Difference between revisions of "SolarBureaucracy/BogMod"

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There are a variety of factors that go into being able to guide an organization to one end or another.  Manpower, wealth, influence and many other factors all add up to limit and permit what a group can achieve.  Yet a Lawgiver is an economy unto themself and those organizations they favor find they are able to do more than what their limits might otherwise dictate.  A Solar in a leadership position within an organization can activate this charm to provide their permanent Essence in Capital to an ongoing project the organization is taking or to the organizations Capital pool.  This bonus Capital exists only so long as the Solar commits the motes.  An organization can only benefit from one use of this charm at a time though subsidiaries of it can benefit from use of this charm.
 
There are a variety of factors that go into being able to guide an organization to one end or another.  Manpower, wealth, influence and many other factors all add up to limit and permit what a group can achieve.  Yet a Lawgiver is an economy unto themself and those organizations they favor find they are able to do more than what their limits might otherwise dictate.  A Solar in a leadership position within an organization can activate this charm to provide their permanent Essence in Capital to an ongoing project the organization is taking or to the organizations Capital pool.  This bonus Capital exists only so long as the Solar commits the motes.  An organization can only benefit from one use of this charm at a time though subsidiaries of it can benefit from use of this charm.
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<b>Nation Building Spirit</b><br>
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<b>Cost:</b> 12m, 1wp; <b>Mins:</b> Bureaucracy 6, Essence 6; <b>Type:</b> Simple<br>
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<b>Keywords:</b> Native<br>
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<b>Duration:</b> Indefinite<br>
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<b>Prerequisite Charms:</b> Bureau-Rectifying Method, Insightful Buyer Technique, Halo of Ministerial Dominion
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Where the Lawgivers rule some measure of their glory and excellence is shared by those who labor under them.  The people become productive and nations and businesses strive to grow and build and improve transforming the lives of nations.  Upon activating this charm the Solar names an organization that the Solar is a recognized leader of.  All Grow Asset actions taken by that organization, subsidiaries of that organization have their base difficulty reduced by one and cumulative difficulty reduced by 2.  In the First Age the nature of the Deliberative prevented this charm from aiding all of Creation instead individual Solars were forced to learn this charm on their own to enhance their principalities.
  
 
== Comments ==
 
== Comments ==
 
2 charm ideas.  Charm idea For everyone season you commit it for, the organization gains a point of magnitude and influence.  Charm 1: Bureaucracy charm, lets you track down or regain anything taken from you that you didn't give up.
 
<Trax_> Motivation is To restore her homeland to it's Ancient Glory.
 
<Trax_> Condition is: The character's Intimacies or Motivation comes into conflict.
 
<Bog_Mod> So, a Solar with this charm who is forced out of his position as CEO of one company, quickly finds himself taking the reigns of a similar one.  Or having found his wedding ring stolen, the Solar can follow the thief.
 

Revision as of 07:22, 11 April 2012

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Pretender Denial Method
Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 3; Type: Simple
Keywords: Mandate, Combo-Basic, Mirror(False King's Weakness)
Duration: Indefinite
Prerequisite Charms: Foul Air of Argument Technique

It is to the Solar Exalted that the Unconquered Sun granted the Mandate of Heaven so that they might rule and so should other try to organize and run things they go against the order of Creation. A Solar goes to the main base of his opponents organization and makes the same mudra that the Unconquered Sun did to grant his Chosen their dominion. In so doing the world turns away from the pretender. The Solar rolls Intelligence + Bureaucracy + Influence in a dramatic action to take away their rulership. This may be opposed by those in power. Success means that until the Solar releases the motes the affected target is reduced to Backing of 0 in that organization and can no longer count as a Savant, Sorcerer or Legitimate Sorcerer for Mandate actions and rules. They can still accomplish things by personally appealing to the new leadership but must work through others. This charm can not be used against other Solar Exalted and it is rumored that even trying so angers the Gods.


Righteous Leadership Style
Cost: -; Mins: Bureaucracy 4, Essence 3; Type: Permanent
Keywords: Emotion, Mirror(Ministry of Fear Technique)
Duration: Permanent
Prerequisite Charms: Speed the Wheels

Those who are so blessed as to find themselves working under the wisdom of a Solar quickly grow dedicated to their leader. Each scene the Lawgiver spends commanding those under her command in an organization counts as a scene building an Intimacy of adoration in them towards her. Those who develop such intimacies cannot take any actions that would knowingly harm their leader or remove her from her position, unless they spend one Willpower point per day to overcome the unnatural mental influence of this Charm.


