
GM SuperTumbler |

Sallah says, "Yes, the Nexus is not currently perturbed by intrusions, and I have convinced it that you are no threat. Stride into the hallway with purpose and it will lead you to the portal to Ditko street. I worry for you facing Gwynn now...Gracie, is it? I recognize your armor and sword from the books kept here, but even Arthur had difficulty with Gwyn at times. And now...Gwyn is a creature of Winter. His power will have begun to wax now that the year fades away. Even in this night his power will have grown."

GM SuperTumbler |
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Gwyn strokes his mustache, thumb down one side, fingers down the other, subconciously straightening it while he contemplates. "I accept your deal, Good Knight, with the caveats that you must return to the mortal realm with the spear by an hour before dawn. Otherwise I would forfeit the boons that this night grants. If you have not returned to this spot by an hour before dawn, I shall enter the Nexus myself. And take care, for I am not the worst thing that seeks the spear. You will find that its head is a bronze kite, flat, with no crossbar. A staff of ash inscribed with runes."
Sandstone, on the other hand, takes no time to consider her response, "I'm not here to fight you nor no one else. I am here to find what is in there. If you want to come to some sort of understanding, put terms on the table."
Just reposting this here so I have the letter of the law.

Good Knight Gracie |

"If I don't go out to meet him, he'll come in here," Grace tells Sallah. "The whole point was to keep him out of the Nexus. We've done that. Now I've got to go keep my word." She shrugs at Eldritch. "I said he'll have to take it from me. We didn't agree specifically to a one on one match, but that'll be what he wants. I'd welcome folks to come keep an eye on things at least so he doesn't cheat. But I won't ask any of you to walk into danger either. This was my deal and I'll take care of it either wya."
When all is resolved, Gracie will will herself to the exit.

"Eldritch" Max Sinclair |
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Eldritch marks his place in the tome. He was reading the fourth witness account from the Order of Light of when Lady Violet Pennyworth held ownership of the Nerian Nexus. This one was very pertinent, because the Master Mage used a ritual to key two additional Order members to the Nexus.
He stands up, adjusts his Amulet of the Seraphim, and follows Gracie outside. He wondered when or if Gracie would accept the mantra of all for one, and one for all. Maybe after a 100 demonstrations she won't 'not ask' to accompany her into danger.

Oswald Searle, aka OZ |

Oswald watches as Eldritch wordlessly walks behind Gracie. He pats the dust and dirt off of himself and runs after the two. Shirtlessly, green paint nearly faded off his body, he places a reassuring hand on the Knight's shoulder. "There's no way we're gonna let our teammate go it alone. We've got your back, Gracie."

GM SuperTumbler |

Gracie finds herself at the same front door through which you all entered the Nexus. The door opens onto a crisp early morning. The streets have cleared of Halloween revelers. A few people move about blocks away, but no one nearby. A massive fey god warrior pacing about on a silvery white horse, surrounded by a pack of beautiful red hounds who stir fitfully in the pre-dawn light will do that to a neighborhood.
Gwyn sits astride his horse, looking somewhat different from earlier in the evening. He is shirtless, and his muscles gleam, his flesh pale in the glow of streetlights. His chest is marred only by the strap of a quiver worn on his back. He wears a helm, and it isn't clear if the antlers are part of the helmet or attached to his head. He wields a fairly short sword with a wide blade, a blade for stabbing, not slashing, not a horseman's blade. A great bow is strapped to the saddle in easy reach.
The hounds stir at your arrival, but a quick look from Gwyn silences them.
He bows his head in a gesture from another time. "Good Knight, you honor your commitment, as I knew you would. You said that I should take the spear from you if I could."

Good Knight Gracie |

Before leaving, Grace nods silent thanks to her teammates and steps through.
As she goes through, Calesvol shimmers into life in her hand as she grips Slake with the other. She crosses the blade over the spear, as though to protect it.
She nods at Gwyn. "I plan to keep holding onto it though."
She does not know whether to expect a physical assault or a magical attack--if either--from Gwyn, but has the edge of the Sword's magic nullifying ability at top of mind in case he tries something more magically treacherous first.

"Eldritch" Max Sinclair |

Eldritch follows Gracie out the front door of the brownstone front of the Nerian Nexus. He air walks to the porch of the next door neighbor. He folds his arms across his chest hiding his hands, so he could potentially start casting spells before someone notices.

