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  • Rites and Rituals - Alternative System

    Almost forgot to port this over. This is a bit of a retired system, one I should really revisit. But for now I'll just put it here for those who were still referencing it.

    Now that Blood Sorcery is out, and I can steal mercilessly from its power structure, it's about time Rites and Rituals get a revision (Because: why should Requiem have all the fun). The way they are now is clunky, expensive, and (like most of Werewolf) runs wildly up and down the power spectrum.

    This new system is radically different from the old, granting Ritemasters access to Influences (the very same sort that Spirits use) through prayer and tribute. The word "Spirits" used here is not in reference to a single spirit, but the representative will of a particular influence (which IS a particular spirit I suppose...).
    -----------------------------------
    Rituals:

    Werewolves gain dots in Rituals exactly as they do in the Core book. They may be taken instead of Gifts when gaining renown, or bought at their own price (New Dots x 5).

    ------------------------------------
    Influences:

    Acquiring Influences: When a Werewolf purchases his first dot of Rituals he gains two dots worth of Influences. The influnces he may choose from include The Father [See Below], The Mother [See Below], and any influences possessed by his totem spirit. Each dot of Rituals he purchases beyond the first grants another free dot of influence in one of those categories. The Werewolf may also purchase Influences independently for the cost of [New Dots x 5] experience. A Werewolf may never have an Influence with more dots than he has dots in Rituals.

    When purchasing Influences independently the Uratha is not limited only to those of the Father, Mother, and his Totem. He may gain Influences from any spirit willing to invest in him, or Ritesmaster willing to pass their secrets on. But the tutor must be willing [albeit, they may be under duress]. Naturally, a tutor cannot train an Uratha in Influences it does not possess, nor can it grant him ranks of influence above their own.
    ------------------------------------
    Using Influences: Ritemasters do not actually possess influences as spirits do. In their case Influence dots represent their understanding of said influences, the spirits that represent them, and the price they had paid to earn their trust. Therefore, when a Ritemaster invokes a Rite he is not actually using the influence itself, but calling upon its representative spirits for aid.

    Mechanically Influence dots progress in power exactly as described on Page 274 of the Werewolf: The Forsaken Core Book. Save that the cost and process used to invoke them is extremely different. It is a multistep process, and can prove time consuming in the case of powerful rituals and high rank Influences. The process can be broken down into three distinct steps: The Prayer, The Promise, and The Tribute. Performed in order these three steps allow the Werewolf potential access to some of the mightiest powers spirits possess.

    The Prayer
    The first step in accessing an Influence, the Prayer is the initial call to the spirits to heed the Uratha's need. While its name suggests reverance the Prayer need not be a religious outcry. Any expression of need, from a long speech to an empassioned howl, can be considered a prayer. So long as the objective is to offer tribute to the Spirit. Mechanically this action is performed through a roll of [Harmony+Spirit Rank] and requires an Extended Action to complete.

    Over the following turns the Werewolf silently bargains with the Spirits (though no Spirit need be present), each increment he continues to roll [Harmony+Spirit Rank], each time accruing more successes. These successes will later be converted into Ritual Factors, with which the Werewolf decides the specifics of the effect, but for now they are merely kind words and offerings. Of course, sweet talking has its limits, the Werewolf cannot accrue more successes than he has dice in the pool he is rolling, normally [Harmony+Spirit Rank]. However, there are a few factors that can affect the roll.

