Ballistomancy
by Myles Corcoran (myles@irls3101.ck.cit.alcatel.fr)
The gun is more than a weapon. It is a symbol of power, of domination of the
strong over the weak, of the bully over his fellow man. To wield a gun is to
wield power over others. To point a gun is a threat. Ballistomancers know this
and have turned the symbol into reality, using the gun to manipulate people
through fear, dominance and violence.
Born in the USA, Ballistomancy stems from the fetishisation of firearms and
the accompanying culture of violence that it breeds. From the days of the Old
West the gun has been viewed as a tool to dominate others, to insure one's independence
and, in time of need, to bring down those in power. The heart of the magic is
the use of a gun as a tool to dominate and manipulate others, and to empower
yourself.
Ballistomancy Blast Style: Ballistomancers have no blast. Guess why?
Stats:
Generate a Minor Charge: Discharge a firearm in front of witnesses.
It need not necessarily be fired at someone but there must be people present.
Witnesses are required to fulfil the domination aspect of the magic. It doesn't
matter how many people are present, just that there be more than one. The charge
can only be generated if the witnesses aren't directly involved with the Ballistomancer.
That is, he has to threaten passers-by and other innocents to gain a charge.
Generate a Significant Charge: Discharge a round from a famous
firearm, such as Oswald's rifle, the gun that killed Lincoln, Jesse James' Colt
.45s and so on. Again this must be in front of witnesses who aren't directly
linked to the Ballistomancer (i.e. neither his friends nor his enemies). Alternatively,
a single OACOWA roll with a gun-based skill, other than Ballistomancy itself,
will generate a significant charge. [I'd also like to include some reflection
of the threat and domination elements of Ballistomancy here. Use an empty gun
to coerce someone into doing something spectacular?
Generate a Major Charge: Change history with a single bullet.
Taboo: Be hit with a firearm. Bullet or pistol butt doesn't
matter. You're supposed to be in control of the weapon; if the gun is turned
against you lose all charges. Similarly if the Ballistomancer backs down when
faced with the threat of violence by firearms he loses all charges.
Random Magick Domain: Ballistomancy deals with magic of control
through superior firepower. Waving a gun around can sometimes deliver unexpected
results, such as cooperation from strangers, enhanced charisma and attention
getting oratory.
Starting charges: Ballistomancer PCs begin play with 3 minor
charges (Archivist's addition. Was not in original submission.)
Ballistomancy Minor Formula Spells
- Feeling Lucky?
- Cost: 1 minor charge
Effect: Gesture with a firearm and gain +20% to any skill test to
convince or persuade someone to cooperate.
- Quick Draw
- Cost: 1 minor charge
Effect: A successful Ballistomancy roll places your firearm in your
hand instantaneously. No need to draw the weapon from a holster, or get it
out of your waistband. For an extra minor charge you can bring a gun to your
hand that wasn't on your person to begin with. This will not steal a gun from
another person, only draw one to you that you already have owned and handled.
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- I'm the Boss
- Cost: 2 minor charges
Effect: Allows the Ballistomancer to flip-flop any roll involving
intimidation or threat backed up with a firearm. The weapon need not be actually
used just visible to the target. May be used after the relevant skill roll.
Example: Tory Grunt is a Ballistomancer shaking down his informer, Michael
Pus, in an booth in a bar. He rolls against his 45% Shakedown Weasels skill
and gets a 53. Pus isn't convinced, despite the Desert Eagle pressed lovingly
against his femoral artery so Grunt casts "I'm the Boss" and gets a 35 on
his Shakedown roll. Pus bursts like a zit and spills all the info Grunt needs.
[Hmm. I'm not convinced this is worth 2 charges, but remember that it should
also work in a situation where the Ballistomancer can't threaten so directly
with a firearm.
-
- Sexy Deadly Cool
- Cost: 2 minor charges
Effect: While this spell is in effect the Ballistomancer is remarkably
attractive to the opposite sex in a sort of sexy but dangerous sort of way.
Those individuals affected are still in control of their actions, they're
just keen to get closer to this sexy machine of love and death. The spell
ends if the Ballistomancer drops the front of lust-violence and shows any
emotion other than animal desire or cool disdain. It ends at sunrise in any
case. [Mostly roleplayed rather than mechanical, I'd say, but useful for a
certain kind of front that Ballistomancers enjoy maintaining. Shouldn't really
allow much in the way of directed control of an individual. Should probably
be worded to apply to members of whichever sex the Ballistomancer is attracted
to.
-
- Join the Posse
- Cost: 3 minor charges
Effect: The Ballistomancer must give the target of this spell a firearm.
If he accepts and the Ballistomancy skill check is also a success the target
will cooperate with the Ballistomancer for the duration of one well- defined
task. The target remains conscious and in control of himself, but is willing
to go along with the adept's plan. The proposed plan cannot forseeably take
more than about 12 hours. If the target fails a madness check while cooperating
with the Ballistomancer's plan he may make a Soul roll to allow him to quit
and run.
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Ballistomancy Significant Formula Spells
- Bullet in the Head
- Cost: 1 significant charge
Effect: Ignore the madness effects of one action on the violence
meter. You simply do not have to roll, and treat the event as though you were
already hardened to it.
- Shot Heard Round the World
- Cost: 2 significant charges
Effect: With this spell the Ballistomancer can send a message to
any person in the world. The target and the adept must have met previously,
but this can have been just a brief face to face encounter. To cast the Ballistomancer
fires a round from a firearm and whispers his message. Instantaneously the
message is heard by the recipient. If asleep the recipient wakes and has the
memory of the message as though part of a dream.
- Homage à Woo
- Cost: 2 significant charges
Effect: Allows the Ballistomancer to treat his firearms skill as
an obsession skill for the duration of one combat.
- Power Comes from the Barrel of a Gun
- Cost: 3 significant charges
Effect: By gesturing with a firearm the Ballistomancer can control
a crowd and sway its mood. A number of people up to the number on the dice
(remember flip-flops) can be directed by the adept for a number of minutes
equal to the sum of the dice, or a number of rounds if in a combat situation.
The Ballistomancer must first get people's attention and spend a couple of
rounds whipping up the crowd. Example: Our man Grunt is an illegal boxing
match and spots the promoter coming for him with a pair of heavies. Knowing
they're not looking for a quiet chat Grunt draws his gun and shouts at the
people seated nearby that the gorilla goons and their boss are here to stop
the fight. Grunt rolls 34 and has a big gang of contact sports enthusiasts
(34 of them) on his side for about 9 minutes, or 9 rounds if it gets violent.
And, of course, it does.
- Natural Born Killer
- Cost: X significant charges
Effect: X significant charges Effect: The Ballistomancer renders
himself hardened to all Madness checks for the duration of the spell. He must
pay one significant charge for each Madness check so avoided. At the end of
the spell he must take a hardened mark in one of the categories challenged
during the spell. The duration is one day. If the adept has insufficient charges
to pay for the spell in progress he automatically fails any Madness check
for the remaining duration.
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Ballistomancy Major Effects
Rule armies with a gun, kill anyone with a single shot from a firearm. Change
someone's personality entirely, for good, with a threat. Order people to their
certain deaths, and so on.