====== Ritual ======
**This section is currently in the process of being written - AAXW!**\\
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**Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.**
A [[:Ability:Ritual|Ritual]] a type of [[:Ability]]. They represent an [[:Character:Entity|Entity's]] cumulative efforts to achieve an outcome over time. They take longer to complete than an [[:Ability:Action]], but rarely result in [[:Outcome:Failure]]. A [[:Ability:Ritual]] is not a matter of [[:Outcome:Success]] or [[:Outcome:Failure]], but of time. Specifically, how much? A [[:Ability:Ritual]] is best applied when [[:Outcome:Success]] is certain, or extremely likely to occur, but the amount of time required is variable, such as breaking into a safe during a heist or attempting to assume a disguise before being discovered by a patrolling security guard. If [[:Outcome:Failure]] is still a meaningful possibility, a [[:Mechanic:Roll:Check]] or [[:Mechanic:Roll:Attack]] is usually more [[:Mechanic:Appropriate]].\\
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**Please Note**: [[:Ability:Ritual:Invocation|Invocations]] are a type of [[:Ability:Ritual]], and all rules that apply to [[:Ability:Ritual|Rituals]] also apply to [[:Ability:Ritual:Invocation|Invocations]]. However, some rules apply specifically to [[:Ability:Ritual:Invocation|Invocations]] and not to [[:Ability:Ritual|Rituals]]. If an [[:Ability]], [[:Item]], etc. specifically mentions [[:Ability:Ritual:Invocation|Invocations]], it only affects [[:Ability:Ritual:Invocation|Invocations]], not [[:Ability:Ritual|Rituals]]. See [[:Ability:Ritual:Invocation|Invocations]] for more information.\\
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To perform a [[:Ability:Ritual]], an [[:Character:Entity]] performs an [[:Mechanic:Appropriate]] [[:Character:Skill]] [[:Mechanic:Roll:Check]] and records its [[:Mechanic:Roll:Dice Pool:Total]]. The [[:Character:Entity]] continues to perform [[:Character:Skill]] [[:Mechanic:Check|Checks]], limited by the [[:Ability:Ritual#Interval]]. Add the [[:Mechanic:Roll:Dice Pool:Total]] of each [[:Mechanic:Roll:Check]] together. When the combined [[:Mechanic:Roll:Dice Pool:Total]] equals or exceeds the [[:Ability:Ritual#Severity]] of the [[:Ability:Ritual]], the [[:Ability:Ritual]] is completed [Successfully].\\
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To determine the [[:Mechanc:Appropriate]] [[:Character:Skill]] for a [[:Ability:Ritual]], there are two methods. If the [[:Ability:Ritual]] is granted by an [[:Ability]], the [[:Ability]] will specify a [[:Character:Skill]]. For a custom [[:Ability:Ritual]], the [[:Mechanic:General:Player:Game Master|GM]] determines which [[:Character:Skill]] is most [[:Mechanic:Appropriate]] for the [Situation].\\
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The [[:Ability:Ritual#Interval]] specifies how often the [[:Character:Skill]] [[:Mechanic:Roll:Check]] can be performed to advance a [[:Ability:Ritual]]. An [[:Character:Entity]] cannot perform a [[:Mechanic:Roll:Check]] to advance a [[:Ability:Ritual]] more often than the [[:Ability:Ritual#Interval]] allows, even if they have completed the [[:Ability:Ritual]]. An [[:Ability:Action]]-based [[:Ability:Ritual]] can be advanced repeatedly, [[:Ability:Action]] after [[:Ability:Action]], while a [[:Mechanic:General:Time:Turn]]-based [[:Ability:Ritual]] can only be advanced once during each of that [[:Character:Entity|Entity's]] [[:Mechanic:General:Time:Turn|Turns]]. See [[:Ability:Ritual#Interval]] for more information.\\
