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| mechanic:ability:ritual [2026/08/12 11:56] – [Ritual] ms_wuntch | mechanic:ability:ritual [2026/08/14 12:50] (current) – [Ritual] ms_ash |
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| ====== Ritual ====== | ====== Ritual ====== |
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| A [[:Mechanic:Ability:Ritual|Ritual]] is both a type of [[:Mechanic:Ability]] and classifying term. [[:Mechanic:Ability:Ritual|Rituals]] are effects and interactions that are too time consuming to be represented by a single [[:Game Mechanics:Actions|Action]], instead being performed over time.\\ | A [[:Mechanic:Ability:Ritual|Ritual]] a type of [[:Mechanic:Ability]]. They represent an [[:Mechanic:Entity|Entity's]] cumulative efforts to achieve an outcome over time. They take longer to complete than an [[:Mechanic:Ability:Action]], but rarely result in [Failure]. A [[:Mechanic:Ability:Ritual]] is not a matter of [Success] or [Failure], but of time. Specifically, how much? A [Ritual] is best applied when [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 [Failure] is still a meaningful possibility, a [[:Mechanic:Check]] or [[Mechanic:Attack]] is usually more [[:Mechanic:Appropriate]].\\ |
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| [[:Mechanic:Ability:Ritual|Ritual]] is the classifier and mechanical basis for any long term [[:Mechanic:Ability]], regardless of what type of [[:Mechanic:Ability:Ritual|Ritual]] it may be, such as [Crafting] or [[:Game Mechanics:Invocation|Invocations]], they will always be considered a [[:Mechanic:Ability:Ritual|Ritual]].\\ | **Please Note**: [[:Mechanic:Invocation|Invocations]] are a type of [[:Mechanic:Ability:Ritual]], and all rules that apply to [[:Mechanic:Ability:Ritual|Rituals]] also apply to [[:Mechanic:Invocation|Invocations]]. However, some rules apply specifically to [[:Mechanic:Invocation|Invocations]] and not to [[:Mechanic:Ability:Ritual|Rituals]]. If an [[:Mechanic:Ability]], [[:Item]], etc. specifically mentions [[:Mechanic:Invocation|Invocations]], it only affects [[:Mechanic:Invocation|Invocations]], not [[:Mechanic:Ability:Ritual|Rituals]]. See [[:Mechanic:Invocation|Invocations]] for more information.\\ |
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| | To perform a [[:Mechanic:Ability:Ritual]], an [[:Mechanic:Entity]] performs an [[:Mechanic:Appropriate]] [[:Character:Skill]] [[:Mechanic:Check]] and records its [Total]. The [[:Mechanic:Entity]] continues to perform [[:Character:Skill]] [[:Mechanic:Check|Checks]], limited by the [[:Mechanic:Ability:Ritual#Interval]]. Add the [Total] of each [[:Mechanic:Check]] together. When the combined [Total] equals or exceeds the [[:Mechanic:Ability:Ritual#Severity]] of the [[:Mechanic:Ability:Ritual]], the [[:Mechanic:Ability:Ritual]] is completed [Successfully].\\ |
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| | To determine the [[:Mechanc:Appropriate]] [[:Character:Skill]] for a [[:Mechanic:Ability:Ritual]], there are two methods. If the [[:Mechanic:Ability:Ritual]] is granted by an [[:Mechanic:Ability]], the [[:Mechanic:Ability]] will specify a [[:Character:Skill]]. For a custom [[:Mechanic:Ability:Ritual]], the [GM] determines which [[:Character:Skill]] is most [[:Mechanic:Appropriate]] for the [Situation].\\ |
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| | The [[:Mechanic:Ability:Ritual#Interval]] specifies how often the [[:Character:Skill]] [[:Mechanic:Check]] can be performed to advance a [[:Mechanic:Ability:Ritual]]. An [[:Mechanic:Entity]] cannot perform a [Check] to advance a [[:Mechanic:Ability:Ritual]] more often than the [[[:Mechanic:Ability:Ritual#Interval]] allows, even if they have completed the [[:Mechanic:Ability:Ritual]]. An [[:Mechanic:Ability:Action]]-based [[:Mechanic:Ability:Ritual]] can be advanced repeatedly, [[:Mechanic:Ability:Action]] after [[:Mechanic:Ability:Action]], while a [Turn]-based [[:Mechanic:Ability:Ritual]] can only be advanced once during each of that [[:Mechanic:Entity|Entity's]] [Turns]. See [[:Mechanic:Ability:Ritual#Interval]] for more information.\\ |
