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= Religious Rites =
Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.


== Performed by Religious Practitioners ==
== Performing Religious Rites ==


Religious rites are sacred actions performed by Religious Practitioners to invoke divine power, bless objects, or affect the world through spiritual means. There are '''three levels''' of religious rites:
When a Religious Practitioner has the required items to perform a rite '''that they know''', they must spend time conducting the rite. The duration depends on the type of rite being performed:


* '''Minor ‘Consumable’ Rites'''
* '''Minor Consumable Rites''' – 5 minutes base. 
* '''Minor Rites'''
* '''Minor Rites''' – 5 minutes base. 
* '''Major Rites'''
* '''Major Rites''' – 5 minutes base. 


'''Minor Rites''' and '''Major Rites''' require consumables, which are created using '''Minor ‘Consumable’ Rites'''. These consumables are key ingredients to completing higher-level rites. While consumables can be sourced from other in-game means, such as the '''Post Office''', this may prove '''expensive'''.
These times can be modified by the sub-skill '''Well Versed'''. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.


Similar to crafting, '''Rites are knowledge''', not physical in-game items. While consumables are required for performing rites, the actual '''knowledge of the rites themselves''' is what a practitioner learns. The '''Post Office''' keeps track of which rites a character has learned, and when a character gains a new rite in-game, they must inform the Post Office to update their records.
=== Components ===


== The Tools of Faith ==
The following might be required to perform a rite. Requirements will be listed on the specific rite (see ''List of Religious Rites''):


=== Holy Symbol ===
* '''Holy Symbol'''. 
To perform any religious rite, you will need a '''Holy Symbol'''. This symbol must contain the image of the '''Divine''' within its structure. The Holy Symbol is personal to the practitioner and must be either worn around the neck or held in the hand. It should be '''special and unique''' to the bearer, created by the player.  
* '''Altar'''.
* '''Religious Consumables'''.
* '''Vocals''' (required words or phrases that need to be spoken during the performing of the rite).


When you take '''Religious Practitioner''' as a skill, you provide your '''phys rep''' for this Holy Symbol. The symbol does not have in-game effects beyond focusing the practitioner’s will. Without it, the practitioner will be unable to perform rites.
=== Rite Limitations ===


The Holy Symbol is '''unique''' to each individual character, meaning it cannot be used by another. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites and will need to create a new one in-game. This provides a roleplaying opportunity and adds depth to the character's experience.
* A character or item may only have '''one rite active''' on them or it at any time. 
* Religious '''consumables are used at the start of a rite''' and are '''destroyed''' regardless of whether the rite is successful or not. 
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the '''Atheist flaw'''.


=== Altar ===
=== Interrupting a Rite ===
In addition to the Holy Symbol, some rites may require the use of an '''Altar'''. Every religious practitioner starts with an Altar, which is another item provided by the player (phys rep). The Altar is a personal and sacred space for the practitioner, and it can take many forms—ranging from simple wooden pulpits, to a blanket full of holy items, to a briefcase that unfolds into a full altar setup. The Altar can be any shape or size the player prefers, and we look forward to seeing the creative solutions players come up with.


== Consumables ==
A rite is considered '''interrupted''' if any of the following occur:


There are '''four types of consumables''' used for religious rites:
* The Religious Practitioner becomes '''unconscious''', starts their '''death count''', or is affected by '''fear''', '''stun''', or '''fatigue'''. 
* The Religious Practitioner '''loses possession of their Holy Symbol''' or the '''Holy Symbol is broken''' (for example, through the '''Mangle''' effect). 
* The Religious Practitioner '''moves away from their Altar (more than 10 feet) or their Altar is broken''' (for example, through the Mangle effect), for rites that require an Altar. 
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and '''may not be immediately apparent''' to the Religious Practitioner.


