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Rituals and Invocations
Rituals
A Ritual is an Action that is performed over time. A Ritual is the general term, regardless of what type of Ritual the action may be, such as an Invocation, it will always be a Ritual.
A Ritual using appropriate Skill Checks until the Severity has been met. The Skill Checks can only be performed at a rate equal to or greater than the Interval.
A Ritual can be paused to perform other tasks by taking a Multi-Tasking Check, using your Will Save with any all and bonus to Will being applied. A paused Ritual can be contributed to by others with a successful Multi-Tasking Check.
- If A Multitasking Check fails, the Ritual fails.
- If A Multitasking Check fails, the Ritual critically fails, causing a catastrophic side effect.
- If A Multitasking Check fails, the current progress is reduced by half of the total Severity (rounded up). If this should cause the progress to fall below 0, the Ritual fails (or critically fails, maybe).
Should the Skill Check roll a Critical Success, add the various bonuses to the D20 twice when calculating the progress gained for the roll.
Example: A Technological Check is being rolled for a Technological Ritual to repair a Malfunction on the Vehicle.
The Dice pool is D20 + 3 (Prof) + 6 (Wits) + 3 (Skill) Points + D6 Class Die.
The result is 20, causing a critical success, which results in the following result:
D20: Result: 20 + 3 (Prof) + 3 (Prof) + 6 (Wits) + 6 (Wits) + 3 (Skill) + 3 (Skill) + 2D6 Class Die: Result: 7 = 51 progress.
Should the Skill Check roll a critical failure, the Ritual ends immediately, causing a catastrophic side effect, such as a Miscast, if the Ritual was an Invocation, for example.
Rituals are anything that takes an amount of time more than just a standard Action or two,a Ritual is a series of Skill Checks made in sequence, with one check being made per the speed listed on the ritual, until the ritual is complete, rituals can be disrupted or put on hold to perform other actions but this will require a Multitasking Check that if failed will cause the ritual to fail also.
Rituals are mainly shown in the format of - (Skill used) Ritual (Ritual number to reach);(interval at which checks can be made)
For example: To use the Setup ritual of a Heavy Sniper Rifle is a Tech Ritual; 50/Action
Severity
Severity denotes the combined total of results from the relevant Skill Checks to achieve success on a Ritual.
Example: If the Merc, Buck Texas, was attempting to perform the “Hey, that’s mine!” Ritual on their favourite Flash Rifle. It has a Severity of 80, so he would require a combined total of 80, across all of their Technological Checks.
Buck has replaced his Technological Checks with the Rockin’ Roll Mastery, as that better benefits his skill set. During the previous Intervals Buck has achieved the results of 27 and 31, meaning the total progress of the Ritual is 58 and since the Severity is 80, Buck would need a result of 22 to complete the Ritual during this Interval.
Buck rolls his Rockin’ Roll Check and achieves the result of a 17, which is added to the progress to make a total of 75. Since 75 is less than the Severity of 80, the ritual is not yet complete and he will have to wait until the next Interval to try to complete the Ritual
Interval
Denotes how often a Ritual can be progressed with a Skill Check. Common Intervals are Action, Turn, Minute, 10 Minute, Hourly, Daily, Weekly, Cyclical, etc.
Additionally, the Interval denotes how often a Ritual can be performed.
Example: If a Voker was attempting to Cultivate a Spotted Medi-Shroom™, which has a Severity of 30 and a Daily Interval, they would be entitled to make a Cultivate Check once a day.
If the Voker rolled a result of 32 on their first Check, they would succeed, as their result exceeded the Severity, granting them a Spotted Medi-Shroom™. However, even though their on-going ritual has now been finished, they are unable to perform the Ritual again today due to the Daily Interval, meaning since they had performed a Check on the Ritual, the next time they would be able to start the ritual again is tomorrow.
Invocations
Invocations are the magical side of the Ritual coin, they are how vast powerful spells are cast, slowly winding the energies of the astral plane into a mighty weave that is almost impossible to break.
Invocations work identically to Rituals Except for the following instances:
- Invocations are a type of spell, and as such cost Mana
- If interrupted or failed they will cause the caster to take a Miscast check.
- Invocations unlike regular Spells cannot be Counterspelled.
An Invocation is a type of Ritual. Unless otherwise specified, an Invocation will require a number of Checks to perform, indicated by the Severity. It will additionally cost Mana, which will be specified by the Invocation. Invocations, like most Actions, require both LoS and LoE. Much like a Ritual, an Invocation will require Multitasking Checks if required to perform other actions mid ritual or to maintain concentration after being attacked or otherwise startled, lest the Invocation will Fail.
Should an Invocation Fail for this reason, due to a Critical Failure while Invoking or any other reason, the caster must immediately take a Miscast Check, consulting the Miscast Table.
In addition, Invocations require the caster to speak aloud some phases of power. This means that while the magic being performed may not cause sound, the caster will, possibly alerting others when performed. Additionally, the Invocation will be unable to be cast if the caster cannot speak, such as, because they are gagged.
Furthermore, to cast an Invocation, the caster must also perform a series of short but complex hand movements. This means that they require one Hand Slot free to cast an Invocation. Note: A Two-Handed weapon requires two hands to be fired but only requires one hand to hold.
Mana is spent when the Invocation is resolved. If an Invocation resolves and the caster doesn’t have the required Mana, they suffer a Miscast. An invocation can be cancelled by performing another Action that would otherwise require a multitasking save, and instead of taking the save you may cancel the Invocation instead. If you are forced to take a multitasking save, from being forcibly moved, damaged or by performing a Quick or Free Action, then you must take the save or fail. You may only cancel an invocation on your turn.
