GAME RULES
Potency Clock
The following describes the attributes associated with different levels of
magical potency:
- Minor: Potency 4, Clock 20, MP 7, DL Individual ×1
- Medium: Potency 6, Clock 30, MP 10, DL Small ×2
- Major: Potency 6, Clock 40, MP 13, DL Large ×3
- Extreme: Potency 8, Clock 50, MP 16, DL Huge ×4
RITUALS DURING CONFLICTS
Ritual magic can certainly be attempted during a conflict scene, but you will
first need to gather enough magical energy.
The process is as follows:
-
Use the Objective action to begin the Ritual — perform
steps 1 and 2 of the flowchart on page 119, determining the Ritual's
discipline, area and potency.
-
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.
-
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.