It’s a common belief in the Occult Underground that Telimancy grew out of Fulminaturgy. It makes sense if you don’t know either school very well; obviously the bullet school came from the gun school. Those familiar with both know better than to make that mistake. There’s no known founder for telimancy, but most historians in the Occult Underground believe that the founder had a career in aerospace, most likely working on a long-term space mission of some kind, given the most popular spells.
The armigers of fulminaturgy are concerned about what the gun means in the society that birthed it. Ammo counters, by their own reckoning, have a much more simple line of thought. A gun without a bullet is fundamentally useless. You can posture about its symbolism all you like, but without ammo, it’s just an object, no different than any club or bat. Therefore, the bullet is the true force behind the firearms that helped birth modern society, and the gun should be dismissed as the service top it is. Ammo counters attempt to liberate the bullet from the shadow of the gun by taking its potential into their own forms, becoming guns in their own right.
Ω: 1
Domain: Potential, movement, destruction, and the through-line between them
Minor Charge: Hold onto a bullet for one week straight. You don’t have to literally hold it in your hand, but you have to be physically aware of exactly where the bullet is on your person at all times, always aware of its potential. Putting it in a purse or backpack loses the charge. You might get away with putting it in a pocket if the pocket is very small and it’s on very tight clothing.
Significant charge: Hold onto the same six bullets for one week straight, per the minor charging process. You must be able to distinguish all six bullets at the end of the week. This replaces the six minor charges you would normally get.
Major charge: How to obtain a major charge is currently unclear. It doesn’t seem to scale off of the minor and significant charging methods; the most you can get from holding bullets for a long period of time is a significant charge. The leading theory among ammo counters is that a major charge requires successfully using a bullet’s maximum potential after a long period of holding it. Half a dozen telimancers have claimed to receive a major charge, but when the claims aren’t unfounded, there’s stunningly few details to draw from. The only telimancer who has indisputably gotten a major charge is the elusive Triangle Woman, who promptly used it to cause any attempt to find or contact her directly to fail.
Taboo: There are two taboos for the school. The first is that an ammo counter must have no more than six bullets on their person at any given time, like the lauded and iconic revolver. The gun is defined by its capacity, the core limiter of its potential, and as such, it also limits you. The minute you get a seventh bullet, your charges are gone. Gunshot wounds will not break taboo, as a fired bullet has already expended its potential.
The second is that you can’t touch any gun if it’s loaded – other telimancers don’t count. You are the only one with the right to unleash a bullet’s potential; to delegate to a thing of metal and iron is beneath you. Letting your allies shoot guns is fine; they’re not guns.
Shuffle the Shells
Cost: 1 minor, 1 bullet
Removed from the context of a gun, a bullet becomes a small and generic object in the same way that a walnut or a marble might. If you put a bullet in a closed container, like a pocket, its potential shifts in the darkness and you can pull something else out instead, roughly the same size and holding some kind of energy: a battery, a seed, a vitamin, etc. It can even be a different bullet.
Straight Shot
Cost: 1 minor, 1 bullet
Toss a bullet over your shoulder as you start traveling. You get 20% to Pursuit rolls as long as you’re traveling straight in one direction. Spell lasts for a number of minutes equal to the casting roll or until you turn by 10 degrees or more, whichever comes first.
Tracer Round
Cost: 2 minor, 1 bullet
Say a person’s name, spin a bullet on the ground and see where it points. It’ll either point in the direction of your target, or towards a clue regarding the person’s next destination. Roll the dice and keep the result for your next roll to track or pursue this person.
Curveball Visionary
Cost: 2 minor
You can substitute your Telimancy identity for any Knowledge roll concerning trajectories, as if you had a PHD in Physics. If you find a mysterious metal box in a smoking crater, you know instinctively what path it took to get there and where it came from. Likewise, you can predict the absurd path that your protege’s bottle rocket will take from its launchpad to the mayor’s bedroom window before she lights the fuse. You can also determine whether an object’s flight has been or would be influenced by someone else’s Telimancy.
Misfire
Cost: 2 minor
The school’s minor blast. Allows you to remotely fire any unloaded bullet within ten meters. Not as good as firing it normally, but still does hand-to-hand damage. This will not aim the bullet for you; it has to be pointing at the target already. You may pay 1 extra charge to fire a bullet already in a gun; if the gun’s being actively wielded, its owner gets hit with a Helplessness 3 check.
Traveler’s Rebound
Cost: 2 minor, 1 bullet
The power of a bullet is contingent on its path – and whether it stays where it impacts. Slip a bullet into someone’s pocket and, the next time they go on a journey of 100 meters or more, they’ll feel compelled to leave their destination as soon as they arrive. Resisting leads to a Violence 4 check, as the compulsion will feel like a matter of physics rather than mere suggestion, and must be physically rejected.