    Factors:

    Time per Roll:
    One Turn: +0 Dice
    Two Turns: +1 Dice
    Five Turns: +2 Dice
    One Scene: +3 dice
    ---------------------
    Spirit Factors:
    Environment Resonates with the Influence: +1-3 dice
    A Spirit with the Influence Owes the Ritemaster a favor: +1-2 dice
    Influence is one of the Pack Totem's: +1 dice
    Each Additional Participant [See Below]: +1 dice

    Environment does not resonate, or is in opposition: -1-3 dice
    A Spirit with the Influence hates the Ritemaster: -1-2 dice
    Influence is one possessed by a totem of a pack being targeted: -1 dice
    Influence is one possessed by a Spirit they are targeting: -3 dice
    The Promise
    With the Prayer complete and the Influences' attention gained, the Werewolf may now make his request. This is the stage where the Werewolf formulates the workings of the Ritual. First they select a dot rating appropriate to the effect, then they may apply Ritual Factors to the effect by spending the successes they accrued in the Extended Prayer Roll.

    Ritual Factors:

    Area of Effect is used for rituals that have power over a circular region around a specific loction, or a cubic volume.
    Radius | Defined Volume | Target Number
    1-yard | 5 cubic yards | None (basic success)
    2-yard | 10 cubic yards | +1 Success
    4-yard | 20 cubic yards | +2 Success
    8-yard | 40 cubic yards | +3 Success
    16-yard | 80 cubic yards | +4 Success*
    * Affecting larger areas continues to increase the difficult. Add an additional 1 success per x2 radius of volume.
    ---------------------------------
    Duration is used for ritual effect that must persist longer than a single turn. Note that wounds and other lingering consequences of the ritual persist even after the duration ends.
    Duration | Target Number
    One Turn | None (basic success)
    Caster's Rituals Dots turns | +1 Success
    One Scene | +2 Successes
    One Day | +3 Successes
    One Week | +4 Successes
    One Month | +5 Successes*
    *Add an additional success to the target number per month of additional duration. Spirits are certain to ask for a monthly oblation for such enduring rites.
    ----------------------------------
    Number of Targets is used for ritual effect that must be applied equally to separate Individuals.
    Number of Targets | Target Number
    One | None (basic success)
    Two | +1 Success
    Four | +2 Success
    Eight | +3 Successes
    Sixteen | +4 Successes*
    *Add an additional success to the target umber per x2 targets.
    **Double the Number of Targets successes will grant if all targets are part of the ritual.
    ----------------------------------
    Potency represents the strength of the ritual; it is used whenever the ritual has an incremental effect. Rituals that add or subtract dice from dice pools use Potency to determine the dice by which to modify the pools. Rituals that inflict damage use Potency to determine how severe the wounds are.
    Potency | Target Number
    1 | None (basic success)
    2 | +1 Success
    3 | +2 Success
    4 | +3 Success
    5 | +4 Success*
    *Add an additional success to the target number per die or wound.
    ----------------------------------
    Range is used whenever the ritualist wishes to affect a target further away than what she can touch. “Touch”-range rituals require the ritualist to make physical contact with the target. In combat, this requires the sorcerer to
    touch the subject with her open palm (see “Touching an Opponent”, page 157 of The World of Darkness) before the Duration of the ritual ends. The ritual then takes effect against the target.
    Range | Target Number
    Touch | None (basic success)
    Line of Sight | +1 Success
    One Mile | +2 Successes
    Five Miles | +3 Successes
    Ten Miles | +4 Successes*
    In Ritemaster's Territory | +3 Successes**
    *Add an additional success to the target number per ten miles of range.
    **If further than one mile.
    ***Targets in remote locations must be in the present of some representation of the Influence, otherwise they cannot be affected.
    -----------------------------------
    Size is used to affect very large targets; a basic success is sufficient to achieve a ritual with power over a subject of size 20 or less. If multiple subjects are targeted by the ritual, the size of the largest one is used for this factor.
    Size | Target Number
    20 | None (basic success)
    21-30 | +1 Success
    31-40 | +2 Success
    41-50 | +3 Success
    51-60 | +4 Success*
    *Add an additional success to the target number per additional 10 size.