* '''Incense''' (air)
* '''Blessed Food''' (earth)
* '''Holy Water''' (water)
* '''Blessed Candle''' (fire)


Consumables are created by performing the associated '''Minor ‘Consumable’ Rite''', with each rite producing one '''unit''' of the relevant consumable. Players should '''phys rep''' these consumables when they are created. While consumables can be used by any Religious Practitioner, they are not unique to the practitioner who creates them, and anyone who has the '''Religious Practitioner''' skill can use them.
== Tools of Faith ==


Once a consumable is used in a rite, it is '''destroyed''' and removed from play.
=== Holy Symbol ===


Consumables can also be acquired from other in-game sources like the '''Post Office''', but purchasing them this way may be '''costly'''.
To perform any religious rite, a '''Religious Practitioner''' must possess a '''Holy Symbol'''. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the '''Religious Practitioner''' archetype, the player provides their own physical representation (phys-rep) of this item.


'''Minor Consumable Rites''' take '''5 minutes''' to cast.
The '''Holy Symbol''' has no mechanical in-game effect beyond serving as a '''focus for the Religious Practitioner's''' will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it '''cannot be used by another character'''. If lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.


== Performing a Rite ==
The Holy Symbol should be based on, or be a copy of, the '''official religious symbol''' of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.


To perform a religious rite, you must have the required '''Holy Symbol''', '''Altar''', and any necessary '''Consumables'''. The amount of time required to perform the rite will depend on the type of rite:
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]


* '''Minor Consumable Rite''': 5 minutes base
===Charging a Holy Symbol with Rites===
* '''Minor Rite''': 5 minutes base
* '''Major Rite''': 10 minutes base  <br>
(This time can be modified by sub-skills.)


You must roleplay the appropriate actions and prayers for the full duration of the rite to achieve its desired effect.
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:
* A standard '''Holy Symbol''' can only be charged by the '''Religious Practitioner''' who owns it, and only they may use the rite stored within.
* A '''Religious Practitioner''' may only have one charged '''Holy Symbol''' at any given time.
* Standard '''Holy Symbols''' can hold only one rite at a time.
* Charging a '''Holy Symbol''' with a new rite will immediately replace an existing charge.
* Charged rites last until they are used or till the end of the day on which they were performed.
* If the '''Religious Practitioner''' loses possession of their '''Holy Symbol''', the charged rite is lost.


* '''Holy Symbol''': The Holy Symbol is both a symbol of office and a non-consumable component required for rites. It focuses the practitioner’s will and intention.
=== Altar ===
* '''Altar''': An Altar is a physical focal point where rites are performed. It can be as simple as a candle holder or as elaborate as a full table set with holy items. The Altar is required to create '''consumable religious components'''.


=== Rite Limitations ===
In addition to the Holy Symbol, some rites may require further components. Every '''Religious Practitioner''' begins with an '''Altar''', which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.
 
* A character may only have '''one instance''' of the same rite on them at any time.
* Consumables are used at the '''start''' of a rite and are '''destroyed''', regardless of the rite's success or failure.
 
=== Interrupted Rites ===
 
A rite is considered '''interrupted''' if any of the following occur:


# The Religious Practitioner becomes unconscious, is on their death count, or is affected by '''fear''', '''stun''', or '''fatigue'''.
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.
# The Religious Practitioner loses the position of their '''Holy Symbol''', or if the Holy Symbol is broken (e.g., mangled).
# The Religious Practitioner steps away from their '''Altar''' (within reason), or if the Altar is broken (e.g., mangled).
# A referee informs you that your rite has been interrupted for an '''in-game''' reason.


== Example Rite: Purge Disease ==
== Religious Consumables ==


'''Requires''':
There are four types of consumables, each corresponding to an element: 
*'''Holy Symbol'''
* '''Sacred Incense''' (Air). 
*'''1 x Blessed Candle''' per '''Virulence level''' of disease
* '''Blessed Food''' (Earth). 
* '''Holy Water''' (Water). 
* '''Anointed Candle''' (Fire).


When this rite is performed, it allows the practitioner to '''remove one disease''' from a character. However, '''it does not heal any damage''' sustained as a result of the disease.
'''Religious Consumables''' can be created by performing the associated '''Minor Consumable Rite'''. Each rite '''produces one unit''' of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their '''Item Cards''' at the same time. When a consumable is made, the player must collect the corresponding item card from the '''Post Office'''. (See ''Minor Consumable Rites''.)


