You know exactly what you can do for your county, and what your country can do for you.
You’ve always known that your country is the best in the world. You’ve poured over its history, gloried in its achievements and taken every slight against it as a deep personal insult. You know that it’s a lot more than just a chunk of land, a name on the map and a flag. It’s a living entity, made up of the minds, bodies and souls of everyone who has ever been born in it.
Together, you’ve all given your country a mind of its own, and you know that it’s no mistake when people refer to it as if it were a person, a She. After all, when millions of people have a common purpose or face a common danger they join together, and that’s when the nation becomes a metaphor for their combined strength and everything that they can achieve. Little do they know, however, just how real the spirit of their unity is. But you know.
Your country talks to you all the time, and compels you to do her bidding. You only have to read the news to know that she can be a demanding mistress, but she rewards loyal service with the sort of power that might make you a legend in years to come. All that you really have to do is spread the word and inspire patriotic fervour through what you say and do, and in return you gain the power to unite your compatriots behind you and drive out all foreign enemies. You can become the agent of your country’s will. A living, breathing agent of destiny itself.
The central paradox of Patriamancy is what while it builds communities it also breaks them down. Your country needs strength and determination, but there are times when She needs the ability to meet outsiders, acknowledge grievances and find common ground. You just can’t do that. For you, no compromise, admission of weakness or surrender is possible. With this kind of bloody-minded attitude, you’re likely to cause just as many problems for your country as you solve.
Patriamancy Blast Style.
Patriamancers don’t Blasts in the conventional sense. What happens is more like a curse, in the sense that the next time the victim gets into a fight with a compatriot of the caster one of the attacks against him automatically succeeds. Any attempt to dodge the attack fails, even if it would have succeeded otherwise, and the victim takes damage determined by the roll made by the Patriamancer to cast the spell. Patriamancers can use Blasts to augment their own physical attacks, but they cannot use them against people from their own country.
Stats.
Generate a Minor Charge: Make a speech, organise a rally, attend a nationally important event or win an argument about the merits of your country compared to someone else’s.
Generate a Significant Charge: Do something patriotically motivated that gets you on TV, in the papers or in trouble with the law. “Winning” a minor charge argument by punching the other bloke’s lights out would do the trick.
Generate a Major Charge: Make history. Lead a revolution, win a major international sporting event (e.g. by scoring the winning goal in the World Cup final) or become head of state.
Taboo: You lose all your charges if you allow a week to go by without doing something that furthers the patriotic cause. Moreover, it’s completely unacceptable to admit or even tacitly acknowledge that someone else’s country is better than yours. You also lose your charges if you don’t take them to task and get them to admit their ‘mistake,’ even if they’re objectively correct.
Random Magick Domain: Patriamancy is all about strengthening communal bonds and getting people to work together. It’s good for helping people with the same nationality and goals as you, and it’s equally good for discrimination against outsiders.
Charging Tips: Patriamancers are required to keep charging up, which tends to become easier once they associate with like-minded zealots. All they need is a public forum to get at least one minor charge a week, but the sky’s the limit if they live anywhere near foreigners that they can argue with. Of course, the requirements of the school are such that resorting to violence is sometimes not only necessary but also desirable, and so Patriamancers living in unstable, dangerous countries are actually likely to thrive.
Notes: Patriamancy is just one manifestation of a type of magick that’s cropped up many different times in many different places. Its founder is obsessed with the notion of the collective consciousness of the nation state, but other practitioners could be equally fixated upon a particular ethnic group, the people who live in a specific place, an organisation, movement or social peer group. Needless to say, mystics who become fixated with the populations of cities become Urbanomancers instead.
Patriamancy Minor Formula Spells.
It’s Just Round the Corner.
Cost: 1 minor charge.
Effect: Specify one place that you’ve never been to before, anywhere in your country. When you say its name and successfully cast the spell, you know how to get there as easily as if it were your own house.
Land of his Fathers.
Cost: 1 minor charge.
Effect: When you cast this spell on someone that you meet, you learn where that person was born.
What You Can Do For Your Country.
Cost: 2 minor charges.
Effect: Cast this spell as you’re about to try and persuade someone to carry out a questionable but patriotic act that they have misgivings about. If it works, you can flip-flop any rolls related to charm, persuasion, leadership or manipulation, for the purposes of this attempt.
Bloody, Bold and Resolute.
Cost: 2 minor charges.
Effect: You become a lot less bothered about committing regrettable but necessary acts that would make lesser mortals flinch. The next time you have to do something for the patriotic cause that requires a stress check, you can use the result that you rolled to successfully cast this spell.
Strike a Blow for Freedom.
Cost: 2 minor charges.
Effect: This is the Patriamancy minor ‘blast.’ When you cast this spell, the next melee attack against the victim automatically succeeds and does damage equal to the sum of your magick roll.
Not From Around These Parts.
Cost: 3 minor charges.