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| | A [[:Mechanic:Ability:Ritual|Ritual's]] [[:Mechanic:Ability:Ritual#Severity]] represents how difficult, or how much time, the [[:Mechanic:Ability:Ritual]] will take to complete. The greater the [[:Mechanic:Ability:Ritual#Severity]], the more difficult the [[:Mechanic:Ability:Ritual]]. A [[:Mechanic:Ability:Ritual]] is completed [Successfully] when the combined [Total] of all [[:Mechanic:Checks]] equals or exceeds its [[:Mechanic:Ability:Ritual#Severity]]. See [[:Mechanic:Ability:Ritual#Severity]] for more information.\\ |
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| To begin performing a [[:Mechanic:Ability:Ritual|Ritual]] a [[:Character]] makes a [[:Game Mechanics:Check]] using a [[:Skills|Skill]] that is either listed on the [[:Mechanic:Ability:Ritual|Ritual]] or offered by the [[:Mechanic:Game Master|GM]]. The [[:Game Mechanics:Dice Pool:Total]] of that [[:Game Mechanics:Check]] is added towards the total [[:Mechanic:Ability:Ritual|Ritual]] progress. To complete the [[:Mechanic:Ability:Ritual|Ritual]] this [[:Game Mechanics:Check]] is repeated consecutively at each available [[:Mechanic:Ability:Ritual#Interval]], such as each [[:Mechanic:Ability:Action]] or [Period]. This process continues until the [[:Mechanic:Ability:Ritual|Rituals]] total progress equals or exceeds it's set [[:Mechanic:Ability:Ritual#Severity]]. The [[:Mechanic:Ability:Ritual|Ritual]] is then completed, any extra costs, such as [[:Ratings:Mana]], are paid, then the [[:Mechanic:Ability:Ritual|Ritual]] is considered [[:Game Mechanics:Success and Failure:Success|Successful]] and any effects or outcomes resolve. | |
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| **Example**: Johnny Tutorial is performing the [[:Traits:Setup X|Setup - 80]] [[:Mechanic:Ability:Ritual|Ritual]] on his favourite [[:Items:Equipment:Weapons:Heavy Sniper Rifle]]. This is a [[:Skills:Tech]] [[:Mechanic:Ability:Ritual|Ritual]] with a [[:Mechanic:Ability:Ritual#Severity]] of 80 and an [[:Mechanic:Ability:Action]] [[:Mechanic:Ability:Ritual#Interval|Interval]]. Johnny gets a +15 and 2D6 to [[:Skills:Tech]] [[:Game Mechanics:Check|Checks]]. He spends an [[:Ratings:Action Points|Action Point]] to progress the [[:Mechanic:Ability:Ritual|Ritual]] with his [[:Skills:Tech]] [[:Game Mechanics:Check]]. Johnny gets a [[:Game Mechanics:Dice Pool:Total]] of 33 from his [[:Game Mechanics:Definitions:Dice]] and [[:Game Mechanics:Dice Pool:Static Modifier]], he now has progressed the [[:Mechanic:Ability:Ritual|Ritual]] 33 out of the 80 [[:Mechanic:Ability:Ritual#Severity]] needed. Johnny spends another [[:Ratings:Action Points|Action Point]], this time his [[:Game Mechanics:Check]] [[:Game Mechanics:Dice Pool:Total]] is a whopping 42, for a total progress of 75 out of 80. With his third and final [[:Ratings:Action Points|Action Point]] Johnny completes the [[:Mechanic:Ability:Ritual|Ritual]] with a [[:Game Mechanics:Check]] [[:Game Mechanics:Dice Pool:Total]] of 29, for a combined progress of 105, much greater than the [[:Mechanic:Ability:Ritual#Severity]] 80 that is need. Since the [[:Traits:Setup X|Setup - 80]] requires no additional costs, the [[:Mechanic:Ability:Ritual|Ritual]] [[:Game Mechanics:Success and Failure:Success|Succeeds]] and Johnny's [[:Items:Equipment:Weapons:Heavy Sniper Rifle]] is setup and ready to fire. | **Example**: Johnny Tutorial is performing the [[:Mechanic:Ability:Trait:Setup - X|Setup - 80]] [[:Mechanic:Ability:Ritual|Ritual]] on his favourite [[:Item:Equipment:Weapon:Heavy Sniper Rifle]]. This is a [[:Character:Skill:Tech]] [[:Mechanic:Ability:Ritual|Ritual]] with a [[:Mechanic:Ability:Ritual#Severity]] of 80 and an [[:Mechanic:Ability:Action]] [[:Mechanic: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 [[:Mechanic:Ability:Ritual|Ritual]] with his [[:Character:Skill:Tech]] [[:Mechanic: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 [[:Mechanic:Ability:Ritual|Ritual]] 33 out of the 80 [[:Mechanic:Ability:Ritual#Severity]] needed. Johnny spends another [[:Mechanic:Rating:Action Point]], this time his [[:Mechanic: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 [[:Mechanic:Ability:Ritual|Ritual]] with a [[:Mechanic:Check]] [[:Mechanic:Dice Pool:Total]] of 29, for a combined progress of 105, much greater than the [[:Mechanic:Ability:Ritual#Severity]] 80 that is need. Since the [[:Mechanic:Ability:Trait:Setup - X|Setup - 80]] requires no additional costs, the [[:Mechanic:Ability:Ritual|Ritual]] [[:Mechanic:Success|Succeeds]] and Johnny's [[:Item:Equipment:Weapon:Heavy Sniper Rifle]] is setup and ready to fire. |
| </WRAP> | </WRAP> |
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| Should a [[:Skills|Skill]] [[:Game Mechanics:Check]] to progress a [[:Mechanic:Ability: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]]. Should a [[:Skills|Skill]] [[:Game Mechanics:Check]] to progress a [[:Mechanic:Ability:Ritual|Ritual]] be a [[:Game Mechanics:Success and Failure:Critical Failure]], the [[:Mechanic:Ability:Ritual|Ritual]] fails and its progress is set to 0.\\ | If you achieve a [Critical Success] while performing a [[:Mechanic:Check]] to advance a [[:Mechanic:Ability:Ritual]], it is treated the same as any other [Critical Success] on a [[:Mechanic:Check]]. Double all non-D20 [Bonuses] added to the [Check] when calculating its [Total]. The subsequent [Total] is then added to the ongoing [Total] for the [[:Mechanic:Ability:Ritual]]. However, if you suffer a [Critical Failure] while performing a [[:Mechanic:Check]] to advance a [[:Mechanic:Ability:Ritual]], the [[:Mechanic:Check]] [Fails], producing a [Total] of 0, and the entire [[:Mechanic:Ability:Ritual]] [Fails] as well, causing all progress to be lost. This is one of the few ways a [[:Mechanic:Ability:Ritual]] can [Fail]. |
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| | **Please Note**: Certain [[:Mechanic:Ability:Ritual|Rituals]], such as [[:Mechanic:Invocation|Invocations]], may have additional outcomes for [[:Mechanic:Success and Failure:Failure]] in this manner, see their page for more information.\\ |
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| | Once an [[Mechanic:Entity]] has started a [[:Mechanic:Ability:Ritual]], they are preoccupied with it until it is finished or turned into a [[:Mechanic:Ability:Ritual#Project]]. If they perform another [Action] or suffer any [Damage] while maintaining a [[:Mechanic:Ability:Ritual]], they must perform a [Multitasking] [Save] or [Fail] the [[:Mechanic:Ability:Ritual]]. A [Multitasking] [Save] is a [Will] [Save]. However, it gains any other [Bonuses] or [Penalties] that an [[Mechanic: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 [Ritual], the [Difficulty] of the [Multitasking] [Save] is 15. If the [Action] is unusually complex or simple, the [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 [[:Mechanic:Ability:Trait:Setup - X|Setup - 80]] [[:Mechanic: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] [Ritual], he must [Successfully] perform a [Difficulty] 21 [Multitasking] [Save] to avoid [Failing] the [Ritual]. |
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| In addition, a [[:Mechanic:Ability:Ritual]] can be paused by performing a [[:Game Mechanics:Success and Failure:Success|Successful]] a [[:Game Mechanics:Multitasking|Multitasking Save]] of [[:Game Mechanics:Definitions:DC|DC - 15]]. This [[:Mechanic:Ability:Ritual]] can be resumed by [[:Game Mechanics:Success and Failure:Success|Succeeding]] at the same [[:Game Mechanics:Definitions:DC|DC - 15]] [[:Game Mechanics:Multitasking|Multitasking Save]]. Should either of these [[:Game Mechanics:Multitasking|Multitasking Saves]] [[:Game Mechanics:Success and Failure:Failure|Fail]], the [[:Mechanic:Ability:Ritual]] [[:Game Mechanics:Success and Failure:Failure|Fails]] and all progress is [Set] to 0.\\ | Any [Ritual] maintained by a [Character] can be converted into a [Project] as a [Free Action]. An [Entity] can only turn a [Ritual] into a [Project] during their [Turn]. Once a [Ritual] has been converted into a [Project], the [Entity] is free to move and otherwise act as normal without risking any progress on the [Ritual]. To resume the [Ritual], however, the [Entity] must perform a [Multitasking] [Save] with an [Appropriate] [Difficulty] based on the [Situation].\\ |
