Bureaucracy, The Haywain
Once, there was a maiden…
…who was the living embodiment of
everything right in the world.
While she lived, no real harm could come
to anyone. Oh, wounds, disease, even death, sure. But she stood between the
world and anything worse.
“Except,” she said, “I’m going to die.”
And no one listened.
“I’m going to die tomorrow,” she said.
And no one heard.
Into the silence, she said: “There’s
always an ending, after all.”
Slick Essence Replenishment
Cost: None
Duration: Permanent
Type: Special
Minimum Bureaucracy: 1
Minimum Essence: 2
Prerequisite Charms: None
In demonstrating her superiority
to the frantic masses that mill about her, a calm and settled soul becomes a
natural sinkhole for the Essence of the world. This Charm draws on a Sidereal’s
ability to keep perspective and maintain her tranquility in the most troubled
circumstances, easily juggling a hundred projects and a thousand data points,
controlling herself always and controlling others when necessary. Immediately
after a successful roll using Temperance or immediately after a Bureaucracy
roll that substantially helped her implement her agenda, the Exalt regains
twice her Temperance in motes of Essence, up to her normal maximum. There is no
cost to use this Charm’s effects ― learning this Charm simply enhances
the Exalt’s capabilities.
Icy Hand
Cost: 1 mote
Duration: Five days
Type: Reflexive
Minimum Bureaucracy: 2
Minimum Essence: 2
Prerequisite Charms: None
The character’s cold clean touch
instantly drives away bureaucratic corruption. She can invoke this Charm
immediately after touching a target bureaucrat, which, for unwilling targets,
requires an unarmed attack (which need do no damage). The Sidereal’s player
rolls Charisma + Bureaucracy against the target’s Essence. If successful, the
target is compelled to perform his duties honestly for the duration of the
Charm.
A spark in the character’s pupil
glitters violet during the use of this Charm.
Terminal Sanction
Cost: 8 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Bureaucracy: 4
Minimum Essence: 3
Prerequisite Charms: Icy Hand
Sometimes, all it takes to kill
a god is a word in the right ear. To invoke this Charm, the Exalt’s player
rolls Charisma + Bureaucracy against a difficulty equal to the target’s
Essence. Normally, this files a petition in the Bureau of Endings, activating
certain perquisites of the Chosen of Fate that facilitate quick, effective
resolution of a conflict with a spirit or elemental. However, due to the terms
of the Primordials’ surrender, this Charm specifically affects demons of all
Circles and adds the Sidereal’s Essence in automatic successes against them.
The effects of the Charm are as
follows. Whether the character succeeds or fails, the spirit must instantly
manifest and materialize to meet the Sidereal’s calm gaze. It cannot
dematerialize until the end of the scene. If the character succeeds, the spirit
becomes additionally vulnerable. If its materialized body dies that scene, the
Sidereal can either destroy it utterly, bind it into an object, coerce it into
service for an indefinite task or command its obedience for a year and a day.
This can offer a Sidereal a second opportunity to bind a demon that breaks free
of her control.
Sidereal Exalted may always use
their Temperance with this Charm. Learning this Charm requires the Maiden of
Endings’ approval.
Underling Invisibility Practice
Cost: 4 motes
Duration: Indefinite
Type: Simple
Minimum Bureaucracy: 3
Minimum Essence: 2
Prerequisite Charms: None
By the will of the Maiden of
Endings, who marks the end to every destiny, those who consider themselves
above the process of fate shall find themselves most
vulnerable to it.
With this Charm, the character
conceals his presence effectively from those who foolishly consider themselves
his superiors. Anyone who knows of the Sidereal Exalted and looks down upon
them, or who considers himself superior to all others, simply cannot detect the
Sidereal. This invisibility also applies to those who consider themselves more
important than or hierarchically superior to the character himself.
The character registers on such
entities’ senses as a brief impression related to his caste. Chosen of Journeys
“feel” like there is somewhere the subject needs to be. Chosen of Serenity
exude a faint sense of peace and happiness. Chosen of Battles provide a sense
of intangible tension to the air. Chosen of Secrets provoke a strange sense of
déjà vu. And the Chosen of Endings radiate a vague air of danger.
The arrogant cannot use the help
of others to spot the Sidereal. Reports on the character’s presence no more
register than the character’s direct visual impression. However, victims can
derive other information from such reports, such as “something bad is happening
and is preventing me from hearing exactly what my friends are saying.” They can
even target the Sidereal based on this kind of information and the faint
impression mentioned above. However, their dice pool for attacking or defending
against the Sidereal starts at 0, before the effects of Charms. A perfect
counter to invisibility overcomes this effect. This Charm conceals the last few
seconds of a Sidereal’s tracks.
This Charm has no effect on
other Sidereal Exalted. Otherwise, the Storyteller always decides whether a
Storyteller character falls victim to this Charm, and
players of non-Sidereals can explicitly decide their characters’ opinions on
the Sidereal Exalted and specific Exalts. Learning this Charm requires the
Maiden of Endings’ approval.
End Debate
Cost: 10 motes, 1 Willpower, 1
health level
Duration: Instant
Type: Simple
Minimum Bureaucracy: 5
Minimum Essence: 3
Prerequisite Charms: Terminal
Sanction, Underling Invisibility Practice
This Charm uses a prayer strip
marked with the scripture of the Maiden’s Promise, which explodes in searing
amethyst light as the character throws it to the ground. As
the light fads, passion and the desire for speech drains from all those who
witnessed the Charm. Everything has already been said.
If the character wishes, this
Charm can instantly end a debate ― leading into an immediate vote or to
everyone dropping the matter, as circumstances dictate.
Alternately, as long as one or
more key individuals are present, End Debate can stop any bureaucratic process
cold. Only an Intelligence + Bureaucracy roll with a difficulty equal to twice
the character’s permanent Essence can restart it.
Finally, if the Sidereal’s
player successfully rolls Strength + Bureaucracy against the target’s Essence,
this Charm can impose the effect of Icy Hand on a single bureaucracy permanently
― only by resigning his position (and, if desired, seeking another) can
he reestablish a career of corruption.
Sidereal Exalted may always use
their Temperance with this Charm.