Magick

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Knowledge (Rituals)

This skill is the understanding of how to perform rituals and a familiarity with a few specific ones. Characters roll this skill whenever they perform a ritual, and the character can learn a number of rituals equal to their Knowledge (Rituals) die type divided by 2. They can perform these rituals without a reference. Starting character may know any number of rituals up to their maximum. During the game, characters may only add to the rituals they know from secondary sources or other characters.

If the ritualist is interrupted before he can finish, roll skill as normal but only check for Backlash or Backfire. On any other result, the ritual is simply disrupted and has no effect. A ritual can be interrupted by the ritualist being Shaken or by removing or destroying the Focus.

Backlash: If the character ever rolls a 1 on his Knowledge (Ritual) die while performing a ritual or ends up with a result less than 1 due to penalties, regardless of the Wild Die, the ritualist is Shaken and must make a Spirit roll with the same total modifier are the Knowledge (Rituals) roll or suffer the effects of the Fright Table. If the Fright Table results in a Shaken as well, the ritualist suffers a Wound as if it came from a damaging source.

Backfire: If the character ever rolls a 1 on their Knowledge (Ritual) die while performing a ritual or ends up with a result less than 1 due to penalties, and the Wild Die fails as well, the ritual Backfires. The effects of a Backlash occur to all characters present, whether involved in the ritual or not. In addition, the ritual has a detrimental effect as well, usually the opposite of the intended result.

Rituals

Rituals are simply Powers with a few differences in their activation and use. Powers performed as rituals cost no Power Points to activate, but require time and skill figured from the normal Power Point cost. Ritualists can perform any ritual they know, based on their Knowledge (Rituals) skill, automatically. They may also perform rituals from secondary sources, such as books, as long as they have the source present for reference during the ritual.

Performing a ritual takes a base 15 minutes for a 1 Power Point effect. Each additional Power Point doubles the time required to perform the ritual. At the end of this time, the Knowledge (Rituals) skill roll is made at a penalty equal to the normal Power Point cost.

Example: Silas performs the Glyph of Hezod ritual, which acts as the barrier Power. He wants to cover a 2” space, so the Power would normally cost 2 PP’s. The ritual takes 30 minutes, and Silas must make his Knowledge (Rituals) roll at –2.

Rituals typically provide very specific effects. Broader effects are harder to control, while narrower effects are easier. All rituals therefore inherently face a Utility Modifier.

Utility Modifier (UM)
As stated, Utility Modifiers are inherent to rituals; they are a part of the trappings of the Power the ritual mimics. Thus a character may know multiple rituals of the same Power with different Utility Modifiers.

Modifier Result
-2 Ritual affects anything or a very broad category (such as all humans on a normal Earth-like world)
0 Ritual affects a limited category (such as all mystical creatures, extra-planar creatures, etc.)
+2 Ritual affects a very limited category (such as only undead, creatures from a specific place, etc.)
+4 Ritual affects a specific category (such as zombies, werewolves, etc.)
Example: Silas has Knowledge (Rituals) at a d6; he knows three rituals. One is Rings of Cytorrak, armor only versus undead (UM: +2). The other two are both the barrier Power. One is the Glyph of Hezod, which creates a true invisible wall of force that stops all mystical creatures (UM: 0). The other is Alucard’s Passing, which specifically acts as a deterrent only to vampires (UM +4). When faced with vampires, Alucard’s Passing is the much easier ritual to perform.

Powers with a duration of Instant work as normal. Maintainable Powers work slightly differently. The power effects are effectively permanent; however, they are tied to a specific physical object called the Focus. Searching for the particular Focus for a ritual can be an adventure in and of itself. Destruction of the Focus ends the effects. Also the power effects are tied to the Focus. If the Power affects an individual, then only the person carrying the Focus gains the benefits. Powers that create or summon creatures such as zombies are considered Focused in the creatures themselves (in other words, you have to kill the zombie to make it go away).

Example: Lee’s Rings of Cytorrak ritual has the Focus of a human bone. Once the ritual is successfully performed, the one person holding the bone gains the benefits of the Power. If the bone is destroyed, the effects end.

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Magick

The Haunted LordMisha