'''Note''': This rite will '''not''' allow the Religious Practitioner to know the '''virulence level''' of the disease beforehand. The practitioner will need to either:
'''Religious Consumables''' are '''in-game items''' and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables '''can be traded in-game or purchased from the Post Office''' (the Post Office will not buy Consumables).


* Find out the virulence level in-game (e.g., from a '''Medical Practitioner''' with the '''Diagnosis''' skill), or
'''Religious Consumables are not unique to the practitioner'''. Anyone with the Religious Practitioner archetype can use them. '''When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.'''
* Guess the amount of '''Blessed Candles''' required based on their best judgment.

Revision as of 18:14, 8 July 2025

Religious rites are in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.

Performing Religious Rites

When a Religious Practitioner has the required items to perform a rite that they know, they must spend time conducting the rite. The duration depends on the type of rite being performed:

  • Minor Consumable Rites – 5 minutes base.
  • Minor Rites – 5 minutes base.
  • Major Rites – 5 minutes base.

These times can be modified by the sub-skill Well Versed. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.

Components

The following might be required to perform a rite. Requirements will be listed on the specific rite (see List of Religious Rites):

  • Holy Symbol.
  • Altar.
  • Religious Consumables.
  • Vocals (required words or phrases that need to be spoken during the performing of the rite).

Rite Limitations

  • A character or item may only have one rite active on them or it at any time.
  • Religious consumables are used at the start of a rite and are destroyed regardless of whether the rite is successful or not.
  • Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the Atheist flaw.

Interrupting a Rite

A rite is considered interrupted if any of the following occur:

  • The Religious Practitioner becomes unconscious, starts their death count, or is affected by fear, stun, or fatigue.
  • The Religious Practitioner loses possession of their Holy Symbol or the Holy Symbol is broken (for example, through the Mangle effect).
  • The Religious Practitioner moves away from their Altar (more than 10 feet) or their Altar is broken (for example, through the Mangle effect), for rites that require an Altar.
  • A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and may not be immediately apparent to the Religious Practitioner.


Tools of Faith

Holy Symbol

To perform any religious rite, a Religious Practitioner must possess a Holy Symbol. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the Religious Practitioner archetype, the player provides their own physical representation (phys-rep) of this item.

The Holy Symbol has no mechanical in-game effect beyond serving as a focus for the Religious Practitioner's will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it cannot be used by another character. If lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.

The Holy Symbol should be based on, or be a copy of, the official religious symbol of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.

The Symbol of The Divine and the Profane. The Profane is a mirror image of The Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.

Charging a Holy Symbol with Rites

Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:

  • A standard Holy Symbol can only be charged by the Religious Practitioner who owns it, and only they may use the rite stored within.
  • A Religious Practitioner may only have one charged Holy Symbol at any given time.
  • Standard Holy Symbols can hold only one rite at a time.
  • Charging a Holy Symbol with a new rite will immediately replace an existing charge.
  • Charged rites last until they are used or till the end of the day on which they were performed.
  • If the Religious Practitioner loses possession of their Holy Symbol, the charged rite is lost.

Altar

In addition to the Holy Symbol, some rites may require further components. Every Religious Practitioner begins with an Altar, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.

Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.

Religious Consumables

There are four types of consumables, each corresponding to an element:

  • Sacred Incense (Air).
  • Blessed Food (Earth).
  • Holy Water (Water).
  • Anointed Candle (Fire).

Religious Consumables can be created by performing the associated Minor Consumable Rite. Each rite produces one unit of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their Item Cards at the same time. When a consumable is made, the player must collect the corresponding item card from the Post Office. (See Minor Consumable Rites.)

Religious Consumables are in-game items and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables can be traded in-game or purchased from the Post Office (the Post Office will not buy Consumables).

Religious Consumables are not unique to the practitioner. Anyone with the Religious Practitioner archetype can use them. When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.