Sell High Technique
Cost: 6m, 1wp; Mins: Bureaucracy 5, Essence 3; Type: Reflexive
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Any Bureaucracy Excellency, Frugal Merchant Method, Insightful Buyer Technique

Some things are worth more than mere jade. The Eclipse Caste can trade jade for service or service for jade. Even if something is normally not for sale the Lawgiver can find the price. The Solar uses this charm while or immidiently after interacting with a target. The Solar's player rolls Perception + Bureaucracy. The difficulty of this roll is 1, but subtract an external penalty of the target's (Manipulation + Socialize)/2 from the successes on the Bureaucracy roll. On a success the Solar intuitively understands what price they would want for a service or something they possess. Alternatively the Solar can name a price or service and will understand what the target would give for that. If the Solar meets the price the target is compelled to accept the offer. This compusion is a form of Unnatural Mental Influence costing 3 willpower to resist.


Gloried Kingdom Ascendant
Cost: -; Mins: Bureaucracy 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Servant-Rewarding Benevolence

While Lawgivers claim that their nature and powers let them serve justly and with wisdom that is but propaganda. There claims that what they lead knows success however is all too true. This charm permanently enhances its prerequisite. The charm now can enhance Essence social units and lasts a year unless the Solar ends the charm early. A second purchase at Essence 5 allows the Solar to extend the benifits of this charm to every group he has authority over.


Dispersed Locus Management
Cost: 7m; Mins: Bureaucracy 5, Essence 4; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Bureau-Rectifying Method

A Solar's court is where they are. The center of their empire's are themselves. A Lawgiver growing into the fullness of his power surpasses the limitations which bind lesser organizations. No longer does the Solar have to work through intermediaries or hope to be in their main strongholds to affect change and provide direction but from the smallest office or outpost can they manage the whole. While this charm is active and the Solar is within an official building or location of the Solar's empire wether mercantile, governmental or military the Solar operates as if they were at their headquarters proper. The information and reports they were intended to receive they become aware of mentally without needing to read them or hold them in their hands. They can dispatch orders which appear in the in boxes of their subordinates on softly golden glowing yellow paper. Mechanically this charm would reduce penalties on Bureaucracy dramatic actions based on the size of an organization or the Solar's seperation perhaps from the center of their power by the Solar's Essence or where possible divides the time needed for the action by the Solar's Essence. They can take actions that would normally not be viable such as a Solar conducting a review looking for embezzelers without needing to wait for the account books to arrive to review the numbers. A Solar acting as a relay in a military unit can use this charm to count as all the relays needed for a unit incidentally.


Paid With the Sun's Coin
Cost: 4m; Mins: Bureaucracy 4, Essence 3; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Insightful Buyer Technique, Frugal Merchant Method

There are a variety of factors that go into being able to guide an organization to one end or another. Manpower, wealth, influence and many other factors all add up to limit and permit what a group can achieve. Yet a Lawgiver is an economy unto themself and those organizations they favor find they are able to do more than what their limits might otherwise dictate. A Solar in a leadership position within an organization can activate this charm to provide their permanent Essence in Capital to an ongoing project the organization is taking or to the organizations Capital pool. This bonus Capital exists only so long as the Solar commits the motes. An organization can only benefit from one use of this charm at a time though subsidiaries of it can benefit from use of this charm.


Nation Building Spirit
Cost: 12m, 1wp; Mins: Bureaucracy 6, Essence 6; Type: Simple
Keywords: Native
Duration: Indefinite
Prerequisite Charms: Bureau-Rectifying Method, Insightful Buyer Technique, Halo of Ministerial Dominion

Where the Lawgivers rule some measure of their glory and excellence is shared by those who labor under them. The people become productive and nations and businesses strive to grow and build and improve transforming the lives of nations. Upon activating this charm the Solar names an organization that the Solar is a recognized leader of. All Grow Asset actions taken by that organization, subsidiaries of that organization have their base difficulty reduced by one and cumulative difficulty reduced by 2. In the First Age the nature of the Deliberative prevented this charm from aiding all of Creation instead individual Solars were forced to learn this charm on their own to enhance their principalities.

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