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A [[:Ability:Ritual|Ritual's]] [[:Ability:Ritual#Severity]] represents how difficult, or how much time, the [[:Ability:Ritual]] will take to complete. The greater the [[:Ability:Ritual#Severity]], the more difficult the [[:Ability:Ritual]]. A [[:Ability:Ritual]] is completed [Successfully] when the combined [[:Mechanic:Roll:Dice Pool:Total]] of all [[:Mechanic:Checks]] equals or exceeds its [[:Ability:Ritual#Severity]]. See [[:Ability:Ritual#Severity]] for more information.\\
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**Example**: Johnny Tutorial is performing the [[:Ability:Trait:Setup - X|Setup - 80]] [[:Ability:Ritual|Ritual]] on his favourite [[:Item:Equipment:Weapon:Heavy Sniper Rifle]]. This is a [[:Character:Skill:Tech]] [[:Ability:Ritual|Ritual]] with a [[:Ability:Ritual#Severity]] of 80 and an [[:Ability:Action]] [[:Ability:Ritual#Interval|Interval]]. Johnny gets a +15 and 2D6 to [[:Character:Skill:Tech]] [[:Mechanic:Check|Checks]]. He spends an [[:Mechanic:Rating:Action Point]] to progress the [[:Ability:Ritual|Ritual]] with his [[:Character:Skill:Tech]] [[:Mechanic:Roll:Check]]. Johnny gets a [[:Mechanic:Dice Pool:Total]] of 33 from his [[:Mechanic:Dice Pool:Dice]] and [[:Mechanic:Dice Pool:Static Modifier]], he now has progressed the [[:Ability:Ritual|Ritual]] 33 out of the 80 [[:Ability:Ritual#Severity]] needed. Johnny spends another [[:Mechanic:Rating:Action Point]], this time his [[:Mechanic:Roll:Check]] [[:Mechanic:Dice Pool:Total]] is a whopping 42, for a total progress of 75 out of 80. With his third and final [[:Mechanic:Rating:Action Point]] Johnny completes the [[:Ability:Ritual|Ritual]] with a [[:Mechanic:Roll:Check]] [[:Mechanic:Dice Pool:Total]] of 29, for a combined progress of 105, much greater than the [[:Ability:Ritual#Severity]] 80 that is need. Since the [[:Ability:Trait:Setup - X|Setup - 80]] requires no additional costs, the [[:Ability:Ritual|Ritual]] [[:Mechanic:Success|Succeeds]] and Johnny's [[:Item:Equipment:Weapon:Heavy Sniper Rifle]] is setup and ready to fire.
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If you achieve a [[:Outcome:Critical Success]] while performing a [[:Mechanic:Roll:Check]] to advance a [[:Ability:Ritual]], it is treated the same as any other [[:Outcome:Critical Success]] on a [[:Mechanic:Roll:Check]]. Double all non-D20 [[:Mechanic:Roll:Dice Pool:Bonus|Bonuses]] added to the [[:Mechanic:Roll:Check]] when calculating its [[:Mechanic:Roll:Dice Pool:Total]]. The subsequent [[:Mechanic:Roll:Dice Pool:Total]] is then added to the ongoing [[:Mechanic:Roll:Dice Pool:Total]] for the [[:Ability:Ritual]]. However, if you suffer a [[:Outcome:Critical Failure]] while performing a [[:Mechanic:Roll:Check]] to advance a [[:Ability:Ritual]], the [[:Mechanic:Roll:Check]] [[:Outcome:Failure|Fails]], producing a [[:Mechanic:Roll:Dice Pool:Total]] of 0, and the entire [[:Ability:Ritual]] [[:Outcome:Failure|Fails]] as well, causing all progress to be lost. This is one of the few ways a [[:Ability:Ritual]] can [[:Outcome:Failure|Fail]].
