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Ritual

A Ritual a type of Ability. They represent an Entity's cumulative efforts to achieve an outcome over time. They take longer to complete than an Action, but rarely result in [Failure]. A 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 Check or Attack is usually more Appropriate.

Please Note: Invocations are a type of Ritual, and all rules that apply to Rituals also apply to Invocations. However, some rules apply specifically to Invocations and not to Rituals. If an Ability, Item, etc. specifically mentions Invocations, it only affects Invocations, not Rituals. See Invocations for more information.

To perform a Ritual, an Entity performs an Appropriate Skill Check and records its [Total]. The Entity continues to perform Skill Checks, limited by the Interval. Add the [Total] of each Check together. When the combined [Total] equals or exceeds the Severity of the Ritual, the Ritual is completed [Successfully].

To determine the Appropriate Skill for a Ritual, there are two methods. If the Ritual is granted by an Ability, the Ability will specify a Skill. For a custom Ritual, the [GM] determines which Skill is most Appropriate for the [Situation].

The Interval specifies how often the Skill Check can be performed to advance a Ritual. An Entity cannot perform a [Check] to advance a Ritual more often than the Interval allows, even if they have completed the Ritual. An Action-based Ritual can be advanced repeatedly, Action after Action, while a [Turn]-based Ritual can only be advanced once during each of that Entity's [Turns]. See Interval for more information.

A Ritual's Severity represents how difficult, or how much time, the Ritual will take to complete. The greater the Severity, the more difficult the Ritual. A Ritual is completed [Successfully] when the combined [Total] of all Checks equals or exceeds its Severity. See Severity for more information.

Example: Johnny Tutorial is performing the Setup - 80 Ritual on his favourite Heavy Sniper Rifle. This is a Tech Ritual with a Severity of 80 and an Action Interval. Johnny gets a +15 and 2D6 to Tech Checks. He spends an Action Point to progress the Ritual with his Tech Check. Johnny gets a Total of 33 from his Dice and Static Modifier, he now has progressed the Ritual 33 out of the 80 Severity needed. Johnny spends another Action Point, this time his Check Total is a whopping 42, for a total progress of 75 out of 80. With his third and final Action Point Johnny completes the Ritual with a Check Total of 29, for a combined progress of 105, much greater than the Severity 80 that is need. Since the Setup - 80 requires no additional costs, the Ritual Succeeds and Johnny's Heavy Sniper Rifle is setup and ready to fire.


If you achieve a [Critical Success] while performing a Check to advance a Ritual, it is treated the same as any other [Critical Success] on a 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 Ritual. However, if you suffer a [Critical Failure] while performing a Check to advance a Ritual, the Check [Fails], producing a [Total] of 0, and the entire Ritual [Fails] as well, causing all progress to be lost. This is one of the few ways a Ritual can [Fail].
Once an Entity has started a Ritual, they are preoccupied with it until it is finished or turned into a Project. If they perform another [Action] or suffer any [Damage] while maintaining a Ritual, they must perform a [Multitasking] [Save] or [Fail] the Ritual. A [Multitasking] [Save] is a [Will] [Save]. However, it gains any other [Bonuses] or [Penalties] that an Entity may have to [Multitasking], as Appropriate. See [Multitasking] for more information.

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].

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].

Example: Johnny Tutorial is performing the Setup - 80 Ritual on his favourite 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].


Please Note: Certain Rituals, such as Invocations, may have additional outcomes for Failure in this manner, see their page for more information.

Furthermore, Most Rituals can be converted into an ongoing Project, allowing progress to be kept without constant Multitasking Save. See Project for more information.

Rituals are most commonly shown in the format of:

The Ritual's Name
Name of Skill used Ritual; Severity/Interval Any additional costs, such as Mana
The effect gained when completing the Ritual.

Or when found in text as the following:

Example: To use the Setup - 80 Ritual of a Heavy Sniper Rifle appears as: Tech Ritual; 80/Action.

Interval

Interval is a mechanical term involved in Rituals.

An Interval denotes the Action speed at which you can perform Checks to progress a Ritual.

Example: If Johnny Tutorial was attempting to perform the Setup - 80 Ritual on his favourite Heavy Sniper Rifle, that Ritual has an Interval of Action. Johnny could only perform a Skill Check any time he could perform an Action, each one costing him an AP.

Severity

Severity is a mechanical term involved in Rituals.

Severity denotes the Total required to achieve Success on a Ritual.

Example: If the famous Merc, [Buck Texas], was attempting to perform a Mod installation Ritual on his favourite Flashrifle, that Ritual would have Severity of 80 and an Interval of [Periodic]. [Buck] would require a combined total of 80, across all of his Tech Checks.

During the previous [Periodic] Intervals [Buck] achieved Totals of 27 and 31, meaning the progress of the Ritual is 58 out of a Severity 80, [Buck] needs a Total of 22 or more to complete the Ritual during this Interval.

[Buck] rolls his Tech Check and gets a Total of 24, which is added to his progress for a total of 82. Since 82 is greater than the Severity of 80, the Ritual is Successful and [Buck] installs the Mod in his Flashrifle with no issue.

Changelog

Version 0.5c - Jun 2026

  • Various wording changes.
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Version 0.5c - Aug 2026

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