====== 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 [[:Mechanic:Category:Entity|Entity's]] cumulative efforts to achieve an outcome over time. They take longer to complete than an [[:Ability:Action]], but rarely result in [[:Mechanic:Outcome:Failure]]. A [[:Ability:Ritual]] is not a matter of [[:Mechanic:Outcome:Success]] or [[:Mechanic:Outcome:Failure]], but of time. Specifically, how much? A [[:Ability:Ritual]] is best applied when [[:Mechanic: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 [[:Mechanic:Outcome:Failure]] is still a meaningful possibility, a [[:Mechanic:Roll:Check]] or [[:Mechanic:Roll:Attack]] is usually more [[:Mechanic:General:Appropriate]].\\
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[[:Ability:Ritual|Rituals]] are most commonly shown in the format of:
|< - 25% 50% 25%>|
^ **The Ritual's Name** ^^^
| [[:Character: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]].|||
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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 [[:Mechanic:Category:Entity]] performs an [[:Mechanic:General:Appropriate]] [[:Character:Skill]] [[:Mechanic:Roll:Check]] and records its [[:Mechanic:Roll:Dice Pool:Total]]. The [[:Mechanic:Category:Entity]] continues to perform [[:Character:Skill]] [[:Mechanic:Roll: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 [[:Mechanic:Outcome:Success|Successfully]].\\
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To determine the [[:Mechanic:General: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:General:Appropriate]] for the [[:Mechanic:General: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 [[:Mechanic:Category: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:Conflict:Initiative:Round]]-based [[:Ability:Ritual]] can only be advanced once during each [[:Mechanic:Conflict:Initiative:Round]] during that [[:Mechanic:Category:Entity|Entity's]] [[:Mechanic:General:Time:Turn]]. 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 [[:Mechanic:Outcome:Success|Successfully]] when the combined [[:Mechanic:Roll:Dice Pool:Total]] of all [[:Mechanic:Roll:Check|Checks]] equals or exceeds its [[:Ability:Ritual:Severity]]. See [[:Ability:Ritual:Severity]] for more information.\\
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If you achieve a [[:Mechanic:Outcome:Critical Success]] while performing a [[:Mechanic:Roll:Check]] to advance a [[:Ability:Ritual]], it is treated the same as any other [[:Mechanic: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 [[:Mechanic:Outcome:Critical Failure]] while performing a [[:Mechanic:Roll:Check]] to advance a [[:Ability:Ritual]], the [[:Mechanic:Roll:Check]] [[:Mechanic:Outcome:Failure|Fails]], producing a [[:Mechanic:Roll:Dice Pool:Total]] of 0, and the entire [[:Ability:Ritual]] [[:Mechanic:Outcome:Failure|Fails]] as well, causing all progress to be lost. This is one of the few ways a [[:Ability:Ritual]] can [[:Mechanic:Outcome:Failure|Fail]].
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**Please Note**: Certain [[:Ability:Ritual|Rituals]], such as [[:Ability:Ritual:Invocation|Invocations]], may have additional outcomes for [[:Mechanic:Outcome:Failure]] in this manner, see their page for more information.\\
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**Example**: Johnny Tutorial is performing the [[:Ability:Trait:Set Up|Set Up - 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 +8 and 1D4 to [[:Character:Skill:Tech]] [[:Mechanic:Roll: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:Roll:Dice Pool:Total]] of 23 from his [[Mechanic:Roll:Dice Pool:Dice]] and [[Mechanic:Roll:Dice Pool:Static Bonus]], he now has progressed the [[:Ability:Ritual|Ritual]] 23 out of the 80 [[:Ability:Ritual:Severity]] needed. \\
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Johnny spends another [[:Mechanic:Rating:Action Point]], this time he [[:Mechanic:Outcome:Critical Success|Critically Succeeds]] on his [[:Mechanic:Roll:Check]], doubling his [[:Mechanic:Roll:Dice Pool:Static Bonus]] and [[:Mechanic:Roll:Dice Pool:Bonus Die]] to 16 and 6 respectively. All up, Johnny gains a whopping 42 from that [[:Mechanic:Roll:Check]], for a total progress of 65 out of 80. With his third and final [[:Mechanic:Rating:Action Point]] Johnny completes the [[:Ability:Ritual|Ritual]] with a [[:Mechanic:Roll:Check]] [[:Mechanic:Roll:Dice Pool:Total]] of 16, for a combined progress of 81, greater than the [[:Ability:Ritual:Severity]] 80 that is needed. Since the [[:Ability:Trait:Set Up|Set Up - 80]] requires no additional costs, the [[:Ability:Ritual|Ritual]] [[:Mechanic:Outcome:Success|Succeeds]] and Johnny's [[:Item:Equipment:Weapon:Heavy Sniper Rifle]] is setup and ready to fire.
===== Severity =====
{{page>[[:Ability:Ritual:Severity]]&noheader&inline}}
===== Interval =====
{{page>[[:Ability:Ritual:Interval]]&noheader&inline}}
===== Multitasking =====
{{page>[[:Ability:Ritual:Multitasking]]&noheader&inline}}
===== Projects =====
{{page>[[:Ability:Ritual:Project]]&noheader&inline}}
==== Changelog ====
Version 0.5c - Jun 2026
* Various wording changes.
* Various page links updated
Version 0.5c - Aug 2026
* Page moved and updated.