Good morning folks,
The Prerelease packet leaves some questions in the air as to what happens with the True Empowerment Ritual Manipulation. Now that we have final text for the rulebook, I wanted to post it here so Chapters can start using it if they want to:
Empowerments in general:
Some Ritual Manipulations provide Empowerment effects for varying lengths of time. Using an Empowerment, a caster can “supercharge” the Ritual they are casting, granting a greater effect in some unusual way. The Empowerment itself cannot be extended by any means. After this period, these items return to their base Ritual stats as the magic settles down. The exact nature of how a Ritual is more effective is up to the local Plot team. The more impressive role-playing and Ritual casting performed, the greater the Empowerments.
An item may only ever have one Empowerment active on it. Further attempts to Empower other Rituals on the same item will automatically fail.
Empowerments do not count as "Rituals" for the purpose of Ritual Slots. Plot may choose to preemptively expire or alter an Empowerment at any time if they choose to do so. Empowerments may never travel outside the chapter in which they were cast; an item with an active Empowerment will act as normal for its base Rituals (without the Empowerment effect) if taken to another chapter.
Spark of Empowerment and Touch of Empowerment have the same duration in 2.0 as they do in 1.3, granting an Empowerment as noted above.
True Empowerment: This Manipulation provides an Empowerment for a variable length of time, up to a maximum of the duration of the Ritual batch in which it was used. Plot may choose to set an expiration date earlier than the duration of the batch if they choose to do so.
Basically, this allows Plot to do something like the following with a True Empowerment:
Imagine Bob is casting an "Assassin's Edge" Ritual and Preserving it for 100 Logistics Periods. He True Empowers the Assassin's Edge. Plot adds the following as an Empowerment:
For 5 days, the user of this Ritual swings Body from Behind. For the first 10 Logistics Periods of use, the user of this Ritual gains +2 Backstabs. For the next 10 Logistics Periods of use, the user of this Ritual gains +1 Backstab. For the remainder of this Ritual's duration, the user of this Ritual gains +10 damage when using this Assassin's Edge Ritual.
Those effects would NOT travel outside the Chapter of origin, but the base Rituals still would.
If Plot makes a mistake and gives something too powerful, they have the ability (as with any Empowerment) to alter it or remove it completely at any time. Expect this to happen if someone misuses a True Empowerment against the spirit in which it was intended.
-Bryan Gregory
ARC
The Prerelease packet leaves some questions in the air as to what happens with the True Empowerment Ritual Manipulation. Now that we have final text for the rulebook, I wanted to post it here so Chapters can start using it if they want to:
Empowerments in general:
Some Ritual Manipulations provide Empowerment effects for varying lengths of time. Using an Empowerment, a caster can “supercharge” the Ritual they are casting, granting a greater effect in some unusual way. The Empowerment itself cannot be extended by any means. After this period, these items return to their base Ritual stats as the magic settles down. The exact nature of how a Ritual is more effective is up to the local Plot team. The more impressive role-playing and Ritual casting performed, the greater the Empowerments.
An item may only ever have one Empowerment active on it. Further attempts to Empower other Rituals on the same item will automatically fail.
Empowerments do not count as "Rituals" for the purpose of Ritual Slots. Plot may choose to preemptively expire or alter an Empowerment at any time if they choose to do so. Empowerments may never travel outside the chapter in which they were cast; an item with an active Empowerment will act as normal for its base Rituals (without the Empowerment effect) if taken to another chapter.
Spark of Empowerment and Touch of Empowerment have the same duration in 2.0 as they do in 1.3, granting an Empowerment as noted above.
True Empowerment: This Manipulation provides an Empowerment for a variable length of time, up to a maximum of the duration of the Ritual batch in which it was used. Plot may choose to set an expiration date earlier than the duration of the batch if they choose to do so.
Basically, this allows Plot to do something like the following with a True Empowerment:
Imagine Bob is casting an "Assassin's Edge" Ritual and Preserving it for 100 Logistics Periods. He True Empowers the Assassin's Edge. Plot adds the following as an Empowerment:
For 5 days, the user of this Ritual swings Body from Behind. For the first 10 Logistics Periods of use, the user of this Ritual gains +2 Backstabs. For the next 10 Logistics Periods of use, the user of this Ritual gains +1 Backstab. For the remainder of this Ritual's duration, the user of this Ritual gains +10 damage when using this Assassin's Edge Ritual.
Those effects would NOT travel outside the Chapter of origin, but the base Rituals still would.
If Plot makes a mistake and gives something too powerful, they have the ability (as with any Empowerment) to alter it or remove it completely at any time. Expect this to happen if someone misuses a True Empowerment against the spirit in which it was intended.
-Bryan Gregory
ARC