    This act truly is a promise, a pledge to the Spirits that the Uratha will use the power she has partitioned for this exact purpose. However, it is not a compulsion to do so: See [Breaking The Promise] below for more details.
    The Tribute
    Nothing in the world is free, no power is without a cost, and no Spirit so philanthropic that it would divest its power without first demanding a price. Once the Prayer and Promise are complete the Spirits weigh their worth. This process is instantaneous (all spirits implicitly understand their own desires), and once complete the Ritesmaster is instantly aware of what this effect will cost her.

    All spirits fundimentally desire two things, and two only. Essence and Influence. The first fuels them, the second empowers and defines them. Spirits are, however, generally not entirely crass creatures. The laws devised by Father Wolf in ages past prohibit them from merely demanding Essence from Ritesmasters. Instead they present their demand in a form of tribute, a task or ban that must be completed in order to earn their power.

    The difficulty of the condition is decided by the power of the influence being called. Accordingly the conditions are rated on a 1 - 5 scale [described below], with 1 being minor tasks, and 5 taking the form of epic quests. Rites invoked will not resolve until these conditions are met, and should the Ritesmaster and mates be judged to not be devoting themselves sufficiently to the task (i.e. making it a primary objective) the Rite will fail.

    Sample Conditions/Debts:

    Piddling: Tiny tasks, rarely with any monitary cost of risk of harm. Loud speeches, clutching specific objects, and swearing off negligable acts are the most spirits will demand. These acts rarely take longer than an action with proper preparation and can usually be achieved in a scene without. [Sample: Cast a handful of cut grass into the sky; Cry aloud a prayer to the shadows; Clutch a effegy doll craved of stone]

    Minor: Inconveniences. Minor costs can take some investment, but not much. Small amounts of personal harm, or a scene or two of devoted activity are generally enough. And they can almost certainly be met within a few hours. [Sample: Cut a gash in your right hand and bleed into a fire; Dance naked together beneath the moon; burn a completely an effegy of the Influence.]

    Major: Serious Losses. Major costs can get expensive, involve serious personal or perperty damage. Even when prepared it can take a full scene to achieve them, and unprepared could take a day or more. [Sample: Rite members must submit themselves to near drowning; Craft a great totem pole embodying the Influence in a public location; Members must sleep around a campfire in the wilderness for two full nights.]

    Severe: Sacrifice. Severe costs are never taken lightly. They could bankrupt a man, involve near death or total destruction, or take days or even weeks to achieve. [Sample: Destroy a specific gaffling of opposing influence; Get four dozen mortals to pray before an alter to the Influence; Surround yourself with the influence for five hours a day for a full lunar cycle.]

    Epic: Dangerous quests. Epic costs are not so much tribute as they are tales in and of themselves. They can involve gaining a fortune, then trowing it away, brutal self sacrifice, and destruction. They take weeks to achieve, if not longer. [Sample: Destroy a greater Jaggling of an opposing influence; Forge a cult in worship of the Influence; Ritesmaster must devote themselves utterly to the will of the Influence for one month.]


    Mitigating Costs and Time: The Uratha have a few tricks for avoiding the heafty demands that some Rites might impose, for while the spirits cannot demand Essence, the Uratha can certainly offer it. A rite's condition may be ignored entirely so long as the Ritesmaster pays 1 Essence per dot of the influence being called upon [so a 2 dot power costs 2 Essence], plus 1 Essence per additional Ritemate [see below, ritemates can help pay these costs]. This is not a "meet you halfway" scenario, if the Uratha opts to offer Essence as their tribute they must pay Tribute entirely in Essence, and must do so immediately (though they can spend a couple turns if their Primal Urge isn't high enough).