Oswald Searle, aka OZ |

Oswald falls in line behind Eldritch. As he crosses the threshold out onto Ditko Street, tiny tendrils of inky blackness arise from each footstep. Fibers of nightmare swarm his body and enshroud him in his blurred form. Oz perches on the stoop banister with his elongated arms dangling over the shrubs below.
"You've got this, Knight. We believe in you."

Cesarina Villa |

Before Gracie steps out, Cesarina places a plam on her forehead, and says a short prayer, adapted from ancient prayers for soldiers on the eve of battle.
I found a fair few of these; pick your favorite!
That done, she adds on something a bit more personal.
"Just...be careful, Gracie. If it comes to it, the Spear is far less important than your life. You can do far more good in your life than that Fey could do harm, I'm sure of it."
There are some mechanical effects attached to the prayer...to be determined. I haven't really had time to sit down and level up but I'll stat that power out tomorrow.

Good Knight Gracie |

Will Save: 1d20 + 8 ⇒ (19) + 8 = 27
Grace nods in thanks to her friends as they show their support for her. Buoyed by their presence, she shrugs off Gwyn's posturing.
"Come, you want a hunt? Let's go."
She takes a step back, and then springs, her armor joints propelling her upward to the top of the brownstone. Allowing her sword to surge into a glow, she says,
"You might think this is your night, Hunter, but my light shines even in the darkest hours."
Right Back Atcha, Gwyn: Intimidate: 1d20 + 10 ⇒ (18) + 10 = 28
This is just a boring old Demoralize check; I believe its countered with Will or Insight, whichever is higher

GM SuperTumbler |

Insight: 1d20 + 15 ⇒ (18) + 15 = 33
It's hard, you know, to intimidate such a one as Gwynn.
His thighs flex almost imperceptibly and his horse snorts as it launches itself into the air. Gwyn hefts a spear of his own, this one with an ash haft and bronze blade.

Good Knight Gracie |

Insight: 1d20 + 12 ⇒ (3) + 12 = 15
Grace firms her footing on the roof, taking time as though she is concerned about her positioning, and focuses on keeping up her guard.
Normal move, Defend standard action
While she considers attacking, she doesn't want to be the the one to make the first blow in this encounter. She'd rather tire him out or bore him before engaging.
"Are you actually gonna try to take this thing from me or is this all just a dance?"

GM SuperTumbler |

"You say that as though there is something wrong with a dance? But if you insist on thwarting my delight."
The magnificent steed rears up on his hind legs and the faint light of dawn runs its fingers over the blade of the spear in Gwyn's strong hand. Gwyn's arm moves faster than thought and the spear flies.
You might read in school about Apollo's deadly arrows or the lightning bolts of Zeus, but it is something else to be in the presence of such ancient power.
Spear Attack vs Gracie Dodge: 1d20 + 11 ⇒ (10) + 11 = 21
Gracie Defend Action grants a roll with Dodge: 1d20 + 6 ⇒ (13) + 6 = 19
Gracie is guaranteed an 11 on that roll just like if she had used a Hero Point. Gwyn hits nonetheless.
Gracie Toughness vs Spear attack DC 26: 1d20 + 12 ⇒ (16) + 12 = 28
Gracie is experienced in the use of her armor to deflect attacks, and the spear glances off of her breastplate and clatters to the rooftop.

Good Knight Gracie |

Gracie hefts Calesvol while keeping Slake close, the thrum of the surrounding heartbeats in her mind pounding out a battle rhythm. Leaping onto a higher roof ridge, she points her blade at Gwyn's horse. He's doubtless a smart fey animal, but nonetheless possibly blinding it might make him harder to control. DC 19 Fort Save
"Can't even hold onto your own spear, better not even try for this one, lest Dracula comes back for it. He'd have it from you in a trice."
I mean, he doesn't know they defeated Vlad.

GM SuperTumbler |

Fort: 1d20 + 13 ⇒ (18) + 13 = 31
"Ah, the hind has Teeth! She fights."
His nose lifts skyward and he howls. The air around the rooftop cracks like the first crash of thunder, but instead of the the rolling rumble, the answer is the baying of hounds. One might expect a ring around Gracie, but instead the hounds form a U around her, with Gwyn at the base of the U, leaving plenty of room for the Good Knight to escape.
One of the hounds grabs Gwyn's spear and returns it to him.
These hounds are minions. There are 6 of them.