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| **Please Note**: Certain [[:Mechanic:Ability:Ritual|Rituals]], such as [[:Game Mechanics:Invocation|Invocations]], may have additional outcomes for [[:Game Mechanics:Success and Failure:Failure]] in this manner, see their page for more information.\\ | 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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| Furthermore, Most [[:Mechanic:Ability:Ritual|Rituals]] can be converted into an ongoing [[:Game Mechanics:Project]], allowing progress to be kept without constant [[:Game Mechanics:Multitasking|Multitasking Save]]. See [[:Game Mechanics:Project]] for more information.\\ | If this [Multitasking] [Save] is performed [Successfully], the [Entity] resumes the [Ritual] with the same [Total] it had when the [Ritual] was paused and converted into a [Project]. If they [Fail] the [Save], the [Ritual] [Fails] instead. An [Entity] can only maintain a limited number of [Projects]. See [Projects] for additional information.\\ |
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| [[:Mechanic:Ability:Ritual|Rituals]] are most commonly shown in the format of: | [[:Mechanic:Ability:Ritual|Rituals]] are most commonly shown in the format of: |
| |< - 25% 50% 25%>| | |< - 25% 50% 25%>| |
| ^ **The Ritual's Name** ^^^ | ^ **The Ritual's Name** ^^^ |
| | [[:Skills|Name of Skill used]] [[:Mechanic:Ability:Ritual]]; [[:Mechanic:Ability:Ritual#Severity]]/[[:Mechanic:Ability:Ritual#Interval]] | | Any additional costs, such as [[:Ratings:Mana]] | | | [[:Skill|Name of Skill used]] [[:Mechanic:Ability:Ritual]]; [[:Mechanic:Ability:Ritual#Severity]]/[[:Mechanic:Ability:Ritual#Interval]] | | Any additional costs, such as [[:Mechanic:Rating:Mana]] | |
| |The effect gained when completing the [[:Mechanic:Ability:Ritual]].||| | |The effect gained when completing the [[:Mechanic:Ability:Ritual]].||| |
| </WRAP> | </WRAP> |
| Or when found in text as the following: | Or when found in text as the following: |
| <WRAP round box> | <WRAP round box> |
| **Example**: To use the [[:Traits:Setup X|Setup - 80]] [[:Mechanic:Ability:Ritual|Ritual]] of a [[:Items:Equipment:Weapons:Heavy Sniper Rifle]] appears as: [[:Skills:Tech]] [[:Mechanic:Ability:Ritual|Ritual]]; 80/[[:Game Mechanics:Actions|Action]]. | **Example**: To use the [[:Mechanic:Ability:Trait:Setup - X|Setup - 80]] [[:Mechanic:Ability:Ritual|Ritual]] of a [[:Item:Equipment:Weapon:Heavy Sniper Rifle]] appears as: [[:Character:Skill:Tech]] [[:Mechanic:Ability:Ritual|Ritual]]; 80/[[:Mechanic:Actions|Action]]. |
| </WRAP> | </WRAP> |
| ===== Interval ===== | ===== Interval ===== |
| [[:Mechanic:Ability:Ritual#Interval|Interval]] is a mechanical term involved in [[:Mechanic:Ability:Ritual#Ritual|Rituals]].\\ | [[:Mechanic:Ability:Ritual#Interval|Interval]] is a mechanical term involved in [[:Mechanic:Ability:Ritual#Ritual|Rituals]].\\ |
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| An [[:Mechanic:Ability:Ritual#Interval|Interval]] denotes the [[:Game Mechanics:Actions|Action]] speed at which you can perform [[:Game Mechanics:Check|Checks]] to progress a [[:Mechanic:Ability:Ritual]].\\ | An [[:Mechanic:Ability:Ritual#Interval|Interval]] denotes the [[:Mechanic:Actions|Action]] speed at which you can perform [[:Mechanic:Check|Checks]] to progress a [[:Mechanic:Ability:Ritual]].\\ |
