Seepage
Seepage Levels and Seepage Points work as in the ConX rulebook, pages 151-3.

Focus Invocation
When a Focus chooses to make an invocation, they roll their Focus skill. The GM may assign penalties; however, the highest chance a Focus may have is 70%. A success indicates Focus control of the invocation; failure hands it to the GM.  As in the Conspiracy X system, one Seepage Point is drawn from the area to power the manifestation. Also as in the system, the Focus may customise their Invocation Table, but the GM has final say on whether a given table is allowed – and the result Astral Conjunction must remain at a table extreme.

Corruption
When the GM deems that an event causing corruption has taken place, he may call for a Soul check. A failure for a normal human results in the character gaining a level of corruption; the GM assigns the Incarnate/Forsaken type according to his judgement of the character, and assigns a trait from their table by either choice or random chance. In the case of behavioural traits, the GM is encouraged to penalise any character who does not begin to show these traits; however, PCs are assumed not to begin with any traits.
There are six potential stages of corruption; assume that a character can withstand one stage for every fifteen points of Soul. When the character has no stages left – or, if they are a Focus, when they first gain corruption – the character becomes the Forsaken or Incarnate in totality, gaining all remaining stages. At this point the character becomes an NPC.

Manifestation Rules
Divination: Treat as one successful use of Clairvoyance, Retrocognition, or Precognition. The controller of the manifestation chooses which discipline and how it is used. Note that the situation may render certain uses inappropriate. One Seepage Point indicates a Lesser Discipline effect, two indicates a Greater. Note that Voids or Psinks may not be aware of this.

Telepathic Illusion: The controller of the manifestation describes the illusion through its lifespan. None can inflict direct harm and all affect only the minds of those around them. These illusions can take one of three basic forms:
Apparation: The illusion appears to be a being or beings.
Mirage: The illusion is connected to the environment around the Focus.
Vortex: The illusion acts to distort the senses. The GM should impose penalties to tasks as they see fit.
One SP indicates a duration of one round, two of D6 minutes, and three of a full hour. Note that Voids of Psinks may not be aware of this.

Phenomenon: There is a 10% chance any TI will be accompanied by a Phenomenon. They can also, of course, be invoked separately. Phenomena will never be undetectable by either Voids or Psinks, as they involve physical manifestations.
The majority of Phenomena can be represented with the rules below:
Teleportation: Another Focus roll is made. Successful Foci may choose what is teleported into the area, where those who failed find the object dictated by the GM. Next, the controlling side chooses exactly where it emerges. Low Seepage areas permit only small objects/creatures to be teleported; highly supernatural areas may transmit much larger subjects. The larger the object teleported, the longer the translocation may take – this, however, is left to the GM's discretion.
Ball Lightning: This works as per the rules on page 164. Damage is treated as firearms damage.
Telekinesis: The controlling side may use the lesser two levels of Telekinesis, lasting for D6 rounds per Seepage level.
Levitation: The controlling side may levitate any object they choose, though the size restrictions on Teleportation apply here too.
Pyrokinesis: The controlling side may use the Thermokinesis level of Telekinesis, treating any skill for combat purposes as 50% (or the Focus skill, whichever is lower, in the case of Focus control).
Circle: This works as per the rules on page 165.


Rituals:
The Ritualist skill must be taken as detailed in the character creation section. Ritualist characters begin the game with one ritual per ten per cent of their skill; afterwards, they may learn new rituals at a 10XP cost per ritual. Characters are encouraged to design their own appropriate ritual actions and rename their ritual in accordance with their character. Note that rituals affecting the Luck stat no longer exist; it is not possible to learn these.

If the criteria for the ritual are met, the lead ritualist rolls his skill; for especially powerful rituals, the GM may impose penalties as he sees fit. In particular, those rituals with variable Df prevent the author from attempting to provide a comprehensive list of penalties.
(The following criteria in the Forsaken Rites list, p. 34-5, are unchanged: Threshold, Range, Duration, Area, Length, and Participants. Note that the Conspiracy X rules mean D6 by D.)
The target must be symbolically present; this can be something of emotional or physical significance to the target acting as a representative, or the spell can be bound into a charm; a user can then discharge the spell into the target by touching it to their flesh. The target may also, of course, be present in the flesh.

Failures are adjudicated by the GM according to the magnitude of the failure and the amount of Seepage in the area, but guidelines are given in certain of the Forsaken Rites basic descriptions.

Basic Ritual Effect Rules: Rituals like Cure Corruption, which do damage to the subject and/or caster as a side effect rather than an intentional effect, do D10 damage. Willpower tests are replaced with Soul rolls; whether these have penalties is up to the GM to determine according to the circumstances.

Other than the notes above, the following Rituals can be used as presented in Forsaken Rites.
General Rituals
Cure Corruption (the Void skill is gained at 15% or replaces their highest Seepage-related skill, whichever is higher)
Hasten Corruption
Defuse Seepage
Ritual of Sacrifice
Divinations
Questioning
Scrying
Reading the Past
Prophecy
Visitation
Somatic Rituals
Immortality
Physical Rituals
Call Weather
Teleport
Natural Disaster
Blessings and Curses
Protection from Magic
Psyche Rituals
Mind Riding
Possession
Oath-Binding
Send Emotion
Amnesia
Infection
Emotional Aura
Illusions
Disguise
Invisibility
Vortex
Major Illusion
Spirit Rituals
Summon Human
Summon Ghost
Ghost Possession
Summon Demon
Bind Spirit
Warding Circle
Banish Spirit
Spirit Bottle
Bind Zombie.

New Rules: Altered Rituals
General Rituals
Dispel Magic: If the ritual is successful, the caster makes a Soul test. The GM imposes a penalty based on the power of the ritual to be dispelled. A successful Soul test dispels any ritual cast on the subjects.
Somatic Rituals
Stabilize Wound: A successful roll heals 2D10 wound points, with a maximum of half the wound points the character is currently suffering.
Induce Adrenaline Surge: The subject gains a +20 to his Initiative for the Duration.
Enhance/Diminish Body: The subject gains or loses 10 to all Body and Speed skills for the Duration. This can push them above the stat limit.
Cause Wound: This functions as a significant blast.
Induce Cardiac Arrest: Treat as a significant blast; however, the target makes a Body check; on a crit, he suffers no ill effects. A success indicates he loses only half the wound points indicated A fumble indicates instant death.
Physical Rituals
Malfunction: Functions as the Greater Psychokinesis power Jinx.
Repair: A successful check gives a 50% chance of the target device working perfectly thereafter.
Strengthen: The GM is left to adjudicate according to the nature of the target object.
Spontaneous Combustion: This functions as Lesser Thermokinesis.
Blessings and Curses
Blessing of Prosperity/Curse of Poverty: A successful roll adds or subtracts 15 to the Influence skill for the next Influence check or funding roll made by the target. This does not affect the number of Pulling Strings available to the character.
Blessing of Skill/Curse of Ineptitude: A successful roll adds or subtracts 15 to the target skill for the next appropriate check made by the target. May not be used on Psychic Disciplines.
Blessing of Protection/Curse of Vulnerability: A successful roll subtracts or adds D10 Wounds to the amount taken the next time the target is successfully attacked.
Psyche Rituals
Insanity: A successful roll triggers a rank-10 check on a gauge of the caster's choice.
Domination: The caster must first make his Ritualist check, then a Soul check. The target then makes a Soul check; if this final check is failed, the caster may implant a sentence into the target's psychological makeup.

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