Good Knight Gracie |

Argh. I knew I should have kicked his spear away, but I also didn't want to wait on trying to disable his mount either. Eh, hound would likely have fetched it either way. Are the hounds flying or they just finding a place to perch on the roof?
"Yeah, if you get your pack, I get mine. And hinds don't have teeth. They have antlers." She references Gwyn's own headdress, perhaps suggesting he is her quarry.
Will post an action but I'm just curious as to the positioning of the hounds first. Not going to attack them but just trying to picture the scene better. I was imagining standing on a bumpy Victorian roof with lots of gables, but I'm thinking Tumbler is picturing a flat rowhouse roof (mind some of the Victorian rowhouses where I live feature both to some degree--fancy ornamentation in front, flat in the back).

Oswald Searle, aka OZ |

Aw $#!?! I was going to have Oz grab that spear but I wasn't sure if that would be interfering! Well, this makes things more interesting now. Time to invoke Oz's complication (Addiction to creating Chaos).
"See Spot" the blurred shadow monster mumbles as he watches the hound leap to the rooftop. The hound leaps off the roof, spear in tow. "See Spot run." Oz drops his deceptively massive form off of the banister and sinks into the ground. At Gracie's mention of teeth, Oz does his best Jaws impersonation as shadowed claws explode out of the asphalt and clamp down on the spear-retriever. "SEE SPOT GET TORN APART!"
Strike: Strength-based Damage 9 (DC 24, Advantages: Improved Critical 2; Reach (melee) 4: 20 ft.): 1d20 + 8 ⇒ (10) + 8 = 18
Oz moves from hound to hound, slashing and gouging at them in violently indescribable ways.
Strike: Strength-based Damage 9 (DC 24, Advantages: Improved Critical 2; Reach (melee) 4: 20 ft.): 1d20 + 8 ⇒ (17) + 8 = 25
Strike: Strength-based Damage 9 (DC 24, Advantages: Improved Critical 2; Reach (melee) 4: 20 ft.): 1d20 + 8 ⇒ (15) + 8 = 23
Strike: Strength-based Damage 9 (DC 24, Advantages: Improved Critical 2; Reach (melee) 4: 20 ft.): 1d20 + 8 ⇒ (20) + 8 = 28
Strike: Strength-based Damage 9 (DC 24, Advantages: Improved Critical 2; Reach (melee) 4: 20 ft.): 1d20 + 8 ⇒ (15) + 8 = 23
Strike: Strength-based Damage 9 (DC 24, Advantages: Improved Critical 2; Reach (melee) 4: 20 ft.): 1d20 + 8 ⇒ (5) + 8 = 13

GM SuperTumbler |

I was indeed imaginging something like this where there is frippery on the front of the house but the houses share a flat roofline beyond. I think they usually have low border walls in between structures/roofs, and maybe a slight change in level. I wasn't thinking of peaked roofs, but that is actually more interesting visually and offers the chance for more interesting attics, so let's go with that.
What matters to me is that the hounds were trying to flush Gracie into moving away from Gwynn because he would much rather fight/chase a fleeing target. Of course, Gracie isn't much for fleeing...
Gwyn laugh a deep rattle, "Says a girl who has never been bitten by a deer..."

Good Knight Gracie |

Sorry that roll was going to be followed up by a post and I got caught up by work.
Gracie can see that Gwyn really wants a chase. What she wonders is, is he prioritizing the chase of her even over the spear? Risk losing it if he gets caught up in catching her? She's not exactly sneaky or tricky, but she remembers one of her earliest encounters with the tricksy Artful Codger. She begins to wonder if she can get him to get so wrapped up in following her that she can "lose" the spear on the way and have him not immediately realize it? On the other hand, she knows Gwyn is a hunter. If she begins to move, she may only put him into a more powerful position.
She wishes she could share the idea with the others but she hadn't thought of it prior, and sadly telepathy is not in the knight's bailiwick.
"Aw, if you're so scared of my 'teeth' Gwyn, I'll happily keep this and you can go home."
She leaps over to the next roof, using the pulsations Slake is sending her to ensure she is not getting too close to other living people as she moves.
Her intent is, over the next few moments, to leap down Ditko toward Riverside Park and give him the chase he wants. He may even get overconfident, seeing her lead him to an area that has more trees and wilderness. She is only hoping that she can take advantages of that distract him once she gets there to cache the spear (perhaps either in the Rose Garden, which as a botanist she has visited to get samples for the Botanical Garden in Liberty Park, or the river). She is hoping that, it nearly being dawn, most parties in the park have dispersed by now.