    Borrowing With Interest: There come times when a Ritesmaster needs power immediately, and either is unwilling or unable to pay the cost in Essence. In this case, they have one final option. They may offer to pay the price after the fact, as a debt to the Spirit. The Influences do not take this request lightly, doing so causes the condition imposed to be one level higher than it normally would be. Failure to then honor these conditions in a timely manner is considered a severity 5 sin against harmony, and certainly incurs the wrath of the Influence in question. [Whether it is possible for a five dot rite to be cast on debt is up to the storyteller, but it would be assumed that the price imposed afterwards would be one of incredible difficulty]
    Once the Ritesmaster completes these three steps the effect of the Influence resolves.
    ----------------------------------
    Praticipating in Rituals: Just because an Uratha does not possess dots of Rituals does not mean they cannot involve themselves in a Rite. Quite the opposite, most of the strongest rites require half a dozen participants or more just to pay the hefty Tribute.
    Involving other Uratha in the Rite incurs the following bonuses and penalties:
    Benefits:
    -Each additional member adds 1 die to the prayer roll.
    -The Rites Master may substitute the highest spirit rank from among the Uratha present for his own when performing the Prayer roll.
    -Rite participants may pay Essence Tribute costs, or perform sacrifices in place of the Ritesmaster. [i.e. they may be split amongst the participants]

    Pitfalls:
    -The Prayer Roll uses the lowest Harmony from the gathered participants.
    -Conditions and Debts accepted as payment of the Tribue must be observed by all members of the Rite. A breach of Promise by even one of the members is considered a breach by the Ritemaster themselves.
    ---------------------------------
    Breach of Promise: Shit happens, promises are broken, it's a fact of human life. But not for Spirits. They are absolute, embodiments of laws and properties. As such, they are not terribly understanding when Uratha fail to pay their dues. Should the Ritesmaster or one of his parcipiants fail to carry through in the offer of tribute, revenge is extracted (generally upon the Ritesmaster himself, regardless of culpret). At the very least this means they lose access to that Influence until a time at which they earn its power again (usually through a prayer and tribute, though with no effect other than regaining the trust of the Influence).

    These sorts of breaches are not uncommon, though repeat dishonesty can manifest as penalties to Ritual rolls. However, there is another breach, one much much more severe than failing to offer proper Tribute. That is to break the Promise itself:

    While Spirits like to seem themselves as divine, and Rituals as evidence of their power, the truth is that they really have little control over their influence once it is offered. The Prayer gets their attention, and the Promise can be made, Tribute pledged, but the fact of the matter is that nothing actually compels the Uratha to follow through. Indeed, once a Ritesmaster has completed a Ritual, at the moment the Influence effect would occur, they can repurpose it completely. So long as the new effect remains within the range their influence would allow, and retains the same number of distributed successes, they can call upon an entirely different (and potentially more potent) power.

    This decision, of course, comes with an incredibly hefty cost. The Uratha in question will forever more automatically fail any attempt to perform Rites employing that Influence, and it is entirely likely that spirits possessed of the influence will attempt to harm and harrow him, and the Rites participants whenever they meet (a storyteller decision).
    ------------------------------------
    Rites

    Influences are fluid, improvisational, each application distinct and unique. But sometimes that's not what a Ritesmaster needs, sometimes they need reliable, dedicated rituals that they can prepare ahead of time with certainty. These rituals are called Rites. Whenever a Werewolf puchases a dot of Rituals he automatically gains one free rite of equivalent rank to the dot purchased. Similarly, whenever they purchase a dot of Influences they gain one rite of equivalent rank involving said influence. Beyond that rites may be purchased at the cost of [Influence Rank Used x 2] experience.

    Rites function exactly like Rituals, save for the following traits:
    -The Prayer Roll uses [Harmony+Spirit Rank+Highest Renown], in addition to all other factors.
    -The Promise and Tribute are predecided when the Rite is bought, and will not change so long as the Uratha remains reliable in upholding his end of the bargain.
    -------------------------------------
    Inherent Influences: The Father and the Mother
    While most Influences interact with the world at large, influencing separate aspects of existance a few stand out as unique. These Influences have been dubbed The Father and The Mother. Both deal heavily with spirits, the Gauntlet, and the Hisil. What makes these Influences especially unique is that no one has any idea where they come from. No known spirit expresses these powers (perhaps the Lunes do, but they aren't telling).