One in the Chamber
Cost: 3 minor, 1 bullet
If you are a gun while holding bullets, then who’s to say what can be a gun and, more importantly, what can be reloaded? You can consume a bullet to ‘reload’ 1/6th, rounded down, of any inanimate object you can hold in your arms,. You can use this to reload a gun that takes a bullet of a different size…or you can use it to ‘reload’ that fuel canister for the car or ‘reload’ your phone’s battery or even ‘reload’ that empty PEZ dispenser in the garbage.
Miss By a Country Mile
Cost: 1 significant, 1 bullet
Swallow the bullet, and then look your target in the eye to curse them. This curse lasts a number of days equal to the tens place die. The bullet rules trajectory, and without its judgment, projectiles go wild. As long as the curse lasts, if the target fails on a roll to aim, throw or shoot something, it’s a matched failure. If it’s already a matched failure, it becomes a fumble.
666 in the Chamber
Cost: 2 significant, 1 bullet
You trap a demon or similar immaterial entity in the bullet used to cast this spell. This lasts for a number of minutes equal to the casting roll. While in the bullet, the demon cannot perceive the outside world and cannot be perceived. A possessed bullet cannot be consumed for a Telimancy spell, but it can be fired normally or via Telimancy blast, releasing the entity immediately where the bullet impacts. This does not assist in perceiving the immaterial entity, and it will not protect you from retaliation once it’s released. The bullet disintegrates once the entity has been freed.
Ricochet Recoil
Cost: 2 significant
You grant one ally one perfect shot with any firearm or projectile. A 10% increase on their next roll to shoot a gun or throw an object, multiplied by the ones place of your roll. However, to unlock that much power from a bullet, you must relinquish control over it. If the shot hits, it will ricochet off of the target after dealing damage; any attempt to predict its new trajectory or target gets a 40% negative shift. The GM will choose what the ricochet hits. The only conditions are that the secondary target will be within a number of meters equal to the ones place of your roll, and it will never, ever be something or someone you want to get hit.
Massive Misfire
Cost: 3 signficant
The school’s major blast. It’s very similar to the minor blast, up to and including dealing hand-to-hand damage. The advantage is that, one, you can trigger up to six bullets (and six hand-to-hand damage rolls) in one go; two, bullets will automatically aim towards your target; and three, you don’t need to pay extra to shoot out of someone else’s gun.
Odyssean Trick Shot
Cost: 3 significant
Get a picture of someone while they’re traveling. Scratch out their face with a bullet. Six obstacles will show up between that person and their destination. By default, each obstacle lasts for a number of minutes equal to the sum of the casting roll. Any rolls to get past an obstacle quicker get a 10% negative shift.
Bullet With Your Name On It
Cost: 5 significant, 6 bullets
Get someone to swallow all six of your bullets within an hour. If they do, you give them the new identity of ‘Bullet’ at 10% or give them a free experience check on an existing Bullet identity; it substitutes for Pursuit and coerces and evaluates Violence. If the new identity reaches 25% or higher, you become aware of it no matter where that person is; that person now counts as a bullet ‘on your person’ for the purposes of charging, taboo and spellcasting; you still need to know the location of the person to charge from them.
If a ‘Bullet’ is used to power a Telimancy spell, the spell gets a 20% positive shift, but it’ll also consume the person’s Bullet identity in a fiery conflagration. This causes an Unnatural or Self 5 check (from being used like an inanimate object) and a Violence 8 check (from the explosion); it also deals damage to them equal to their bullet identity when consumed.
Empty the Chambers
Cost: 6 significant
You know that you’re ‘unloaded’ when you’re out of bullets, but what happens to a non-telimancer who gets unloaded? Time to find out. Using this spell on a non-Telimancer allows you to physically extract six bullets from another human being. The target is immediately hit with the effects of several weeks of malnutrition, causing minor blast damage and an Unnatural 6 check. The resulting bullets can’t be used to cast Telimancy spells – being made of raw human health conflicts too much with the base nature of a bullet – but they can be fired like normal bullets by any normal gun, regardless of caliber. They can also be swallowed and processed like a very powerful multivitamin. After someone swallows one, anybody attempting to heal them may flip-flop the next non-magickal roll to do so. These vitamin bullets still count towards your bullet total for the purposes of taboo.
You can also use this spell on a Telimancer to take any bullets they have on their person. This is risky, as accepting an unknown number of bullets is likely to break taboo, but it will interrupt any charging they’re doing and prevent them from casting many of their spells.
Major Spell Effects: Explode every bullet in a ten mile radius. Prevent someone from reaching their destination for six years. Extract all of the ‘ammo’ out of a company or institution or government and reload it into another. Determine the metaphysical trajectory needed to shoot a member of the Invisible Clergy.