HAH. You only thought that I was done chewing on this bone because I hadn't posted anything for several weeks!
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New Keyword: MandateCharms with the Keyword 'Mandate' have a specific function for use with the Creation-Ruling Mandate subsystem, introduced in Masters of Jade. That use is described in the additional text.
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System Concept: Subversion and PropagandaIt is possible, using an Attack Asset Action, substituting Influence for Competence, to alter an Organization's Intimacies. Such efforts are typically made up of propaganda, gift giving, false flag operations or even direct subversion of influential individuals within the Organization.
An appropriate Protect Organization Action can help an Organization maintain internal integrity; in particular, many religious Organizations work to stamp out internal heresies, keeping a stricter control over the orthodoxy of the membership.
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System Concept: EmblemsOrganizations may be blessed or cursed with touches of the divine. Often, these marks are too subtle for daily consideration, but in the aggregate push an Organization towards or away from certain actions.
Savants call these marks 'Emblems'.
In many respects, Emblems are similar to Special Assets- however, they are something external to the Organization, and rarely under it's control.
Exalted see Emblems as a mixed blessing- they often allow the Chosen to influence Organizations without committing the time and essence that more pervasive control requires, but Emblems are also slower and more subject to failure.
If an Organization's Action would be boosted by more than one Emblem, the Leader chooses which takes precedence. If an Organization's Action would be contested by more than one Emblem, the one with the greatest Rank takes precedence. If multiple negative Emblems have the same Rank, the ST decides.
Emblems have a Rank, and may generally be reduced through the Attack Asset Action. Instead of Competence, Size or Reach, Emblems have Endurance; use an Emblem's Endurance in place of all other Asset when interacting with an Emblem.
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Charm Concept: Charms and Leadership Actions in the Creation Ruling MandateMany Charms of the Exalted duplicate, in whole or in part, Leadership Actions that may be undertaken within the Creation Ruling Mandate.
Such Charm-driven Projects do not require a Planning Period or Capital. However, unless otherwise specified, they do require the normal Interval to succeed, and may be Attacked as any other Project. Furthermore, if an Exalt is acting alone- only capable of making the attack because of their Charm - their Competence is assumed to be 0, unless otherwise specified by a specific Charm.
More unusually, a Charm-driven Project may suffer from a disaster, making it less likely to be accepted; however, for a disaster to strike a Charm-driven project, it must disrupt the subtle magic winding through the Organization. Such things rarely happen by chance.
A Charm-driven Project suffer automatic failure if it incurs an additional Capital cost, from being attacked or otherwise, equal to the invoking Exalt's Essence.
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Charm Concept: Antagonistic Leadership in the Creation Ruling MandateMany Charms of the Exalted partially or completely usurp control of an Organization away from it's nominal leadership- and leaders will tend to want to resist these effects.
If any relevant Leader in the Organization objects to the effect of the Charm, and the Exalt would not have authority to undertake the action without the Charm, then the effects become a contested roll. If the Charm in question is intimately tied to a particular action, use the Attribute + Ability best suited for the action; if there is no clear Leadership Action to tie the charm to, default to (Intelligence or Charisma) + Bureaucracy.
A Leader is relevant if they both object and would have the authority to either begin or halt a comporable Project themselves, or if they could provide consent to the Organization becoming a subsidiary to another Organization.
If the Exalt succeeds, the Charm takes effect normally. If the leader succeeds, the Exalt cannot attempt to use the same effect again until at least one interval has passed for the Project, defaulting to one month if there is no obvious Interval.
An Organization which has an appropriate Protect Organization project in place, such as one that reinforces it's internal integrity against interlopers, or one that is specially hardend via thaumaturgical rituals against the magics of the Solar Exalted, may apply the external penalty against the Exalt's roll.
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SOLAR BUREAUCRACYInsightful Buyer Technique (p. 231)New Keyword: Mandate
Duration: Indefinite
If used to supplement a Leadership Action, this Charm acts as a Special Asset of Rank (Essence) for purposes of buying and selling goods. It is especially useful and appropriate for Grow Asset (Wealth) actions, but any Action which focuses on buying and selling- particularly trading improbable goods in improbable markets -may benefit from it.