GM SuperTumbler |

Gwyn allows the hound to hold the spear in it's mouth, and Oz shadow-sharks that hound, dropping the spear to the roof top.
Gwyn draws his bow and nocks an arrow, releasing it at Gracie.
Bow attack affliction: 1d20 + 11 ⇒ (20) + 11 = 31
DC 22 Fortitude save for Gracie. 1 degree hindered, 2 degrees disabled, 3 degrees paralyzed.

Good Knight Gracie |

Fort dc 22: 1d20 + 10 ⇒ (16) + 10 = 26
btw she does not have -2 saves to damage anymore, as she healed. I can't edit my profile at the moment
"Arrows don't work so well on knights, do they?" Grace moves a little but further and then focuses her blade outward. The air faintly ripples in a cone as she projects her sword's anti-magic capabilities (60 ft cone, concentration, nullify magic descriptor, selective to exclude her allies). She hopes to block any magical effects coming at her from Gwyn's direction.

GM SuperTumbler |

"Ha! Arrows worked so well on knights that the followers of the Nazarene banned them in battle! Ppt, cowards! But of course your companion would know all about that. Grace...grace...your name means that you have the favor of the gods whether you have earned it or not. And certainly you are not earning my favor now. Where is the fun you promised me? where is the chase?...I have waited all night here while you had your games inside. And now you just want fight. I am deflated. And now you turn the power of the sword in my direction. The power of your Faith. Faith. You are a child in Faith. I am as old as your Faith, as old as the things you place your Faith in. The sword is powered by your own virtues, Good Knight, and so you show yourself to be virtuous indeed. But there are powers older than this Faith, this Virtue. You drive me to call upon those powers."
He turns his head slowly from side to side, the cool roving gaze of a bird of prey, hawk, or owl, perhaps. As his gaze lights upon various houses in the row, an otherworldly keening rises from them.
Then his gaze comes back to meet that of Grace as she focuses the power of the sword in his direction.
"That sound you hear is the sound of the dead, Gracie. While I am loathe to turn your hand with such maneuvers, I truly must have that spear. You cannot understand, perhaps, because, like your name, you were given that sword unearned. Since then, you have truly proven worthy of it, but at first, you must admit, it was given to you on...Faith. But I am distracting myself. The dead, Gracie. You have a choice to make. Surely you know that I am a guide to the dead. That I lead them, not so many these days, but still some who follow the old ways, I lead them to their reward. But tonight, tonight they are allowed to roam free, to return to the places they have known. And this land is old. There are those who visit it who followed whale and seal across the ice, who chased elk and sloth and mammoth, who hunted deer and hare, who hunted the indigenous peoples and traitors and nazi collaborators. And all of them come to me to lead them back for a night, this night, when the borders between worlds are narrow. And they are here, Gracie. And they are hungry. Give me the spear now, and I will call them. They will leave alone Tara, who wants to tell her friends about her trick or treating when she returns to school. They will not trouble Pankaj, who only moved in a week ago and was confused by the appearance of a new house this night he did not recognize. And so many others..."
Sorry for the wall of text, I hit a groove.

Good Knight Gracie |

where is the chase?...I have waited all night here while you had your games inside. And now you just want fight
Just noting, especially as my prior post had a typo, Grace did continue to move away from him. I can't tell if you just didn't notice that she was moving, or if he's just being obtuse in character/complaining she's not moving fast enough. I should have stated this OOC to be sure it was clear, but she performed a move and a standard action, to help protect herself from any tricks that come at her from behind. But she was and is following the strategy in this post and is trying to give him the chase he wants.
Summary of actions of the last two rounds, since I had over-stuck to narrative and the mechanical intent was not clear, here is my accounting of Grace's current physical position relative to Gywn:
This round: All Gracie did was move, so this was a double move. I'll say she moved about 100 feet. Gwyn did not follow her that I can see, but just shot at her with her bow.
In this round she moved "a little bit more" and then used her Dispel Magic Power so let's say she only moved half her usual movement, and is 130 feet away. He responded by speechifying and making creepy noises, but you didn't say he moved. So she is still 130 feet away, and they can only hear each other because this is comic books.
Grace shouts from her position. "You asking me to break my word, Gwyn? You know I can't do that! Our agreement was that you got the spear only if you could take it from me! If I give to you, that makes us both oathbreakers! So give up or shut up and keep moving! Grace's own words settle into her mind as she prepares to jump. If I throw it to someone else and he tries to take it from them... then would he then still be in violation of our agreement? Would he care? Would that endanger my friends?
She leaps another 60 feet, still making her way toward Riverside Park, then turns to maintains concentration on her cone of anti-magic, aimed in Gwyn's direction to deflect any magical effects he sends in her direction. Move and Standard action
Grace is now 190 feet away from Gwyn. Don't know if the party wants to stay put or follow her.

