After writing the original post, I considered doing the same thing for every other 'official ritual,' but put it off for a while. As of now, I've written up enough of them to show off. Obviously, spoilers for scenarios and campaigns follow, though I tried my best to put them in the order of when they were released. That way the more recent stuff is harder to accidentally read.
Currently, I have material written for Night Visions1 from Control Group, Hourglass2, Impossible Landscapes3, Iconoclasts4, and Presence5. I'll try to keep this list updated as new things are published, but it'll take a while. I can't read everything the second it comes out and others I'll be holding off on because I want to play in them. You can just scroll down the page to read them in the order they're listed, or use the footnotes to jump back and forth.
Fumble: The operator dissociates, distracted by the alien melody and rhythm, granting any Téthuan a +20% bonus to their next attack roll against the operator.
Critical Success: The candle will never run out of wax to burn as it draws on the WP of those around it. Let it burn too long alone and it goes out like a flame deprived of oxygen.
Fumble: The brain or melted remnants of the candle are destroyed. The spirit is lost forever.
Critical Success: If the operator leaves the circle before inscribing the final seal, they have a premonition, 1/1D6 SAN from unnatural unless the operator is adapted to helplessness. This allows them to avoid their Misfortune unless they hesitate or deliberately leave themselves in harm's way. If the operator resisted the distractions, they know what powers the summoned demon possesses. They can also name a power. If any demon possesses it, they learn its name. If no such demon exists, the operator learns the closest candidate if they succeed on an INT test. However, they lose the maximum amount of SAN from using or witnessing the demon’s powers.
Fumble: If failing the activation roll lowered the operator’s Corruption below 2, there is no effect. Otherwise, they are subject to a Misfortune corresponding to their new Corruption level within the next 4D6 hours unless they remain within the circle.
Critical Success: If the operator can succeed in an opposed POW test with the Father of War, they can impress one command upon him. If this contest fails, the operator can spend permanent POW to force control. This costs 1, D4, D6, or D8 points depending on if the operator rolled a critical success, regular success, failure, or fumble on the opposed POWx5 contest.
Fumble: The sky darkens and a hunting-horror or a host of 1D4+1 winged servitors arrive to scour clean the area of the operator and any trace of their assistants.
Clear the Path
Critical Success: Each WP spent moves two metric tons of material. If attempting to use this against the Father’s flood of obsidian chips, the operator can attempt the WPx5 contest once per turn on the following turns until they succeed or choose to permanently expend 1 POW.
Fumble: The ritual appears to work, albeit costing half as much WP and SAN (rounding up and down respectively) and the edges of the path tremble suspiciously. Any time someone walks down it, they must make a Luck roll, otherwise it collapses. Bonuses and penalties can apply if they're careful or sprint through it heedlessly. It automatically collapses if the operator tries to enter. Anyone trapped inside can roll Dodge to escape at the Handler’s discretion.
The Closing of the Breach (Father of War)
Critical Success: If the Throne of Blood remains unsealed by an Elder Sign, the operator and their assistants can spend 2 POW to create one to block the Father of War’s return. If already sealed, the cursed amphora implodes, taking the Elder Sign with it as the Father’s obsidian chips melt into nothingness. He can never be summoned again unless someone builds a new Throne.
Fumble: Minuscule cuts appear all over the operator, their assistants, and any nearby allies, who each lose 1D4-1 HP. The Father of War adds this total to his HP or WP, distributed as he prefers.
The Flower of Dilmun
Geasa
Fumble: For the next 1D4 hours, the operator loses 1 WP whenever they refuse a command or request. Observers with the Psychotherapy skill can tell the operator is very suggestible. Unnatural 15% or a successful test confirms this (and tells the observer about the WP loss).
Transmutation
Critical Success: The operator enters a thoughtless trance as their mind feeds off the powers they invoke. They can either transmute elements even without a sample of the final product, or violate the conservation of energy and increase the yield mass by INTx5%.
Fumble: Time flows both ways, and neither Azathoth nor the universe care which direction its arrow points. The sample of the final product is transformed into the precursor element.
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