Solar Charm: "Engender community"

Persell

Ten Thousand Club
I mentioned this hypothetical charm previously but I thought I'd type down some provisonal stats for it.


Prequisites


Buerucracy5


Presence   5


Socialize    3


Essence     5


Prequisite charm (Im not sure yet big thing i'd like help with)


Cost    


   20 essence, 1 WP 3 XP


this charm is little known in this day and age as it grew neglected before the end of the old realm, as the exalts could order people from here to there with executive power.


but in this day and age it may be the only way for an exalt who feels the need to see a community created in a particular region to do so.


this charm it must be emphasized WILL NOT create structures or people out of thin air.


It WILL however release a... attraction to nearby people bringing forth up to 500 (per dot of the exalts permanent essence) citizens by the end of the month.


Note. conditions dont have to be luxarious or even the best available, the charm will linger indefinitly, but they must be livable or the person will dessert.


The exalt may upon activation of this charm decide upon the foundling communitys taboo's more's, prejudices, and general form of government.


This is the second charm I've ever designed on my own So tell me if theirs anything that needs fixing on it. (I couldnt think of good prequisite charms)
 
So a Solar sees a nice place, and just pops a Charm that draws people to build a community there?  Without guidance? Without their DB Lts helping them out?  As an expression of Socialize? As an expression of Bureacracy?


Most Charms in both of these arenas deal with the immediate effects of undersanding or greasing the wheels--not just waving a hand and causing people to do things over a long period of time.  Even as a high level Charm, this isn't thematically right, even for Solars.


Setting up behaviors and tabboos as an expression of will--wildly inappropriate as a Charm. Not thematically appropriate for either Socialize or Bureacracy either. Understanding s what these Charms come from, not reweaving societies. Understanding them, yes.


This is why you're having trouble coming up with appropriate Charms to link this with.


As a Sorcery effect, it's fine.


This is more along the lines of Terrestrial level Sorcery. I could see a blessing for an area that would draw folks to it, and help them work together on projects with a small bonus.


A Celestial level that would make things easier for folks who were drawn to the place.  Crops grow faster, Spirits actively assist, animals don't attack, and a community gets bonuses for working together. A few behaviors like sanitation and literacy could be impressed on those who live there long enough.


A Solar level that would not only draw folks in, but the local spirits would be active in helping the community. Wild animals would be safe to interact with, if not active to their defense.  Water would draw itself to the land, the blessing would give bonuses for a certain activities for building the community.  Some Crafts would be easier.  The community would get bonuses to get along and mediate amongst its members--not a guarantee of getting along, but better than average chances to avoid people doing bad things to each other.  A few behaviors could be impressed on those who live in the community for more than six months--a tendency towards literacy, sanitation, against gluttony, respect for property. These could then be used by a duly authorized representative to help build the community, allowing a DB or a Solar bonuses to Socialize, Bureacracy, and Presence rolls within the community--so that they can get things done with the hearts and minds of the community.


As a work of Sorcery, this is a great effect.


As a Charm it is wildly inappropriate, even for a Solar.
 
What WOULD make a effective high level charm for buerucracy then? Its hard to know since I know of only one Essence 7 charm and it doubles a zenth castes lifespan. I figure it would have to be potent , but something that fits in buerucracy.


I thank you for your candid and honest advice though.
 
Something that would increase the efficacy of wheels of government while the Solar were around--or bog them down.  Something that would cause people to automatically put their seal of approval on a bill or law.  Something what would automatically get your bill or paperwork to the top of the pile when you came into the room.   Most of these are already in the Charms section though. For truly monumental Charms, something that could literally cause anyone who touched a bill or document that the Solar imbued with his Essence to pass it along favorably, without even having to read it, and with great enthusiasm--in the course of perhaps a day, or with one bill.  You could cause a rival's bills to automatically fail muster, and to cause disfavor in the court as well for all those who touched the bill or other paperwork as well.  Buracracy Charms are pretty well laid out.


For high level Charms, you could insure funding for a department for as long as the Exalt lives, or another regime takes over?  A bill could sail through and no one even remember the vote, or the effect of the bill, but the funding is allocated nonetheless--removing any hint of scandal that might attach itself to such a vote?  Setting up secret messages through bills and committees, so that officials could communicate through trivial matters, and discuss important matters of state without any chance of reprisal or discovery?
 
I like the idea of a comunity building charm, though I agree with Jakk, that it has to be connected to a task performed by the Solar, somhow.


As I see it, it could be a high Essence Pressence Charm, where a Solar by living in an area and interacting with people there could slowly draw large numbers of other people to him from surrounding communities. By playing on the collective subconscious or the Essence that make up the dreams of Humanity the Solar would create a myth of the promised land and thus draw people to him. They would come in a slow trickle over a few months (probably determined by his Essence or Charisma or some such) and not know, that they have come of anything else, than their own volition. High-essence beings would probably feel the tug and be able to resist it.


When people got to the area it would still be the Solars job to work them into a community and create a nation, but they would be inclined to stay. So unless he really fucked up or had enemies to sabotage the endeavour he would easily succeed.
 
Thanks for the help.


One question are you THE Sol Inviticus (the one who wrote the fan supplement?


just asking.


I liked that work a lot.
 

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