====== Ritual ======
**This page is under construction. Do not use the information within. Ask your GM or contact us at meatspacerpg+wiki@gmail.com for more info.**
A [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] is a type of [[:Game Mechanics:Definitions:Ability]]. It is an [[:Game Mechanics:Actions|Action]] that is performed over time. [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] is the general term, regardless of what type of [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] it may be, such as an [[:Game Mechanics:Invocation]], it will always be a [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]].\\
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A [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] uses an [[:Game_Mechanics:Definitions:Appropriate]] series of [[:Skills|Skill]] [[:Game Mechanics:Check|Checks]] until the [[:Game Mechanics:Definitions:Ability:Ritual#Severity|Severity]] has been met. These [[:Skills|Skill]] [[:Game Mechanics:Check|Checks]] can only be performed at a rate equal to or greater than the [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual's]] [[:Game Mechanics:Definitions:Ability:Ritual#Interval|Interval]].\\
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A [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] can be paused to perform other tasks by performing a [[:Game Mechanics:Multitasking|Multitasking Save]]. A paused [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] can be contributed to by others with a [[:Game Mechanics:Success and Failure:Success|Successful]] [[:Game Mechanics:Multitasking|Multitasking Save]]. [[:Game Mechanics:Success and Failure:Failure|Failing]] either of these [[:Game Mechanics:Multitasking|Multitasking Saves]] can cause the following, as [[:Game Mechanics:Definitions:Appropriate]]:\\
* If the [[:Game Mechanics:Multitasking|Multitasking Save]] [[:Game Mechanics:Success and Failure:Failure|Fails]], the [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] [[:Game Mechanics:Success and Failure:Failure|Fails]].
* If the [[:Game Mechanics:Multitasking|Multitasking Save]] [[:Game Mechanics:Success and Failure:Failure|Fails]], the [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] [[:Game Mechanics:Success and Failure:Critical Failure|Critically Fails]], causing a catastrophic side effect, as [[:Game Mechanics:Definitions:Appropriate]].
* If the [[:Game Mechanics:Multitasking|Multitasking Save]] [[:Game Mechanics:Success and Failure:Failure|Fails]], the current progress is reduced by half of the total [[:Game Mechanics:Definitions:Ability:Ritual#Severity|Severity]], rounded up. If this should cause the progress to fall below 0, the [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] [[:Game Mechanics:Success and Failure:Failure|Fails]] or [[:Game Mechanics:Success and Failure:Critical Failure|Critically Fails]], as [[:Game Mechanics:Definitions:Appropriate]].
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Should a [[:Skills|Skill]] [[:Game Mechanics:Check]] to progress a [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] be a [[:Game Mechanics:Success and Failure:Critical Success]], add the various bonuses to the D20 twice when calculating the progress gained for that [[:Game Mechanics:Check|Check]].\\
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[[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Rituals]] are shown in the format of - [[:Skills|Skill]] [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity|Severity]]/[[:Game Mechanics:Definitions:Ability:Ritual#Interval|Interval]]\\
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**Example**: To use the [[:Traits:Setup X|Setup 80]] [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] of a [[:Items:Equipment:Weapons:Heavy Sniper Rifle]] appears as: [[:Skills:Tech]] [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]]; 50/[[:Game Mechanics:Actions|Action]].
===== Interval =====
[[:Game Mechanics:Definitions:Ability:Ritual#Interval|Interval]] is a mechanical term involved in [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Rituals]].\\
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An [[:Game Mechanics:Definitions:Ability:Ritual#Interval|Interval]] denotes the [[:Game Mechanics:Actions|Action]] speed at which you can perform [[:Game Mechanics:Check|Checks]] to progress a [[:Game Mechanics:Definitions:Ability:Ritual]].\\
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**Example**: If Johnny Tutorial was attempting to perform the [[:Traits:Setup X|Setup]] [[:Game Mechanics:Definitions:Ability:Ritual]] on his favourite [[:Items:Equipment:Weapons:Heavy Sniper Rifle]], that [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] has an [[:Game Mechanics:Definitions:Ability:Ritual#Interval|Interval]] of [[:Game Mechanics:Actions:Action]]. Johnny could only perform a [[:Skills|Skill]] [[:Game Mechanics:Check]] any time he could perform an [[:Game Mechanics:Actions:Action]], each one costing him an [[:Ratings:Action Points|AP]].
===== Severity =====
[[:Game Mechanics:Definitions:Ability:Ritual#Severity|Severity]] is a mechanical term involved in [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Rituals]].\\
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[[:Game Mechanics:Definitions:Ability:Ritual#Severity|Severity]] denotes the [[:Game Mechanics:Dice Pool:Total]] required to achieve [[:Game Mechanics:Success and Failure:Success]] on a [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]].\\
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**Example**: If the famous [[:Jobs:Merc]], [Buck Texas], was attempting to perform the [[:Jobs:Merc:"That’s Mine!”]] [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] on his favourite [[:Items:Equipment:Weapons:Flashrifle]], that [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] has a [[:Game Mechanics:Definitions:Ability:Ritual#Severity|Severity]] of 80. [Buck] would require a combined total of 80, across all of his [[:Skills:Tech]] [[:Game Mechanics:Check|Checks]]. \\
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During the previous [[:Game Mechanics:Time:Period|Periodic]] [[:Game Mechanics:Definitions:Ability:Ritual#Interval|Intervals]] [Buck] achieved [[:Game Mechanics:Dice Pool:Total|Totals]] of 27 and 31, meaning the progress of the Ritual is 58 out of a [[:Game Mechanics:Definitions:Ability:Ritual#Severity|Severity]] 80, [Buck] needs a [[:Game Mechanics:Dice Pool:Total]] of 22 or more to complete the [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] during this [[:Game Mechanics:Definitions:Ability:Ritual#Interval|Interval]].\\
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[Buck] rolls his [[:Skills:Tech]] [[:Game Mechanics:Check]] and gets a [[:Game Mechanics:Dice Pool:Total]] of 24, which is added to his progress for a total of 82. Since 82 is greater than the [[:Game Mechanics:Definitions:Ability:Ritual#Severity|Severity]] of 80, the [[:Game Mechanics:Definitions:Ability:Ritual#Ritual|Ritual]] is [[:Game Mechanics:Success and Failure:Success|Successful]] and [Buck] gains the benefits of [[:Jobs:Merc:"That’s Mine!”]].
==== Changelog ====
Version 0.5c - Jun 2026
* Various wording changes.
* Various page links updated