Good Knight Gracie |

Grace as much has he was grateful for his aid in the past, would probably not be one to take advice on honor from a man who was cursed to undeath for his sinfulness. ;) Anyway, either way he has to take it from her hand, so he has to get close. He probably wants to hunt and kill her from afar and then take it.

GM SuperTumbler |

lol, he can definitely hear Grace because of his enhanced senses. But Gracie hearing him is maybe a stretch.
The horse prances a bit before lurching forward. Gracie is four houses down now, and the horse scrabbles over the rooftops with ease. Gwyn nocks another arrow and lets it fly, but it misses widely, breaking some expensive solar shingles on a nearby house.
Bow again: 1d20 + 11 ⇒ (1) + 11 = 12
Gwyn closes to within 60 feet, but won't come within the anti-magic cone for the moment.
In the houses around them, Oz, Max, and Cesarina hear a crash, a scream, a wailing.
Different houses.

GM SuperTumbler |

Max focuses his senses away from the confrontation to the closer disturbances. In one of the townhouses, on the second floor, he senses something with his mage sight. A frosty presence, wailing a call of death, and beneath it, the scream of a child.
Through a dormer window on the third floor, likely an attic converted to a bedroom, the magic within glows faintly green.

"Eldritch" Max Sinclair |

Eldritch says to Cesarina and Oz, "people are in trouble. Let me open a Powerful Portal of Portheus to where we need to go." He opens a glowing portal in front of him and floats through and into the second floor of that townhouse.
Teleport 3 (8 miles), Accurate, Easy, Limited to Extended, Portal, Change Direction & Velocity

GM SuperTumbler |

Hoping this doesn't get too messy. I don't yet have a map for this.
Eldritch finds himself in the unicorn themed bedroom of a youngling who is probably 6 or 7. They have short brown black hair and violet pajamas that match a streak dyed in their hair. The room contains the sorts of things you would expect. A lifted bed with a play area underneath. A unicorn lamp with glowing horn acting as a nightlight, casting the room into a strange dreamglow. Little Ponies are frozen in some sort of tableau where they were left behind at bedtime. A small desk/art table is littered with Halloween candy, a good score despite the trouble earlier.
All of that is normal enough, but the kid is standing in their tall bed screaming, and also screaming is a semi-transparent figure dressed like a character from Hamilton. He wears a blue wool regimental coat. His lower jaw is missing as though it caught a bullet. Nonetheless, he is screaming a gurgling scream with undertones of moan. He holds a musket and at his waist are two cross braced pistols, so he must have been an officer or a skilled looter in his day.

"Eldritch" Max Sinclair |

Eldritch steps into the child's bedroon backlit by the portal behind him, which collaspes. As he thought, spirits on All Hallow's Eve. "Be bound by the Crimson Bands of Cyttorak" he commands while red ribbons snake out from his red-rune-surrounded, gesticulating hands toward the ghost.
Ranged Magic: 1d20 + 10 ⇒ (16) + 10 = 26
Move Object 8 (6 tons), Precise, Accurate 1 (+2), Affects Insubstantial 2
With the spirit secure, he pushes out the bedroom door toward the stairs toward the 3rd floor where that other magical glow was. "Let's go. You don't belong in here." He winks at the child when he leaves the bedroom.

Oswald Searle, aka OZ |

Oz skitters his way behind Eldritch, keeping low and to the ground very much like his shadow. As the wizard makes quick work of the spirit and secures the child, the horrid shape continues its insectile dash through the walls, searching for signs of trouble.
Eldritch didn't really give Oz any specifics so I don't necessarily want to metagame

Good Knight Gracie |

Seeing movement from where her team waited, she presumes they are addressing whatever was the result of the strange wailing Gwyn evoked. Grace continues her movement, this time jumping back down into the street as she heads southward, maintaining her sword-ward as she goes.
Another 60 ft move and concentrate to maintain dispel.