Effect: When you cast this spell on a foreigner in your country, it will heighten xenophobic attitudes towards him and cause the locals to treat him with quiet suspicion and hostility. This effect lasts for 24 hours, and imposes a -15% shift to any attempts at social interaction with any people of the same nationality as the caster, except family and friends (although they’re likely to be a bit standoffish around him as well). More significantly, this spell creates a strong sense of alienation that triggers a rank-4 Isolation check.
Patriamancy Significant Formula Spells.
Over the Sea to Skye.
Cost: 1 significant charge.
Effect: Cast this spell when you’re on the run and need a place to hide. Go up to anyone from the same country as you, explain your problem, and they’ll go to any lengths to help you until you’re out of the authorities’ reach.
Dulce et Decorum Est.
Cost: 1 significant charge.
Effect: You can’t have comrades getting misgivings about the rightness of the cause and falling by the wayside. As long as they don’t leave your sight after you cast this spell, any people you’re working with can swap the results of your successful magick roll and one failed stress check.
He Had It Coming.
Cost: 1 significant charge.
Effect: This is the Patriamancy significant blast. It causes one normal attack against the victim that would otherwise have failed to deal damage equal to the dice rolled to cast the spell. This can look pretty damn astonishing if the attack in question happens to be a punch.
What Your Country Can Do For You.
Cost: 2 significant charges.
Effect: You can imbue trusted compatriots with some of the mystical powers that you have yourself. This spell affects you and a number of other people equal to the sum of the dice when cast successfully, and it grants you all a +10% shift on all rolls directly related to your glorious patriotic struggle as long as you all stay together. If you split up for any reason, anyone who breaks off from the main group gets the shift on one more roll before the effect fades, which it does for everyone else once 24 hours have passed.
Send Him Homewards.
Cost: 3 significant charges.
Effect: The target of this spell, who can’t be of the same nationality as the caster but must be in his country, gets to make a Soul roll to resist its effects. If that fails, he decides over the course of the next few days and weeks that he just doesn’t like the country any more and wants to go home. This resolve is generally unshakeable after about a month, and by that time he’s usually packing his bags and getting ready to leave.
We Can Still Rise Now.
Cost: 4 significant charges.
Effect: Make an inflammatory speech in front of a large crowd, make a successful roll, and watch it turn into a nationalist mob. Admittedly, the mob is remarkably attuned to your mood: if you’re just loud and vocal, you’ll get a noisy but generally non-violent street demo. If you’re really baying for blood, you’re probably going to end up starting a huge-scale riot, complete with police baton charges, rocks flying around, massive property damage and general carnage on the streets.
National Hero.
Cost: 5 significant charges.
Effect: This spell works in a roughly similar fashion to the Cliomancer spell Urban Legend. You’ve probably already gone to considerable trouble to gather the charges that you need for the spell, and when it’s successfully cast everyone knows what you’ve done. Moreover, it makes your fellow countrymen and women strongly inclined to see your actions in a favourable light, and to treat you with the sort of respect and admiration generally reserved for great heroes of national folklore. Depending on your general outlook, the authorities of foreign powers may want to invite you to state banquets or stick you at the top of their 10 Most Wanted lists. You also get a +5% shift to all rolls related to social interaction with people from your country, which basically lasts until you do something to squander it.
Patriamancy Major Effects.
Drastically reduce (but not completely eliminate) one crippling social problem facing your country, e.g. poverty, ignorance, unemployment, etc. Win a war. Learn absolutely any fact about your country. Cause a mass exodus of non-natives.
What You Hear: The Patriamancer.
There’s this Glaswegian duke calling himself Roy MacGregor who says that everything he knows about magick comes from watching Braveheart over and over again and communing with the spirit of William Wallace. He’s probably just crazy, but it’s not so smart to say it to his face.
I like it! The blast is really fascinating, and the concept is strong.
I’d suggest a different taboo, though. to go along witht he central paradox you mentioned, maybe the taboo could be:
“If the Patriamancer ever knowingly befriends or works with a foreigner or foreign government or agency, he or she immediately loses all charges. The Patriamancer loves no other country.”
This I like. One of the best schools I’ve seen on here, I think. Nicely balanced power-wise – maybe a very little on the weak side. Original and good.
I like Ted’s suggested taboo modification too.
Sub-saharan Africa is just crawling with these guys.
The above is somewhat unclear in relation to whether it’s place of birth or citizenship that matters. I suggest that it probably depends on the Patriamancer – some go by where one was born, some by where one was raised, some by where one is a citizen (with potentially interesting results from dual citizenship…). The most xenophobic ones will tend to go by where one was born (or raised), as seen in current immigration debates – a xenophobe will not care that a “foreigner” is a citizen, while a real patriot (IMO) will take someone becoming a citizen as a distinct compliment and acknowledgement by the person of the superiority of the country in question, leading to a favorable attitude. “Land of His Fathers” would vary in its results by which type the Patriamancer was.
And in regard to Sub-Saharan Africa, I would suggest that current immigration debates in various more-developed countries indicate a high level of occurence of Patriamancers – of the xenophobic variety – in a lot more places than there.