DualMegami/SolarBureaucracy1e
So, I've heard that Solars can't do funky stuff with their bureaucracy. Personally, I'm under the impression solars can do anything except shapechange easily, void circle necromancy and astrologize.
[NEEDS A NAME!]
- Cost: 10 motes
- Duration: One Day
- Type: Simple
- Minimum Bureaucracy: 3
- Minimum Essence: 2
- Prerequisites: None
For the duration of the day, the Exalt using this charm is able to pass through walls, ceiling and floor as easily as if they were air. This must be the particular Exalt’s place of power. (A sorcerer may opt to use this ability on his manse, just as a Zenith King may choose his castle, barbarian leaders may choose their camp, etc.) This does not work anywhere else. In addition, she will never get lost in the building. She does not move any faster, though her travel throughout a building will be less impeded. The motes for this charm must remain committed.
Omniscient Master Method
- Cost: 10 motes, 1 willpower
- Duration: One scene
- Type: Simple
- Minimum Bureaucracy: 5
- Minimum Essence: 3
- Prerequisites: [NEEDS A NAME]
For a scene, the Exalt becomes acutely aware of everything going on within her place of power (as defined by [prior charm]). She adds her Essence in dice to all Perception-based rolls (this adds to her normal die-adder cap. Consider Bureaucracy the ability for this purpose). Add her Essence to the difficulty of all negotiations against her. She may reflexively spend an additional mote to sense what is going on in a room she is not present in. She must know what room it is. The motes for this charm must remain committed.
Unending Reign Style
- Cost: 15 motes, 1 willpower, 1 experience point
- Duration: Permanent
- Type: Simple
- Minimum Bureaucracy: 5
- Minimum Essence: 5
- Prerequisites: Omnicient Master Method
The Exalt pays for this charm once, attuning his whole self to his place of power (if this place of power has been determined to be a manse, he still pays the cost. This is a different sort of attunement) and expending a bit of his life experience to seal the place to his soul forever. While the place of power stands, he cannot be knocked below –4, unless he was already there. (For Example, a king returns from war severely wounded (at –4) and assassins attack him in his bedchamber—he can then be reduced to incapacitated and killed) This has no effect on battles not fought on his own turf. Should he fight a war on the other side of Creation, he can just as easily be knocked to –4 as anyone else. This charm has its negative effect. If his place of power is ever destroyed, he must take his Bureaucracy in dice of unsoakable lethal damage. Destroyed in this case should be Storyteller discretion, though I typically say completely razed "burned down, fell over and THEN sank into the swamp" means destroyed.
Ok, concerning the previous charm, I'm thinking permanent may be a bit much. My original intent was to have it last a scene and cost just 15 motes, 1 wp. the rest of the requisites remain the same. What do you think?