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DC Adventures House Rules: Rituals

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  • DC Adventures House Rules: Rituals

    RITUALS House Rules.

    These are House Rules for a DC Adventures campaign I am running which focus on the DC Magical World. The PCís are a magical team who function as the Appointed Detectives of the Magical Worlds, investigating crimes and mysteries related to or taking place in DCís magical Underworld and the various mystical dimensions. So they might be called to Skartaris to hunt a Sorcerous serial killer, or to a plane of Hell to investigate an alleged violation of a magical treaty, or to New Genesis to develop evidence that a rogue New God is conducting forbidden experiments. The House Rules reflect a more lethal and decisive combat system, closer to Vertigo DC.

    The Ritual House Rules nerf the Readied Ritual Rules in some ways but beef them up in others: Readied Rituals are not allowed, but Ritual Casting Times under these rules can be seriously reduced by highly-skilled Casters and/or Team Casting, especially when Criticals are achieved.

    Under these rules Rituals are Designed by the PCís or otherwise acquired. However, known Rituals must be Prepared before they are available to Cast during combat.

    1. Design. Wealth roll against a purchase DC equal to Power Point cost for research and design costs.
    Then roll Ritual Skill Check against DC 10 + the effectís Power Point cost. Success means the ritual is successfully designed. Failure means the time is wasted and the ritualist has to start over. Three or more degrees of failure mean there is a flaw in the preparations, but the character doesnít know it, and wonít until the ritual is performed.

    Design Time: one week per Ritualsís Power Point cost. The Caster subtracts from the Design Time -1 speed rank for every Degree of Success (5 points above DC), doubled for Critical Success.

    Team: each individual Team-memberís Degree of Success, all totaled, subtracts from the Design Time -1 speed rank. However even one Team-memberís Degree of Failure wrecks the design.

    2. Preparation. Wealth roll against a purchase DC equal to Power Point cost for component costs.

    To Prepare roll Ritual Skill Check against DC 10 + the effectís Power Point cost. Success means the ritual is ready to be Cast. Failure means the time is wasted and the ritualist has to start over. Three or more degrees of failure mean there is a flaw in the preparations, but the character doesnít know it, and wonít until the ritual is Cast.

    Preparation Time: four hours per Ritualsís Power Point cost. The Caster subtracts from the Preparation Time -1 speed rank for every Degree of Success (5 points above DC), doubled for Critical Success.

    Team: each individual Team-memberís Degree of Success, all totaled, subtracts from the Preparation Time -1 speed rank. However even one Team-memberís Degree of Failure wrecks the Preparation.

    3. Casting. Takes 10 minutes per point of the ritualís power point cost and a Ritualist skill check against DC 10 + the effectís total Power Point cost. The Caster subtracts from the Casting Time -1 speed rank for every Degree of Success (5 points above DC), doubled for Critical Success.

    Team: each individual Team-memberís Degree of Success, all totaled, subtracts from the Casting Time -1 speed rank. However even one Team-memberís Degree of Failure wrecks the Casting.

    A successful ritual creates the intended effect for one scene or however long the ritual needs to do what it is intended to do, whichever is less.

    Starting character Ritual Designs: acquired with points from the Equipment advantage equal to Power Point cost.

    New Benefit: Ritual Mastery. Each rank (up to 4) increases the critical range for Design, Preparation, and Casting rolls.
    Last edited by Doctor Vril; 04-21-2019, 12:52 PM.
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