GM SuperTumbler |
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Gwyn grows impatient. He may be immortal, but he doesn't seem to be able to cope with this prey who is so willing to fight back.
His horse charges toward Gracie, easily closing the gap between them, but rather than remain horsed, he dismounts. The horse disappears in a gust of wind and a blood colored whirlwind, leaving only Gwyn with a long hunting knife, single edged, ancient looking.
"I am sorry to waste the chase, Good Knight. Usually I would treasure the chase as much as the prize. But tonight I must have the prize."
The power of Calesvol tears at Gwyn's form. It pushes magic away, and he is a creature of magic and flesh. The dispelling field pushes away some of the mist and darkness that surrounds the Master of the Hunt, leaving only the lean magnificence of the man he must have been before the Fey drew him in.
Knife attack: 1d20 + 11 ⇒ (3) + 11 = 14
His knife meets the blade of Calesvol with a ring of meteor steel and ancient iron. Gwyn smiles, "Your technique has improved! I am impressed. Let us engage more directly. Come on, Grace, fight back..."

Good Knight Gracie |

"Go and run, stay and fight... Make up your ruddy mind!"
She brandishes Calesvol aloft, as though to swing... But its light maintains its antimagical field as she instead attempts to stab at him with Slake, hoping the throb of his heartbeat helps guide her aim.
Using Extra Effort for an extra standard action, so 1 standard to concentrate on dispel, and another to attack with the spear. She then, now fatigued (hindered) will move another 30 feet toward Riverside Park.
Attack with Slake: 1d20 + 5 ⇒ (1) + 5 = 6
Lol of course. And I thought I had a hero point to spend but I must have confused us earning hp recently in the other M&M game. So that's probably Slake lost now.

GM SuperTumbler |

I took a minute to read back through the fight, and this would make some really cool visuals.
Gywn turns Slake aside easily, as if he somehow knows where the tip of the spear will be.
As Gracie limps away, he moves behind her, not with supernatural speed, but only with the speed of a man accustomed to running down prey. The dispelling field from Calesvol continues to push away the shadows that usually enshroud him. He sheathes his hunting knife, using only his hands. He grasps at Slake.
Disarm maneuver: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29With his strength and the crit (I think the crit would apply since the check refers to the damage of the attack) that is DC 31 vs Gracie's strength check."
It seems likely that Gwyn will have the spear with a successful disarm.

Cesarina Villa |

Just tossing the extra reminder from Discussion; you have three points of Luck you can use to reroll failed checks.
Cesarina runs after Eldritch and Oz, feeling vulnerable. She hasn't felt so very...normal, in a while. The comforting Light within her being all but gone was disconcerting.
Nevertheless, she follows along. If nothing else, she can act as any good samaritan would, helping people.
At the sight of the ghost, she quirks an eyebrow.
"I suppose an exorcism would be in need right about now?"
Can I perform an exorcism/banishment/whatever using Expertise: Priest and/or Magic by chance? I do have Ritualist if that changes matters.

GM SuperTumbler |

That would make sense to me. You would probably want to go the jury-rig path since otherwise it takes hours.
Characters with the Ritualist advantage can perform magical rituals. They are similar to inventions: one-time powers requiring some time and effort to set up.
For rituals, substitute the Expertise: Magic skill for both the design and construction checks. The design portion of the ritual takes 4 hours per Character point of the ritual’s cost (pouring over ancient scrolls and grimoires, drawing diagrams, casting horoscopes, meditating, consulting spirit-guides, and so forth). The performance of the actual ritual takes 10 minutes per point of the ritual’s cost. So a ritual costing 10 Character points takes 40 hours to research and 100 minutes to perform. As with inventing, the ritual is good for one scene. Failing the research check means the ritual isn’t usable and three or more degrees of failure results in a mishap (at the GM’s discretion).
“Jury-rigging” a ritual has the same effects as for an invention. Spending a Victory point allows the ritualist to skip the design check and perform the ritual in a number of rounds equal to its cost. An Expertise: Magic check against a DC equal of (15 + the ritual’s cost) is needed to successfully perform the ritual. Failure means the ritual does not work and the time and effort is wasted.