Speed the Wheels (p. 231)New Keyword: Mandate
Duration: One Leadership Action Planning Period
When used to enhance a Leadership Action, divide the planning period of the action by (Essence +1).
This has no impact on the Interval of the Project as a whole.
In order to use Speed the Wheels, you must either be a member of the Organization undertaking the Project, directly involved with the Project, or have spoken with the Leader in the past week.
Bureau-Rectifying Method (p. 231)New Keyword: Mandate
Duration: One Leadership Action
When used to enhance a Leadership Action, this reduces the Capital cost of the Project by (Essence), to a minimum of half the original Capital cost.
In order to use Bureau-Rectifying Method, you must either be a member of the Organization undertaking the Project, directly involved with the Project, or have spoken with the Leader in the past week.
Additionally, if the Project is successfully completed, the Organization gains an Emblem of 'Incorruptible', with Rank 1.
An Organization with this Emblem operates more smoothly and efficiently than otherwise possible, allowing it to ignore increases in Capital cost equal to the Emblem's Rank, as long as those increases come through social or bureaucratic means; your factors may not be bribed, but they can be taken as slaves despite their resolute natures.
Each successive Project completed with Bureau-Rectifying Method increases the Rank of this Emblem by 1, to a maximum of (Bureaucracy). It has Endurance equal to your Essence.
It automatically reduces in Rank once per year, if it has not been grown through use of Bureau-Rectifying Method over the past year.
Indolent Official Charm (p. 232)New Keyword: Mandate
Duration: One Leadership Action Planning Period
When used to attack a Leadership Action, multiply the planning period of the action by (Essence +1).
This has no impact on the Interval of the Project as a whole.
In order to use Indolent Official Charm, you must either be a member of the Organization undertaking the Project, directly involved with the Project, or have spoken with the Leader in the past week.
Foul Air of Arguement Technique (p. 232)New Keyword: Mandate
Duration: One Leadership Action
When used to attack a Leadership Action, increase the Capital cost of the Project by (Essence).
In order to use Foul Air of Arguement Technique, you must either be a member of the Organization undertaking the Project, directly involved with the Project, or have spoken with the Leader in the past week.
Additionally, if the Project suffers failure, the Organization gains an Emblem of 'Corrupt', with Rank 1.
An Organization with this Emblem operates less efficiently than otherwise possible, increasing the Capital cost of all it's Projects by the Emblem's Rank.
Each successive Project failed with Foul Air of Arguement increases the Rank of this Emblem by 1, to a maximum of to a maximum of (Bureaucracy). It has Endurance equal to your Essence.
It automatically reduces in Rank once per year, if it has not been grown through use of Foul Air of Arguement Technique over the past year.
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SOLAR SOCIALIZEWise-Eyed Courtier Method (p. 238)New Keyword: Mandate
Duration: One Shift Policy/Structure Leadership Action
Wise-Eyed Courtier Method allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around the Organization's beliefs.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.
Wild Revelry Approach (p. 238)New Keyword: Mandate
Duration: One Shift Policy/Structure Leadership Action
Wild Revelry Approach allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around the Organization's emotional context.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.
Taboo Inflicting Diatribe (p. 238)New Keyword: Mandate
Duration: One Shift Policy/Structure Leadership Action
Taboo Inflicting Diatribe allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around the Organization's members acting in a specific fashion.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.
Venemous Whispers Technique (p. 239)New Keyword: Mandate
Duration: One Attack Action
Venemous Whispers Techniqe allows you to make an Attack Asset, Attack Project or Contest Project Action.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.
The attack made with Venemous Whispers Technique must be primarily social in nature.
Understanding the Court (p. 239)Cost: 10m, 1wp
New Keyword: Mandate
With an active profile, you know all the standard Assets of an Organization, the leadership structure of the Organization, and any Special Assets which are people. You also learn of any immediate subsidaries, as well as any immediate parent Organizations.