    They are simply intuitive, passed from Ritemaster to Ritemaster with origins lost in history. Ithaeur take this to an even greater level, the Spirit Masters can actually intuit these Rites all on their own. With no need for a tutor of any sort. Though doing so voids their normal discount for purchasing Rites and Rituals where the Father/Mother are concerned.

    The Father: The Influnce of the Father, also known as the Alpha Influence deals in dominance, packbuilding, and territorial rites. Powers of the Father Bind and Dominate, Summon and Dismiss. They invoke gradual change in the Gauntlet and Hisil, or reinforce territorial boundaries and ownership of objects, locations, and even people.
    Current Rites which would Belong to the Father:
    -Call Human (o), Banish Human (o), Rite of Renunciation (o), Shared Scent (o) | Banish Spirit (oo), Bind Human (oo), Call Gaffling (oo), Fortify the Boarder Marches (oo) | Bind Spirit (ooo), Call Jaggling (ooo), Rite of Initiation (ooo) | Rite of Chosen Ground (oooo) | Drawing Down the Shadow (ooooo)
    The Mother: The Influence of the Mother, is that of trickery, shifting, and alteration. Luna's rites manipulate objects and brands, they alter the body, blood, and even the mind in subtle ways. Either reinforcing or subverting the effects of Deathrage and Lunacy. They deal with Lunes, and manipulating the base aspects of Spirits, such as Essence, Bans, and Slumber. And invoke rapid, sudden changes in the Gauntlet and Hisil.
    Current Rites which would Belong to the Mother:
    -Rite of Dedication (o), Rite of the Spirit Brand (o) | Blessing of the Spirit Hunt (oo), Cleansed Blood (oo), Hallow Touchstone (oo), Rite of Contrition (oo), Right of Dormancy (oo) | Rite of Healing (ooo), Rite of the Moon's Love (ooo), Sacred Hunt (ooo), Wake the Spirit (ooo)| Fetish Rite (oooo) | Rending the Gauntlet (ooooo)


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  • #2
    Additional Systems: Mortal Shamanism

    While the Uratha are born natural emessaries and guardians of the spirit world, the fact of the matter is, they are not the only beings to interact with the Shadow realm. Indeed, by and large Spirits draw most of their influence and sustainance from normal mortals going about their daily lives. And spirits, being the amoral entities they are, are not likely to turn down any potential source of tribute. So, if for some reason mortal desired to petition them for power, and knew the proper Rites and Rituals to make that petition heard, there is little reason the gods would have to ignore his plea.

    In other words: Mortals can learn Rites too.

    Of course, they have a much more difficult time than Uratha. Unlike Uratha mortals have no affinity to any particular Influences, nor do they possess an inherent means of accessing or even percieving the spirits that may tutor them. Moreover, without access to Essence (and thus the ability to offset the Rite's costs) as the Uratha have, mortal Ritemasters may only carry out their magic by meeting the Spirit's conditions and paying heafty debts. Even so, some mortals do find a way, the Uratha deem these rare and giften men "shamans" and often offer them some modicom of respect.
    New Merit: Shaman (oooo)
    The character has been initiated into the art of Urathan spirit rites. They may learn Rituals and Influences as Werewolves do, at a price of [New Dots x 6] experience, and gain new Rites at a cost of [New Dots x 3]. When rolling for Rituals Mortals substitute their Humanity score for Harmony, and possess an effective Spirit Rank of 0. Wolf Blooded characters may purchase this Merit for only two dots, due to their inherent spiritual affinity. Should they later experience the First Change and become a Werewolf the Merit is removed, but the dots of rituals and influences remain, now cast with Urathan dice pools, and bought at their auspices proper cost. Experience is not refunded.