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**Please Note**: Certain [[:Ability:Ritual|Rituals]], such as [[:Ability:Ritual:Invocation|Invocations]], may have additional outcomes for [[:Outcome:Failure]] in this manner, see their page for more information.\\
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Once an [[:Character:Entity]] has started a [[:Ability:Ritual]], they are preoccupied with it until it is finished or turned into a [[:Ability:Ritual#Project]]. If they perform another [Action] or suffer any [Damage] while maintaining a [[:Ability:Ritual]], they must perform a [Multitasking] [Save] or [[:Outcome:Failure|Fail]] the [[:Ability:Ritual]]. A [Multitasking] [Save] is a [Will] [Save]. However, it gains any other [[:Mechanic:Roll:Dice Pool:Bonus|Bonuses]] or [Penalties] that an [[:Character:Entity]] may have to [Multitasking], as [[:Mechanic:Appropriate]]. See [Multitasking] for more information.\\
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If an [Entity] performs an [Action] while maintaining a [[:Ability:Ritual]], the [Difficulty] of the [Multitasking] [Save] is 15. If the [Action] is unusually complex or simple, the [[:Mechanic:General:Player:Game Master|GM]] may increase or lower the [Difficulty]. They may also impose [Properties], as [Appropriate].\\
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However, if an [Entity] suffers [Damage], the [Difficulty] of the [Multitasking] [Save] varies. If they suffer enough [Damage] that some remains after [Mitigation], they must perform a [Multitasking] [Save] after the [Damage] is resolved. The [Difficulty] of this [Save] is equal to 10 + the [Unmitigated Damage]. If all of the [Damage] is [Mitigated], they are not required to perform a [Multitasking] [Save].\\
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**Example**: Johnny Tutorial is performing the [[:Ability:Trait:Setup - X|Setup - 80]] [[:Ability:Ritual|Ritual]] on his favourite [[:Item:Equipment:Weapon:Heavy Sniper Rifle]]. He receives 15 [Meat Damage] from enemy fire. He has 4 [Armour], [Mitigating] 4 of the 15 [Meat Damage], leaving 11 [Unmigitigated]. To maintain the [Setup] [[:Ability:Ritual]], he must [Successfully] perform a [Difficulty] 21 [Multitasking] [Save] to avoid [Failing] the [[:Ability:Ritual]].
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Any [[:Ability:Ritual]] maintained by a [Character] can be converted into a [Project] as a [Free Action]. An [Entity] can only turn a [[:Ability:Ritual]] into a [Project] during their [[:Mechanic:General:Time:Turn]]. Once a [[:Ability:Ritual]] has been converted into a [Project], the [Entity] is free to move and otherwise act as normal without risking any progress on the [[:Ability:Ritual]]. To resume the [[:Ability:Ritual]], however, the [Entity] must perform a [Multitasking] [Save] with an [Appropriate] [Difficulty] based on the [Situation].\\
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If the [Situation] is calm, such as during a rest period or at a work station, the [Difficulty] should be around 10 to 15. If the [Situation] is stressful or dangerous, such as at a loud concert, during a riot, or in a fight, the [Difficulty] should be around 15 to 25. If the [Situation] is disastrous or extremely stressful, such as during all-out warfare, life-or-death surgery, or while diffusing a bomb, the [Difficulty] can be 25 or higher, such as 30, 40, or even 50. Have a discussion to determine what feels [Appropriate] for the [Situation].\\
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If this [Multitasking] [Save] is performed [Successfully], the [Entity] resumes the [[:Ability:Ritual]] with the same [[:Mechanic:Roll:Dice Pool:Total]] it had when the [[:Ability:Ritual]] was paused and converted into a [Project]. If they [[:Outcome:Failure|Fail]] the [Save], the [[:Ability:Ritual]] [[:Outcome:Failure|Fails]] instead. An [Entity] can only maintain a limited number of [Projects]. See [Projects] for additional information.\\
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[[:Ability:Ritual|Rituals]] are most commonly shown in the format of:
|< - 25% 50% 25%>|
^ **The Ritual's Name** ^^^
| [[:Skill|Name of Skill used]] [[:Ability:Ritual]]; [[:Ability:Ritual#Severity]]/[[:Ability:Ritual#Interval]] | | Any additional costs, such as [[:Mechanic:Rating:Mana]] |
|The effect gained when completing the [[:Ability:Ritual]].|||
Or when found in text as the following:
**Example**: To use the [[:Ability:Trait:Setup - X|Setup - 80]] [[:Ability:Ritual|Ritual]] of a [[:Item:Equipment:Weapon:Heavy Sniper Rifle]] appears as: [[:Character:Skill:Tech]] [[:Ability:Ritual|Ritual]]; 80/[[:Mechanic:Actions|Action]].
