bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h1>RITUALS AS GROUP CHECKS</h1>
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<h2>GAME RULES</h2>
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<h3>Potency Clock</h3>
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<p>The following describes the attributes associated with different levels of magical potency:</p>
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<p>When a character attempts a Ritual, other characters can help (even if they have no ability to perform Rituals themselves). The Magic Check will become a Group Check (page 50), and the character who performs the Ritual will act as the leader.</p>
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<h2>REDUCING THE COST OF A RITUAL</h2>
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<p>It is easy to notice that the MP cost of Rituals can be rather high. In order to reduce this cost, the spellcaster may provide an especially rare or powerful ingredient; doing so will cut the MP cost in half.</p>
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<ul>
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<li>This can only be done once per Ritual, and the Game Master should determine the nature of the ingredient — finding it should be its own adventure</li>
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<li>If there is no time to prepare and the Ritual is urgent, an item or ingredient the GM deems suitable can be sacrificed to allow the Ritual to take place.</li>
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<li><strong>Minor:</strong> Potency 4, Clock 20, MP 7, DL Individual ×1</li>
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<li><strong>Medium:</strong> Potency 6, Clock 30, MP 10, DL Small ×2</li>
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<li><strong>Major:</strong> Potency 6, Clock 40, MP 13, DL Large ×3</li>
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<li><strong>Extreme:</strong> Potency 8, Clock 50, MP 16, DL Huge ×4</li>
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</ul>
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<h2>SAMPLE RITUALS</h2>
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<h2>RITUALS DURING CONFLICTS</h2>
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<p>Use these examples as guidelines when adjudicating Rituals.</p>
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<p>Ritual magic can certainly be attempted during a conflict scene, but you will first need to gather enough magical energy.</p>
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<p>The process is as follows:</p>
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<p>Summoning a great globe made of fire and using it to destroy the engine of an airship is an <em>Elementalism</em> Ritual of major potency targeting a small area (80 MP, DL 13). If this Ritual fails, you might trigger a devastating firestorm.</p>
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<p>Sensing whether a person is hostile is a <em>Spiritism</em> Ritual of minor potency affecting an individual area (20 MP, DL 7). On a failure, you might accidentally instill strong negative emotions inside them, with unpredictable consequences.</p>
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<p>Erecting a barrier of energy to shield a castle from an avalanche is a <em>Ritualism</em> Ritual of extreme potency targeting a huge area (200 MP, DL 16). If the Ritual fails, you might cause a burst of uncontrolled magical force and trigger a supernatural cataclysm.</p>
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<p>Altering the flow of time to briefly restore the functions of a damaged device is an <em>Entropism</em> Ritual of medium potency affecting an individual area (30 MP, DL 10). On the failure, the mechanism and some of the nearby objects might rapidly age before your eyes and crumble to dust.</p>
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<div class="ritual-process">
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<ol>
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<li><strong>Use the Objective action</strong> to begin the Ritual — perform steps 1 and 2 of the flowchart on page 119, determining the Ritual's discipline, area and potency.</li>
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<li>A Ritual Clock is immediately created with a number of sections based on the Ritual's potency — see the table above. Now that this Clock is part of the scene, anyone can interact with it through the Objective action. Like any use of the Objective action, the Game Master will be the one adjudicating which Attributes should be used for the Check, as well as whether it has a fixed Difficulty Level or is an Opposed Check. The caster can perform the first Check to fill some sections the Clock as part of the Objective action they used to begin the Ritual.</li>
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<li>Once the Clock is filled, the character who initiated the Ritual may use an action to perform step 3 of the flowchart on page 119; to do so, they will spend the appropriate Mind Points and perform the Magic Check for the Ritual, whose Difficulty Level is determined by the Ritual's potency (see above). The outcome of the Check will reveal whether the Ritual is successful or its effects are twisted catastrophically.</li>
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</ol>
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</div>
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<p>Philip Forlenza (Order #)</p>
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