48 lines
2.1 KiB
HTML
48 lines
2.1 KiB
HTML
<h2>GAME RULES</h2>
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<h3>Potency Clock</h3>
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<p>
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The following describes the attributes associated with different levels of
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magical potency:
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</p>
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<ul>
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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>RITUALS DURING CONFLICTS</h2>
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<p>
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Ritual magic can certainly be attempted during a conflict scene, but you will
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first need to gather enough magical energy.
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</p>
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<p>The process is as follows:</p>
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<div class="ritual-process">
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<ol>
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<li>
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<strong>Use the Objective action</strong> to begin the Ritual — perform
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steps 1 and 2 of the flowchart on
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<a href="/books/core/#page-119">page 119</a>, determining the Ritual's
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discipline, area and potency.
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</li>
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<li>
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A Ritual Clock is immediately created with a number of sections based on
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the Ritual's potency — see the table above. Now that this Clock is part of
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the scene, anyone can interact with it through the Objective action. Like
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any use of the Objective action, the Game Master will be the one
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adjudicating which Attributes should be used for the Check, as well as
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whether it has a fixed Difficulty Level or is an Opposed Check. The caster
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can perform the first Check to fill some sections the Clock as part of the
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Objective action they used to begin the Ritual.
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</li>
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<li>
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Once the Clock is filled, the character who initiated the Ritual may use
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an action to perform step 3 of the flowchart on
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<a href="/books/core/#page-119">page 119</a>; to do so, they will spend
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the appropriate Mind Points and perform the Magic Check for the Ritual,
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whose Difficulty Level is determined by the Ritual's potency (see above).
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The outcome of the Check will reveal whether the Ritual is successful or
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its effects are twisted catastrophically.
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</li>
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</ol>
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</div>
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