    Note: Beings with a Major Supernatural Template (i.e. have a power stat) cannot gain this merit. Though, it's as simple as a storyteller decision to change that.
    Shamans and Essence:
    Mortals cannot acquire Essence, it is a fuel that requires a power stat to gain. However, just because they cannot generate or store it doesn't mean they can't wield it to some small extent. A mortal who invokes a Rite within a Locus, for example, may attempt to draw upon the latent Essence there to mitigate the cost. Similarly one who is possessed of a Fetish or Touchstone may try to draw upon those as tribute. Generally this requires a roll of [Intelligence+Occult] to figure out how to draw upon the spirit stuff, with results dictated by the storyteller based on their success.

    In even rarer cases a Mortal might actually be invested with Essence, say by and enterprising wizard or awfully generous spirit. In this case the Essence may be spent just as an Uratha would to fuel the Rite.

    Mortals are similarly able to involve within Rites entities who CAN use Essence. Though it is rare there are times when Uratha will join hands with a mortal Shaman in group Ritual. This has the added benefit of adding some bonus for the Uratha's spirit rank to the mix.
    -----------------------------------------------
    Optional System: Spirit Summoning & Binding

    Spirit Calling and Binding, two of a Ritesmaster's most flexible and dangerous powers. Both are the sole dominion of 'The Father' and usable by Mortals and Uratha alike. However, unlike other Rituals Summoning has a much more rigid structure. The Rite of Calling is one that was established ages ago, long before civilized times, and remains well defined in structure and effect.

    In order to Call and Bind a spirit the Ritesmaster must first achieve a potency equal to the targeted Spirit's [Spirit Rank*10]. A spirit that truly does not want to be bound may attempt to contest this roll, by rolling its [Resistance]. If it achieves its summoning threshold before the Ritesmaster, it breaks the rite and escapes the spell. If the Rite succeeds the spirit in question is forced to appear at the Ritesmaster's side.

    Even if the summoning does go well, there can still be complications. Few spirits ever appreciate being called away from their purpose and sanctums, and most detest being viewed a tools to a goal, or having to invoke their Influences on Uratha's behalf (there are proper channels for that, dammit!). Ritesmasters who do a great deal of spirit binding often find themselves harried by small acts of revenge and having a harder and harder time to find tutors for new Influences.
    -----------------------------------------------------
    Rite Working Cheat Sheet:
    Step 1: Select the Infuence you wish to call on and the members who will join you in the Rite.

    Step 2: Roll [Harmony+Spirit Rank]. At Storyteller discretion, some modifiers apply:

    Time per Roll:
    One Turn: +0 Dice
    Two Turns: +1 Dice
    Five Turns: +2 Dice
    One Scene: +3 dice
    ---------------------
    Spirit Modifiers:
    Environment Resonates with the Influence: +1-3 dice
    A Spirit with the Influence Owes the Ritemaster a favor: +1-2 dice
    Influence is one of the Pack Totem's: +1 dice

    Environment does not resonate, or is in opposition: -1-3 dice
    A Spirit with the Influence hates the Ritemaster: -1-2 dice
    Influence is one possessed by a totem of a pack being targeted: -1 dice
    Influence is one possessed by a Spirit they are targeting: -3 dice
    ---------------------
    Pack Modifiers
    Each Additional Participant: +1 dice
    Use the Highest Spirit Rank of any member performing the Rite in place of your own (if higher).
    Use the Lowest Harmony of any member involved in the Rite in place of your own (if lower).

    Step 3: Record total successes on the roll, this cannot be higher than the dicepool (Harmony+Spirit Rank +/- Modifiers) that was being rolled.

