
Solium Infernum
19
. R
”Well,” I say, “Mother Nature has allowed our corruption since the beginning.”
I wave off my own words as inconsequential. She grabs my hand, squeezing it a little with the drum’s
pulse, and from the meat of her palm I feel her brand and its textured lines that must have chewed like
fire against her young, soft shell when she was too young to realize what fire was and how hot metal,
much like the subverting water, can make permanent changes to these sensible things that I would call
her landscape.
--From “Labours for Transit Desires” by Cyprianus
Rituals are special actions that you may evoke during the game. Access to Rituals is determined by your level within the
five Disciplines (remember: Wrath, Deceit, Prophecy, Destruction, and Diabolism -- for a full listing of each Discipline
and its corresponding Ritual, see the Appendix K.) Additionally, a few Rituals may be accessed by placing a specific
Unholy Relic in your Ritual chamber. e following rules govern Ritual use:
• Rituals require that you use an Order Slot (cf. Giving Orders, 4.19). You will be prompted to select a specific, open
Order Slot during the Ritual selection process.
• e Ritual is not initiated until the specific phase that corresponds to this Order Slot is executed (i.e., if the 2
nd
Order
Slot is chosen, the Ritual will take place only after all 1
st
Order Slot actions are resolved AND after the 2
nd
Order Slots
of those proceeding you are resolved).
• Rituals also require that you assign a free Ritual Slot. Players start the game with one Ritual Slot in their chamber,
though you may increase the number of Ritual Slots available (to a maximum of five) by increasing your level in the
Prophecy discipline. (You can also obtain some Unholy Relics, Places of Power, and Perks for similar effect.)
• Most Rituals only last for the duration of one turn; most evoke a specific effect.
• You must commit resources to successfully execute a Ritual. If a Ritual does not have sufficient resources, it fails
automatically and the resource cards are returned to the player’s vault.
• Ritual costs are affected by the reat Order List. If you target a player or his Legions (etc.) who is high on your list,
then the cost of that Ritual will slightly decrease.
• A few Rituals are durational and will last as long as Tributes are paid in maintenance. e game will prompt you each
turn to pay the required Tribute. Durational Rituals also require that a Ritual Slot remain dedicated to that Ritual each
turn. An Order Slot, however, is only required to initiate the Ritual.
• Rituals can target you, other players, Legions, Places of Power, Praetors, Relics, Artifacts, or Cantons. e game will
prompt you to select a target. Legions and Places of Power may be selected by clicking on their respective icons or by
selecting them from a targeting list. Players, Praetors, Relics, and Artifacts are selected from this aforementioned list.
Cantons are selected by clicking the map.
• Destruction Rituals can only target players that share the following diplomatic stances with you: Vendetta, Blood
Feud, or Excommunication.
• If you have achieved a 5
th
or higher level in the Deceit discipline, you may target any player or any player’s
possessions regardless of your diplomatic stance. is ability is called Ritual Masking. You may also attempt to frame
other players as the source of this Ritual. More on that below.
• Rituals often require a Challenge Roll to determine whether or not they are successful.
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