Ceremonies are functionally written like monsters. One has a Complexity instead of Endurance, one to six Natures instead of Habits, Corruptions instead of Defenses and a Clarifier instead of a Weakness. Just as monsters do not use all of their habits all of the time, a ceremony may not express all of its habits. These are pieces of evocative text that the GM can use or be inspired by to help build the stakes of the ceremony.
Similarly, a ceremony can only be used through a modified Combat Roll, called the Ceremony Roll and detailed below. Using a ceremony alone is very risky, so groups are better suited for performing ceremonies. A treasure-hunter cannot use a Risk Roll to perform a ceremony.
Acquiring ceremonies has to be done through incursions; you cannot buy a ceremony, but you must increase your Burdens by 1 when you return to town after acquiring it.
Ceremonies can be learned about similarly to monsters: a group may witness one, which they can then name, and spend Gold while in town to learn about everything but the ceremony’s Clarifier.
When you attempt to conjure great magic, you must combine efforts with your companions.
First say how you expose yourself to supernatural influence or danger, then roll a single light die. The number on the die is called your Weak Point and represents the risks you’re taking to invoke this power greater than yourself.
Now gather a dark die for each character involved in the ceremony. Roll all the dark dice together.
To successfully perform the ceremony, you must roll against its Complexity, which is a number between 2 and 12. The GM may reduce the Complexity if you have relevant Skills (ceremonies are not rituals, so a ritual Skill does not apply) or are taking advantage of your equipment, environment or the ceremony’s Clarifier in some way. If the Complexity would go below the number of dark dice being rolled, then no Ceremony Roll is required. The GM may increase the Complexity if the ceremony is particularly fraught or if you are at a disadvantage. If the Complexity would go above 12, the ceremony is too difficult to perform and you must find a way to reduce the ceremony’s Complexity.
If the total of the two highest dark dice is equal to or higher than the Complexity, the ceremony is performed in the manner you and your fellow players describe.
If any of the dark dice equals your Weak Point, your character’s Ruin increases by 1 for each dark die matching the Weak Point.
If the two highest dark dice are less than the ceremony’s Complexity and you wish to continue the attack, add one more dark die and re-roll all the dark dice. You may keep adding a dark die and re-rolling until the total of the two highest dark dice is equal to or higher than the Complexity or until you give up the ceremony. Stopping an incomplete ceremony may trigger Risk Rolls or other consequences.