Originally posted by Tessie
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Ceremonies are resolved as instant actions with a time prerequisite, can be rolled for by anybody, have a much less onerous consequences for failure and interruption, and every Sin-Eater in a krewe starts with free access to fifteen dots' worth of Ceremonies (with another five gated behind raising their krewe's Esotery and spending 2 Experiences to strengthen their Initiation). The published four- and five-dot Ceremonies let you call up ghosts from anywhere, create lasting instances of the Anchor Condition, and forge new Mementos or Avernian Gates, and even weaker Ceremonies can manage things like staving off Essence Bleed or applying Bans to a location or duplicating a spell that mages need multiple dots in an Arcanum to accomplish. Krewes connect them to their Esotery and attendant mythology; unaffiliated Sin-Eaters and other characters pick them up piecemeal or to suit their particular aims.
Werewolves with rites are part of a global society of supernatural beings, connected to another world where sources of information and supernatural power tend to persist. Occult knowledge being lost is not as big a concern as it being held by beings that demand payment and/or service for it.
Sin-Eaters with krewes have only started being a consistent phenomenon in the last century or so, having previously been the product of temporal flashpoints in history and geography, and primarily interact with another world that combines the two most malicious features of two other otherworlds in addition to being run through with hazards that destroy those immortal conscious beings that interact with them. Lost knowledge is a real issue, particularly when the most probable sources of it are either right bastards or incapable of communicating it immediately (if not both at once).
Ceremonies are more primarily a thing that krewes have than Sin-Eaters in particular, as evidenced by the whole sidebar about how they don't have any specific tie to the Bound and are just parts of how the world works. It tracks for learning them to be more expensive individually than collectively in a game where collective action is the root of an entire endgame. Sin-Eaters who aren't deep into a death cult don't have a big bag of tricks unless they've done the legwork for it, because the specific tweaks to reality that their nature relies on are innate to their template; mortals and ghosts and mediums likewise don't pick up this knowledge without some pretty deep investment.
It's the second-cheapest cost in the game and it can be divided across the entire table if you're playing into the side of the game where it matters most. This is a game where your main powerstat has its own Experience type and four sources of free dots. You can afford to spend ten Experiences to learn how to crack open a fresh gate to the Underworld for the rest of the chronicle if you don't want to reach the pinnacle of a powerful religion of the living dead first.
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