    Step 4: Apply these successes to Ritual Factors:

    Area of Effect is used for rituals that have power over a circular region around a specific loction, or a cubic volume.
    Radius | Defined Volume | Target Number
    1-yard | 5 cubic yards | None (basic success)
    2-yard | 10 cubic yards | +1 Success
    4-yard | 20 cubic yards | +2 Success
    8-yard | 40 cubic yards | +3 Success
    16-yard | 80 cubic yards | +4 Success*
    * Affecting larger areas continues to increase the difficult. Add an additional 1 success per x2 radius of volume.
    ---------------------------------
    Duration is used for ritual effect that must persist longer than a single turn. Note that wounds and other lingering consequences of the ritual persist even after the duration ends.
    Duration | Target Number
    One Turn | None (basic success)
    Caster's Rituals Dots turns | +1 Success
    One Scene | +2 Successes
    One Day | +3 Successes
    One Week | +4 Successes
    One Month | +5 Successes*
    *Add an additional success to the target number per month of additional duration. Spirits are certain to ask for a monthly oblation for such enduring rites.
    ----------------------------------
    Number of Targets is used for ritual effect that must be applied equally to separate Individuals.
    Number of Targets | Target Number
    One | None (basic success)
    Two | +1 Success
    Four | +2 Success
    Eight | +3 Successes
    Sixteen | +4 Successes*
    *Add an additional success to the target umber per x2 targets.
    **Double the Number of Targets successes will grant if all targets are part of the ritual.
    ----------------------------------
    Potency represents the strength of the ritual; it is used whenever the ritual has an incremental effect. Rituals that add or subtract dice from dice pools use Potency to determine the dice by which to modify the pools. Rituals that inflict damage use Potency to determine how severe the wounds are.
    Potency | Target Number
    1 | None (basic success)
    2 | +1 Success
    3 | +2 Success
    4 | +3 Success
    5 | +4 Success*
    *Add an additional success to the target number per die or wound.
    ----------------------------------
    Range is used whenever the ritualist wishes to affect a target further away than what she can touch. “Touch”-range rituals require the ritualist to make physical contact with the target. In combat, this requires the sorcerer to
    touch the subject with her open palm (see “Touching an Opponent”, page 157 of The World of Darkness) before the Duration of the ritual ends. The ritual then takes effect against the target.
    Range | Target Number
    Touch | None (basic success)
    Line of Sight | +1 Success
    One Mile | +2 Successes
    Five Miles | +3 Successes
    Ten Miles | +4 Successes*
    In Ritemaster's Territory | +3 Successes**
    *Add an additional success to the target number per ten miles of range.
    **If further than one mile.
    ***Targets in remote locations must be in the present of some representation of the Influence, otherwise they cannot be affected.
    -----------------------------------
    Size is used to affect very large targets; a basic success is sufficient to achieve a ritual with power over a subject of size 20 or less. If multiple subjects are targeted by the ritual, the size of the largest one is used for this factor.
    Size | Target Number
    20 | None (basic success)
    21-30 | +1 Success
    31-40 | +2 Success
    41-50 | +3 Success
    51-60 | +4 Success*
    *Add an additional success to the target number per additional 10 size.

    Step 5: Determine the conditions of the Ritual:

    Severity based on the number of dots being used. One dot being extremely minor, and five being incredibly demanding.

    Essence can be paid instead. 1 point per dot, plus one point per member.

    Debts effectively add 1 to the severity of the condition.

    Step 6: Once the condition is met, the Rite resolves.
    Change Log:

    9/14/12:
    -Altered the success cap on Extended casting to encourage the use of more allies and proper environments.

    9/15/12
    -Added Ritual Factors. They are not quite the same as Mage or Blood Sorcery.
    -Added rules for Conditional and Debt based Tribute.

    9/17/12
    -Added a cheat sheet for Rite casting
    -Reworked Tribute factors into a more usable system.
    -Adjusted the success cap. Now you can't have more successes than the total pool rolled.

    9/24/12
    -Added Influences of the Father and Mother.
    -Added rules for Mortal Shamanism
    -Removed [Spirit Rank*2] as cap on Ritual Dots.

    9/27/12
    -Completely redid Tribute conditions, debts, and essence costs.
    -Small edit to the Optional Summoning System.
    -Updated cheat sheet.
    -Update to the Mortal Shamanism merit


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