Rituals: Difference between revisions

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== Rituals ==
 
== Rituals ==
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted.
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*{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Some require a {{gloss|ref}}, and will say this.
   
 
*Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome.
Improvising new {{gloss|rituals}} requires a {{gloss|ref}}. If you are trying to get more than the basic effect by putting in more {{gloss|stamina}}, you require a {{gloss|ref}}. {{Gloss|Appropriate roleplay}} is not necessarily shouting about magic for a minute, but it must be appropriate to the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly.
 
   
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*Only the {{gloss|leader}} needs to have the skill for the Ritual. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay.
   
 
*Your roleplay should fit the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence.
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill. The {{gloss|leader}} controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.
 
   
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*The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly.
   
{{gloss|Rituals}} are not fancy unstable magical twiddling that is easily interrupted. They are more like pushing a rock downhill. It takes some effort to get it going, but when it’s rolling, it takes a lot more effort to make it stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}.
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*{{gloss|Rituals}} take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to stop roleplaying, be {{gloss|dying}} or suffering from {{call|DISRUPT}}.
   
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*If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}.
   
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===Repeat rituals===
 
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.
 
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.
   
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=== Enhancements ===
 
=== Enhancements ===
 
 
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.
 
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.
   
 
== Improvised Rituals ==
 
 
You can improvise a {{gloss|ritual}} to do anything of a similar level of power to a known {{gloss|ritual}} or {{gloss|spell}}. Improvised {{Gloss|rituals}} are dangerous, and get more so the more power is involved. They will always do *something* though this may not be particularly helpful. They work best if you research them in your {{gloss|downtime}}, so that the {{gloss|refs}} have time to decide on possible outcomes. You can improvise {{gloss|rituals}} to cause the same effect as a known {{gloss|ritual}}. These will need more power to be successful than if they were led by someone who knew the {{gloss|ritual}}.
 
 
 
Improvised Rituals are very taxing on the leader and a given PC may only lead one a day. Doing more than this is likely to be ineffective and dangerous.
 
 
 
If you perform an improvised {{gloss|ritual}}, every {{gloss|character}} involved secretly draws a bead from a bag and shows it to a {{gloss|ref}}. The {{gloss|ref}} announces the result after all beads have been drawn.
 
 
*A '''White''' bead means they do not count as a {{gloss|participant}} in the {{gloss|ritual}}.
 
*A '''Black''' bead means they count as one {{gloss|participant}} in the {{gloss|ritual}}.
 
*A''' Red''' bead means they count as two {{gloss|participants}} and the {{gloss|ritual}} suffers a dangerous overload. All {{gloss|participants}} suffer a {{gloss|wound}}.
 
 
There will usually be '''4 white, 1 red and 5 black''' beads in the bag, as well as a '''red token''' of a distinctive shape to allow you to deliberately pick a red.
 
If you are actively being careless {{gloss|IC}}, {{gloss|refs}} may require you to draw twice and take their choice of result. An example of this is trying to improvise a {{gloss|ritual}} that is more powerful than any your {{gloss|PC}} knows.
 
 
Enhancements and other persistent effects from improvised or combined rituals are unstable. They are unlikely to last long and ones that push the boundaries of what is possible may unravel violently. ''(OC explanation: If a result turns out to be horribly overpowered or not actually possible, it will not be retconned, but will likely deactivate and Wound the owner.)''
 
 
 
===Summoning Strangers===
 
This is always an Improvised Ritual appropriate to the type of or specific Stranger that you are trying to summon. Strangers are not guaranteed to respond to a summons, and they tend to work better with advance planning (Because we need to kit someone up as the Stranger so that they can appear).
 