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| **Example**: If Johnny Tutorial was attempting to perform the [[:Traits:Setup X|Setup - 80]] [[:Mechanic:Ability:Ritual]] on his favourite [[:Items:Equipment:Weapons:Heavy Sniper Rifle]], that [[:Mechanic:Ability:Ritual#Ritual|Ritual]] has an [[:Mechanic: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]]. | **Example**: If Johnny Tutorial was attempting to perform the [[:Mechanic:Ability:Trait:Setup - X|Setup - 80]] [[:Mechanic:Ability:Ritual]] on his favourite [[:Item:Equipment:Weapon:Heavy Sniper Rifle]], that [[:Mechanic:Ability:Ritual#Ritual|Ritual]] has an [[:Mechanic:Ability:Ritual#Interval|Interval]] of [[:Mechanic:Actions:Action]]. Johnny could only perform a [[:Character:Skill]] [[:Mechanic:Check]] any time he could perform an [[:Mechanic:Actions:Action]], each one costing him an [[:Ratings:Action Points|AP]]. |
| </WRAP> | </WRAP> |
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| [[:Mechanic:Ability:Ritual#Severity|Severity]] is a mechanical term involved in [[:Mechanic:Ability:Ritual#Ritual|Rituals]].\\ | [[:Mechanic:Ability:Ritual#Severity|Severity]] is a mechanical term involved in [[:Mechanic:Ability:Ritual#Ritual|Rituals]].\\ |
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| [[:Mechanic:Ability:Ritual#Severity|Severity]] denotes the [[:Game Mechanics:Dice Pool:Total]] required to achieve [[:Game Mechanics:Success and Failure:Success]] on a [[:Mechanic:Ability:Ritual#Ritual|Ritual]].\\ | [[:Mechanic:Ability:Ritual#Severity|Severity]] denotes the [[:Mechanic:Dice Pool:Total]] required to achieve [[:Mechanic:Success and Failure:Success]] on a [[:Mechanic:Ability:Ritual#Ritual|Ritual]].\\ |
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| **Example**: If the famous [[:Jobs:Merc]], [Buck Texas], was attempting to perform a [[:Game Mechanics:Definitions:Modding|Mod]] installation [[:Mechanic:Ability:Ritual#Ritual|Ritual]] on his favourite [[:Items:Equipment:Weapons:Flashrifle]], that [[Mechanic:Ability:Ritual#Ritual|Ritual]] would have [[:Mechanic:Ability:Ritual#Severity|Severity]] of 80 and an [[:Mechanic:Ability:Ritual#Interval]] of [Periodic]. [Buck] would require a combined total of 80, across all of his [[:Skills:Tech]] [[:Game Mechanics:Check|Checks]]. \\ | **Example**: If the famous [[:Jobs:Merc]], [Buck Texas], was attempting to perform a [[:Mechanic:Modding|Mod]] installation [[:Mechanic:Ability:Ritual#Ritual|Ritual]] on his favourite [[:Item:Equipment:Weapon:Flashrifle]], that [[Mechanic:Ability:Ritual#Ritual|Ritual]] would have [[:Mechanic:Ability:Ritual#Severity|Severity]] of 80 and an [[:Mechanic: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] [[:Mechanic: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 [[:Mechanic:Ability:Ritual#Severity|Severity]] 80, [Buck] needs a [[:Game Mechanics:Dice Pool:Total]] of 22 or more to complete the [[:Mechanic:Ability:Ritual#Ritual|Ritual]] during this [[:Mechanic:Ability:Ritual#Interval|Interval]].\\ | During the previous [Periodic] [[:Mechanic: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 [[:Mechanic:Ability:Ritual#Severity|Severity]] 80, [Buck] needs a [[:Mechanic:Dice Pool:Total]] of 22 or more to complete the [[:Mechanic:Ability:Ritual#Ritual|Ritual]] during this [[:Mechanic: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 [[:Mechanic:Ability:Ritual#Severity|Severity]] of 80, the [[:Mechanic:Ability:Ritual#Ritual|Ritual]] is [[:Game Mechanics:Success and Failure:Success|Successful]] and [Buck] installs the [[:Items:Mods|Mod]] in his [[:Items:Equipment:Weapons:Flashrifle]] with no issue. | [Buck] rolls his [[:Character:Skill:Tech]] [[:Mechanic: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 [[:Mechanic:Ability:Ritual#Severity|Severity]] of 80, the [[:Mechanic:Ability:Ritual#Ritual|Ritual]] is [[:Mechanic:Success|Successful]] and [Buck] installs the [[:Item:Mod]] in his [[:Item:Equipment:Weapon:Flashrifle]] with no issue. |
| </WRAP> | </WRAP> |
| | ===== Project ===== |
| ==== Changelog ==== | ==== Changelog ==== |
| <WRAP changelog center 800px> | <WRAP changelog center 800px> |