Gathering the Congregation (p. 240)New Keyword: Mandate
Divide the successes on your Charisma + (Performance / Socialize) roll between Size and Influence. Size cannot be greater than (Charisma).
You gain an Organization with those Assets, as well as a Reach of 1, and Wealth and Competence determined by the available locals and what your spontaneous Organization's context is.
At the ST's discretion, you may be limited in the maximum available Size- you are calling people together, not summoning them from Elsewhere.
You may also temporarily seduce members away from other Organizations- potentially rendering Projects more costly or even outright impossible.
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OTHER SOLAR MANDATE CHARMSSun King's Radiance (p. 201)New Keyword: Mandate
A Solar with Sun King's Radiance, who is also a Leader of an Organization, imposes a -1 external penalty on any attempt for others to socially attack or subvert that Organization; this is cumulative with any efforts from an appropriate Protect Organization.
Sun King's Radiance provides no protection against attacks initiated by other Solar Exalted, by the Abyssal Exalted, or by the Green Sun Princes- either magical or mundane. It also provides no protection from attacks other than the social; the loyalty of your people will not save them from a barbarian raiding party's blades.
Food Gathering Exercise (p. 210)New Keyword: Mandate
Duration: One Reallocate Asset Action
This Charm acts as a Special Asset of Rank 3 for assisting in an appropriate Reallocate Asset Action, intended to change an Organization's Reach. It makes moving with inadequette supplies or other difficulties possible. Food Gathering Exercise cannot be used to assist an Organization with a Size greater than your (Essence /2).
Trackless Region Navigation (p. 211)New Keyword: Mandate
This Charm reduces the Interval by half for appropriate Reallocate Asset Action, intended to change an Organization's Reach. It may only be used if the Organization is crossing overland. Trackless Region Navigation cannot be used to assist an Organization with a Size greater than your (Essence /2).
City Moving Secrets (p. 211)This Charm increases the Size of an Organization you can assist with Survival Charms that bear the Mandate keyword by 1. It may be purchased a maximum of (Essence / 2) times.
Immanent Solar Glory (p. 218)New Keyword: Mandate
Each time a Solar initiates or completes a Project with an Organization as a Leader, he gains (Size) motes. This is the only way for a Solar to fill the additional Peripheral pool provided by purhcases of Immanet Solar Glory.
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Where's Solar War?Exalted's Mass Combat system is in an... interesting place, and an obvious desire could be to tear it out and replace it with the Creation-Ruling Mandate. However, while the Creation-Ruling Mandate is a useful tool for managing war as a whole, it is a poor tool for managing individual battles- and this is the area that Solar War particularly focuses upon. Thus, rather than try and cram a square peg into a round hole, STs are encouraged to provide significant bonuses for Exalts undertaking militaritic actions within the CRM with the advantage of Solar War charms- in particular, Commanding the Ideal Celestial Army, General of the All-Seeing Sun and Ideal Battle Knowledge Prana may act in the intermediate level between particular battles and the war as a whole.
Where's Solar Linguistics?Unlike the above Charms, Solar Linguistics is not generally displayed as a tool for acting on the Organizational stage, although it can have obvious use in such regard. As such, it is far less capable of being aimed or carefully deployed, unlike the more focused magics found in Bureaucracy, Socialize and scattered throughout the Solar trees. In particular, it is often better to treat such magic, as with Presence or Performance, as social attacks against the leadership, which may undertake the desired actions- rather than directly forcing those actions upon the Organization. The works themselves often serve as a Special Asset, with a Rank equal to the Charm's Essence minimum, for use by the Leadership in bringing about the desired change.
STs are encouraged to remember that the CRM is meant to reflect the state of the world, not to enforce it. If a Solar propagandist has successfully convinced everyone in an Organization of something via Linguistics, then the Organization's Intimacies and Policy should reflect this; a Solar that dedicates themself to conquoring the world via the pen instead of the sword is every bit as capable of doing so. Nor is Linguistics intended as an area that cannot have Mandate charms- simply that those in the Core book are not intended for such.
AstraKiseki wrote:What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*
StephenLS wrote:If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.