 
 
=== Combining Two Rituals You Know ===
 
You may attempt to combine the effect of a {{gloss|ritual}} with that of another {{gloss|ritual}} you know. For example [[Prof:Knowledge|Knowledge]] 2 (Subject yourself to an {{gloss|effect}} and learn about it) and [[Prof:Necromancy|Necromancy]] 1 (Reanimate corpse) might be combined to allow you to re-live a dead person’s last memories and find out how they died. Combining {{gloss|rituals}} requires the same bead draw as improvising them. However, any {{gloss|participant}} who knows one of the {{gloss|rituals}} may choose to draw a second time. If so, they must accept the result of the second draw.
 
   
 
== Self-Sacrifice and Rituals ==
 
== Self-Sacrifice and Rituals ==
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When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. See [[Self-Sacrifice|here]] for how to do this.
   
When you harm yourself personally during a {{gloss|ritual}}, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a {{gloss|wound}} and make a bead draw. On a '''white''' bead, you count as 2 {{gloss|participants}}. On a '''black''' bead, you count as 1 {{gloss|participant}}. On a '''red''' bead you take another {{gloss|wound}} and count as 1 {{gloss|participant}}.
 
   
 
==Improvised Rituals==
It is possible to use every scrap of your {{gloss|PC’s}} willpower and {{gloss|stamina}} in a {{gloss|ritual}}, leaving none to keep them thinking or breathing. Such a {{gloss|ritual}} is guaranteed to have a maximised outcome and is always fatal to the {{gloss|leader}} of the {{gloss|ritual}}. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying. To do this, you may inform a {{gloss|ref}}, or you may simply add 10 to the number of {{gloss|participants}}. Either way, your {{gloss|PC}} dies once the {{gloss|ritual}} ends. When doing this, you call {{call|RESIST}} to any {{call|DISRUPT}} that hits your {{gloss|PC}}.
 
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It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See [[Improvised Rituals|here]] for the rules for this. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}.
   
   
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{{gloss|Rituals}} cannot:
 
{{gloss|Rituals}} cannot:
 
* Resurrect the dead
 
* Resurrect the dead
* Teleport living beings
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* Teleport living beings or animated objects.
 
* Grant invisibility
 
* Grant invisibility
 
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.
 
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.
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*Indirect Fire. If you can't see it, you can't directly target something painful at it.
 
*Indirect Fire. If you can't see it, you can't directly target something painful at it.
   
[[Category:Rules]]
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[[Category: Rules]]
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[[Category: Rituals]]

Latest revision as of 12:10, 10 March 2015

Rituals

  • Only the leader needs to have the skill for the Ritual. The leader controls the effect and other participants should join in with their form of roleplay.
  • Your roleplay should fit the intent of the ritual and obvious you are trying to cause some effect. You could raise a revenant by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a Knowledge ritual by drawing a big, complicated spidergram of evidence.
  • The intent of the ritual must be clear to anyone who can hear what is going on, but a ritual may be performed quietly.
  • Rituals take some effort to get it going, but a lot more effort to stop. The only reliable way to stop a ritual is for all participants to stop roleplaying, be dying or suffering from DISRUPT.


Repeat rituals

Participating in a repeat of a successful ritual on the same target more than once a day will have unhappy consequences. So the same group can’t use Knowledge 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.

If you want to do the same ritual with any of the same participants on the same target for a second time that day, you need a ref.


Enhancements

Some rituals create enhancements. These are effects that you can activate with 5 seconds of appropriate roleplay in order to gain a bonus for the next or current encounter. You may activate them once, and then they are gone.


Self-Sacrifice and Rituals

When you harm yourself personally during a ritual, you are devoting your body to your cause or just turning all the safety features off for more power. See here for how to do this.


Improvised Rituals

It is possible to improvise new rituals, although this is risky and unreliable. Mostly, people use the known, safe Rituals. See here for the rules for this. Improvising new rituals requires a ref.


Things Rituals Cannot Do

Rituals cannot:

  • Resurrect the dead
  • Teleport living beings or animated objects.
  • Grant invisibility
  • Anything that the refs can’t easily physrep given 5 minutes.

The refs will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.


Things That Are Really Hard

  • Indirect Fire. If you can't see it, you can't directly target something painful at it.