===== Interval =====
[[:Ability:Ritual#Interval|Interval]] is a mechanical term involved in [[:Ability:Ritual#Ritual|Rituals]].\\
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An [[:Ability:Ritual#Interval|Interval]] denotes the [[:Mechanic:Actions|Action]] speed at which you can perform [[:Mechanic:Check|Checks]] to progress a [[:Ability:Ritual]].\\
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**Example**: If Johnny Tutorial was attempting to perform the [[:Ability:Trait:Setup - X|Setup - 80]] [[:Ability:Ritual]] on his favourite [[:Item:Equipment:Weapon:Heavy Sniper Rifle]], that [[:Ability:Ritual#Ritual|Ritual]] has an [[:Ability:Ritual#Interval|Interval]] of [[:Mechanic:Actions:Action]]. Johnny could only perform a [[:Character:Skill]] [[:Mechanic:Roll:Check]] any time he could perform an [[:Mechanic:Actions:Action]], each one costing him an [[:Ratings:Action Points|AP]].
===== Severity =====
[[:Ability:Ritual#Severity|Severity]] is a mechanical term involved in [[:Ability:Ritual#Ritual|Rituals]].\\
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[[:Ability:Ritual#Severity|Severity]] denotes the [[:Mechanic:Dice Pool:Total]] required to achieve [[:Mechanic:Success and Failure:Success]] on a [[:Ability:Ritual#Ritual|Ritual]].\\
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**Example**: If the famous [[:Jobs:Merc]], [Buck Texas], was attempting to perform a [[:Mechanic:Modding|Mod]] installation [[:Ability:Ritual#Ritual|Ritual]] on his favourite [[:Item:Equipment:Weapon:Flashrifle]], that [[Mechanic:Ability:Ritual#Ritual|Ritual]] would have [[:Ability:Ritual#Severity|Severity]] of 80 and an [[:Ability:Ritual#Interval]] of [Periodic]. [Buck] would require a combined total of 80, across all of his [[:Character:Skill:Tech]] [[:Mechanic:Check|Checks]]. \\
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During the previous [Periodic] [[:Ability:Ritual#Interval|Intervals]] [Buck] achieved [[:Mechanic:Dice Pool:Total|Totals]] of 27 and 31, meaning the progress of the Ritual is 58 out of a [[:Ability:Ritual#Severity|Severity]] 80, [Buck] needs a [[:Mechanic:Dice Pool:Total]] of 22 or more to complete the [[:Ability:Ritual#Ritual|Ritual]] during this [[:Ability:Ritual#Interval|Interval]].\\
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[Buck] rolls his [[:Character:Skill:Tech]] [[:Mechanic:Roll:Check]] and gets a [[:Mechanic:Dice Pool:Total]] of 24, which is added to his progress for a total of 82. Since 82 is greater than the [[:Ability:Ritual#Severity|Severity]] of 80, the [[:Ability:Ritual#Ritual|Ritual]] is [[:Mechanic:Success|Successful]] and [Buck] installs the [[:Item:Mod]] in his [[:Item:Equipment:Weapon:Flashrifle]] with no issue.
===== Project =====
==== Changelog ====
Version 0.5c - Jun 2026
* Various wording changes.
* Various page links updated
Version 0.5c - Aug 2026
* Page moved and updated.