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.
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.
 
 

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.
 
 

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.