence. The leader of an organization can restore the group to proper productivity by making a Intelligence + Bureaucracy roll at a difficulty of the Sidereal's Bureaucracy. They can keep trying once a month until they succeed or the Sidereal lets the charm end.
Greased Wheel Advancement
Cost: -; Mins: Bureaucracy 4, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sickness of the Group Technique
While it is useful to cripple an organization sometimes some aspect of them the Sidereal wants use out of. Luckily while they are corrupt there is always that little bribe to help get things flowing smoothly. This charm permanently enhances its prerequisite. When the Vizier uses Sickness of the Group Technique he can name a bribe condition. Money, sex, paintings, whatever he can think of will work. When offered such things the penalty to productivity is removed. Something it will take several bribes to several people but the Sidereal knows at least what will work. Other people can determine the condition with a successful Intelligence + Bureaucracy roll at a difficulty of 3.
Fallen King Curse
Cost: 3m/dot; Mins: Bureaucracy 4, Essence 3, House of Endings 2; Type: Simple
Keywords: College, Combo-OK, Shaping
Duration: Indefinite
Prerquisite Charms: Sickness of the Group Technique
Not even the highest rulers of the land are safe from the ends that the Reckoners decide. When the will of the Viziers decides their time is up they find no one listening to their commands or their vaults holding any coin. First the Sidereal chooses a background he wants to reduce and spends several hours interacting with people in the organization. Backing, Command, Connections, Followers, Influence, Resources or Salary are all options. The Sidereal then rolls his Intelligence + Bureaucracy at a difficulty of the targets MDV + Rating in the background going to be reduced. On a successful roll the chosen trait is reduced by 1 dot for every 3 motes the Sidereal commits. Use of this charm against the Sidereal's superiors in Heaven is a Severity 4 offense at least. When the Sidereal stops committing the motes the Trait comes back in full. Money is available, servants return, people follow your orders once more.
Ruination to Greatness Technique
Cost: 15m, 1wp; Mins: Bureaucracy 5, Essence 4, House of Endings 4; Type: Simple
Keywords: College, Combo-Basic, Shaping, Social
Duration: Instant
Prerequisite Charms: Fallen King Curse
Saturn is the Goddess of Endings it is true but the ends she brings are not the final sort that the Neverborn would bring if they had their way. Her endings bring new things. While empires may fall to ruin new ones will grow out of them and stronger then ever before. A Sidereal must think very hard before using this charm. Used right it can purge undesireable traits from an organization but if used unwisely what it brings about will be worse then what it was. The Sidereal rolls Charisma + Bureaucracy against a difficulty of the targets MDV + Essence. If he succeeds the organization will turn against its leaders. Some will actively try to replace them, some may just try to remove them. Regardless this disruption will continue over the course of a season. If the group in charge can survive and maintain control the aftereffects will see weakness and inefficiency purged from the organization and a more loyal group under them. If they can't the entire group will collapse and something new will form in its place. A charm to gaurd against Shaping effects when this charm is used will stop it but once it is going those in the organization must be individually freed of the shaping effect on them.
This charm is mostly intended for story use and how things play out should be in the Storyteller's(Fate's) hands. If PCs are in control of the organization or part of it this can be the start of a whole slew of stories for them. This charm does not work against an organization more then once in a story even if multiple Sidereals use this charm. Any group that wins out over it is immune to this charm from that Sidereal forever. If they move on to new organizations that new one can be targeted but the old one remains inviolate. This charm can not work on those of greater Essence.
End Delay
Cost: 4m; Mins: Bureaucracy 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Bureaucracy Excellency
Some people say time is money. They are wrong. Sidereals know that there is never enough time. What can be done with the Maiden of Hours no more? If she ever existed of course. The Viziers never feel they have enough time though and even less time to waste on pointless delays that organizations bring. This charm supplements an attempt by the Sidereal to start a Bureaucracy project or interact with a group. Any effects which would delay the group starting are cancelled out. There are some limits to this effect. First of all there are some delays which make projects impossible. If the local metalworkers guild doesn't have materials they can't start making swords. If the course the Sidereal wants to get started is unrelated to the group's purpose it won't help either. She can't get the ministry of finance to start a war. Finally if the project she wants to get started is cancelled or expressly forbidden by the group's leader well thats that. Aside from those problems bureaucratic red tape doesn't exist for her.
Causal Weaving Method
Cost: 2m; Mins: Bureaucracy 1, Essence 1; Type: Reflexive
Keywords: None
Duration: Special
Prerequisite Charms: None
Thousandfold are the ways that fate can play out. The world is not a simple place and there are never enough people working to ensure the proper progression of Creation's future. Vizier's though can sense the skein of things to come and where events are a bit more loose and need to be helped along. Using this charm the Sidereal becomes aware of a small detail relating to Saturn's perview that the Sidereal must help along. Perhaps they must ensure the doctor is delayed and the patient does not receive the care they need. Or to ensure the doctor makes it on time. This event is chosen by the Storyteller and should generally not put the Sidereal in harms way though it may make them do things that due to their nature they would find a bit unpleasent. Knowing it is for a future good provides only so much comfort when the Sidereal has ensured a child will be served improperly cooked food and die from it. See page 52 of the MoeP: Sidereals for an example mission.
If the Sidereal accomplishes it at any point in the future on any single roll the Sidereal may reroll any failed dice on the roll. In combat this must be declared in Step 1 for attacking and Step 2 for defending. In the case of defending this effect improves the character's DV by half for one attack and does not count as counting towards DV cap granted by charms. The charm costs 2m to activate and that 2m remains committed until the Sidereal ensures the event comes to pass or the event passes and the Sidereal fails at their task. The reroll remains stored indefinitely.
This charm also exists as a War, Socialize, Survival and Lore charm. A Sidereal who knows one version of this charm may learn the others at a cost of 2xp even if they do not meet the Ability minimums. For each additional version of this charm they know a Vizier can store an extra reroll. Missions can be from any of Maiden interests the character knows a charm for and just because a character did say a Battles oriented mission before doesn't mean she can't get it again.
A Storyteller should not let a Sidereal churn through events constantly using this power. Sometimes there are simply no events in the local area needing a fate push. Areas with lots of Essence users or out of Fate beings though tend to make this charm more needed. This charm can not be activated in the Wyld though its reroll function can be.
Causal Nexus Manipulation
Cost: -; Mins: Bureaucracy 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Causal Weaving Method
With greater understanding the Vizier can help to manipulate events to provide aid to other fate events they themselves are not shaping. This charm enhances its prerequisite letting the Sidereal apply the rerolling failed dice effect to anyone they can observe.