SCARCITY
As Archigenitor-in-waiting, the Chancellor is Queen of Numbers and King of Matter, with more influence over the Fallen World than any of his peers among the Lesser Seals. Under her authority, material things gain Worth relative to one another apart from the use to which they may be put. Everything has a price. Everything may be bought or sold. The immaterial does not matter when compared to the value of one's possessions, and crucially there are not enough possessions to go around. Even the sublime energies of the Supernal can be traded, or ascribed value outside of themselves; when Pentacle mages war on one another for Hallows, the Chancellor laughs.
The Prelacy of Scarcity is concerned with Resources - both esoteric (such as equipment) and exoteric (*especially* Mana). Resources function according to how rare they are, the last of anything is worth more than the first and the Supernal laws governing what is "precious" follow the Prelate's desires.
Both the Ministries of Pantechnicon and Mammon may buy Initiations of Scarcity at Path Arcanum rates.
CROWN OF SCARCITY
1) The Fruits of the Earth
Wealth leads to status in the eyes of the Chancellor. A Prelate may use her dots in the Resources merit as though they were dots in Status against any Sleeper or Seer of the Throne. The Luxury Merit has no affect on this power - the wealth it provides is not truly the Seers' own.
2) Worth is Cost
In the hands of the Prelate, the use of an item is determined by its cost. The equipment bonus of any mundane item or Imbued item or Artifact of equal to or lesser dot value to the Prelate's Matter Arcanum is disregarded, and the Resource dot value of the item used instead.
3) The Rewards of Heaven
The Chancellor's creed now extends to the Seer's use of Supernal resources. When the Prelate takes Mana from a Hallow, she may choose to "charge" up to her Matter Arcanum in points of Mana. A point of "Charged" Mana counts as three Mana when spent (though only as one with regard to Gnosis-determined limitations on expenditure), and always leaves the Seer's pattern before any normal Mana does. When a Prelate uses this ability, the Hallow they are drawing the Mana from shuts down and ceases to provide Mana at all for a number of days equal to the points of Mana taken.
SWORD OF SCARCITY
1) Gilded Treasure
Students of the Matter Arcanum have long debated why some materials are deemed "Precious" (requiring an Adept to Transmute) while others are not. Prelates of the Sword of Scarcity make that distinction for themselves: A Seer with this Initiation treats Transmute Earth and Transmute Gold as the same (Matter 3) spell, allowing extended duration before Mastery and the creation of precious materials at the hands of even beginning Seers.
2) Levers of the World
A Prelate of the Chancellor knows there is power in one's possessions. She may dedicate as many Path or Order magical tools as she has dots in the Matter Arcanum.
3) Key to Heaven
A Prelate of the Chancellor with this Initiation may select a number of magical tools from those he has dedicated, up to his Matter Arcanum rating. Spells cast with these tools reduce Paradox by half the Seer's Matter Arcanum rating (round up) in dice instead of by one die.
TEMPLE OF SCARCITY
In the Temple of Scarcity, the material becomes more important than the esoteric and an item of power is infinitely more potent than mere words - the use of magical tools by Seers with the Mystery Commands flaw provides the benefits of using High Speech in addition to paradox mitigation (without the need to delay the first roll for chanting), while the use of High Speech by any other mages has no affect. In addition, Vulgar Matter Spells cast by those without Mystery Commands gain extra Paradox dice equal to the Temple's Initiation level.
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AGENCY
The Iron Seals of Time and Fate are easily confused by outsiders; the Ruin, Exarch of Fate, represents the inevitable grinding down of all things into Entropy while the Prophet, Exarch of Time, governs those Destined to decide the shape of the future. This strange role-reversal of Iron Seals and the concepts they embody has confused novice Seers and Pentacle Mages who know too much for millenia, but is accepted as a fact by the devoted Acanthus among the Seers of the Throne. The Arcadian Exarchs are closer in alliance than those of other Realms, say certain heretical sub-groups; unlike the Father and the General of Aether, both Archigenitors struggling for dominance, or the Eye and the Unity of Pandemonium, the Ruin and the Prophet are content to shape the future as one. For now.
The Prophet teaches that History is shaped by Great Men, that the masses must choose only between following the elect or being crushed by history's wheel, never to suspect that they might take control of their own destiny. Seers devoted to the Seal of Time strive to become those that shape history themselves, and identify and remove both those that would challenge the elect and those individuals *with* that importance that would use it against the Seers' goals.
The Prelacy of Agency is concerned with that importance to history, the quality of being able to shape the future to be kept limited to only those the Seers deem suitable.
CROWN OF AGENCY
1) Hear the Leader of Men
The Prophet teaches her followers to always search for those capable of deciding the future. Leaders become obvious to her servants, the song of Authority sounding in her Seers' ears. The Prelate's Unseen Senses now react to the presence of characters with the Destiny merit (NB: Their *Presence*, not just the active use of the Merit), and if the Seer succeeds on a roll of his Time Arcanum in dice he may instantly know the nature and level of any Status merits possessed by a person he is observing.
2) Resist the Call
Seers devoted to the Prophet may have to act against the Great and the Good in service of their Exarch. When she faces one who can move Earth, the Prelate falls back on her service to one who moves Heaven. The Seer may ignore the effects of Status Merits or Destiny dice used directly against her up to her Time Arcanum.
3) Assume the Mantle
The Prelates of the Prophet are well aware of the habit of Sleepers to follow those who they instinctivly sense can shape the future. The Prelate gains a pool of dice equal to her rating in the Time Arcanum which acts identically to the Destiny Merit with three exceptions; it may only be used on Social rolls involving Sleepers, it has no connected Bane and it refreshes at the end of every scene.
SWORD OF AGENCY
1) Direct the Future
Those chosen by the Prophet direct the flow of history, and the Prelate of Agency is among those chosen. The Seer gains a bonus equal to her Crown Initiation dots in dice to Time magic involving percieving or shaping the future. "Flip of a Coin", "Prophecy" and "Temporal Dodge" all count, but "Postcognition" and "Accelleration" do not.
2) Stand against the Great
The Seers who serve the Prophet come into conflict with those who would grasp the destiny of humanity often, and are charged with removing the agency that those individuals do not deserve. The Seer may counter others' use of the Destiny merit using the Time Arcanum, as though the Merit were a spell with a potency equal to the number of dice used.
3) King's Downfall
No Sleeper can control the reins of destiny as well or as forcefully as an Awakened Seer, and no Great Man of History who lacks the Exarch's approval can stand in the way of the future as directed by a Prelate. When a Seer with this Initiation uses Time magic against a character with the Destiny Merit, the spell counts as the Bane condition for the Destiny.
TEMPLE OF AGENCY
Those with supernatural agency are drawn to the Prophet's places of power. Prelates construct Temples to the Iron Seal of Time as traps for the unworthy and strongholds against the powers of other mages. The Temple puts out a subtle call to those with the Destiny merit; any such character within the Temple's rating in miles suffers an Emotional Urging effect of (Initiation) Potency - this isn't a spell, though it does trigger mages' Unseen Senses. The effect manifests as a compulsion to not leave the area of the Temple.
Within the Temple, Time magic cast by anyone without the Mystery Commands flaw is automatically Vulgar with extra Paradox dice equal to the Temple's rating.