Difference between revisions of "GregLink/SolarBureaucracy"

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<b><i>Assuming the Place of the Creation-Prince</i></b>
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#REDIRECT [[SolarBureaucracyGregLink/SolarBureaucracy/GregLink]]
<b>Cost</b>: 2m/die
 
<b>Duration</b>: Instant
 
<b>Type</b>: Supplemental
 
<b>Minimum Bureaucracy</b>: 2
 
<b>Minimum Essence</b>: 1
 
<b>Prerequisites</b>: None<br>
 
With an insight not granted simply by business acumen, but by Essence, the Solar Bureaucrat is a powerful force to be reckoned with. When performing a bureaucracy-related task, the Solar can assume his mantle of leadership more clearly, and more carefully, purchasing additional dice of bureaucracy for a cost of 2m per die.
 
 
 
<b><i>Financier's Masterful Eye</i></b>
 
<b>Cost</b>: 3m
 
<b>Duration</b>: One evaluation
 
<b>Type</b>: Simple
 
<b>Minimum Bureaucracy</b>: 2
 
<b>Minimum Essence</b>: 2
 
<b>Prerequisites</b>: Assuming the Place of the Creation-Prince<br>
 
While all businessmen have opinions, few opinions carry the weight of the Solar Exalted. The opinions formed by such men are not just based on experience or training, but on the raw flows of creation itself. When evaluating a business or business plan, the Solar can choose not to rely on simply his own skill, but on the thrum of the universe itself. This charm may be activated anytime the Solar is called upon to verify the promise of a given bureaucratic plan, such as a troop organization, business model, or even food allocation program. The Solar first obtains all information he can about the plan, through things such as business plans, troop listings, and firsthand experience. He then rolls a standard Attribute+Bureaucracy roll (with the relevant attribute determined by the Storyteller based on the situation), at a difficulty determined by the amount of accurate information the Solar had available. A difficulty 1 task is one where the Solar has firsthand information, such as talking with the head of a particular guild caravan, or has met many of the troops and officers in a given army. A difficulty 5 task is one where little to no accurate information is available, such as "Deploying the 7th legion to defend the South, and leaving the 5th legion to defend the North", when one has only heard rumors of the effectiveness of either army, and of the situations developing at the opposing poles. With a single success, the Solar can determine whether this given model would be considered 'above average' or 'below average'. Each additional success scored gives additional information about the likely quality of the plan or business, dividing into another two categories per success. For example, if 3 successes are rolled, the plan would fall into one of 8 categories, such as "top 1/8 possible, second 1/8, ..." down to "7/8 of all ideas are better than this one". This is especially useful when evaluating where to invest one's time and resources, as one can clearly sift the well-run organizations from those doomed to fail.
 
 
 
<b><i>A Penny Saved...</i></b>
 
<b>Cost</b>: 2m
 
<b>Duration</b>: As specified at charm activation
 
<b>Type</b>: Simple
 
<b>Minimum Bureaucracy</b>: 3
 
<b>Minimum Essence</b>: 3
 
<b>Prerequisites</b>: Asssuming the Place of the Creation-Prince, Frugal Merchant Method<br>
 
While some Solars have the ability to estimate the price of a given object in any market of their choosing, allowing them to travel great distances merely to find a good deal, others have found another approach. By simply watching and waiting, the Solar makes her purchase at the best possible moment, getting the lowest price available in a given time frame. When first activating this charm, the Solar determines how long she is willing to wait to make her acquisition, and commits the cost of the charm. During this time period, the Solar must make at least a cursory effort to find different vendors and obtain superior pricing. At the end of the specified time period, the player is told the lowest possible price that the desired product was available for during the shopping phase, and the character may opt to buy the item for exactly that price. This effect allows the character to get the best possible price possible in a given time frame, even if the Solar was not present for a particular sale, or the sale price would have expired by the end of the time frame. The Solar gains no benefit from this charm unless she allows the full time period to elapse while bargain shopping. Once the best price has been determined and the time elapsed, the Solar still purchases the item in a traditional fashion, allowing them to apply other 'pressures' to obtain yet further price discounts, if desired.
 
 
 
<b><i>...is a Penny Earned</i></b>
 
<b>Cost</b>: 2m
 
<b>Duration</b>: As specified at charm activation
 
<b>Type</b>: Simple
 
<b>Minimum Bureaucracy</b>: 4
 
<b>Minimum Essence</b>: 3
 
<b>Prerequisites</b>: A Penny Saved...<br>
 
Much as biding her time allows a Solar to find the best possible price on an item in a given time frame, with a bit more skill, the Solar can also exploit their patience to find more desperate buyers. Much as in "A Penny Saved...", at the time the charm is activated, the Solar specifies a time frame in which they're willing to wait for a buyer. During this time, they must make at least a cursory effort to find buyers in a given region, which might include techniques such as advertising, talking with resellers, or working at a suitable storefront. At the end of the timeframe, the character may opt to sell the item for the best possible price obtained during this time frame, regardless of when the original offer was first made. As in the previous charm, this sale occurs in a traditional fashion, allowing the use of other 'hard sell' techniques if so desired.
 
 
 
=== Comments, Questions, and Snide remarks ===
 
First off, /SolarBureaucracyOldComments
 
 
 
The general gist of them was that the second charm, as written, allowed you to do things like "If I were to pit the 7th legion against the oncoming Alchemical menace, who would win?" without knowing anything about anyone. I added a difficulty modifier to the roll to help fix the 'prescience' part of the charm. Does it help enough? - GregLink
 
 
 
:That's a lot better.  It plays to the Solar strengths of knowing something about everything, but not being actual seers.  A Solar who wants to use the Charm to analyze unknown situations must then go in and learn something about them first (and thereby hangs a tale, etc.).  Looks good -- BillGarrett
 

Revision as of 08:06, 5 April 2010