House Rule Ritual

Post/Author/DateTimePost
#1

blazian

Jan 24, 2011 13:05:10
In my campaign I want my PC's to pretty much infiltrate a cult ideally by posing as a higher up in the church. They should be able to do this because they have a changeling and a bard but in case they so wanted too I wanted to implement a ritual to allow them to do so. The ritual is going to be somewhat malevolent since the ritual involves essentially impersonating a person mind, body, and soul.

Essentially it is a Level 10 Ritual with a relatively high component cost. A requirement is one recently dead, unconscious, or willing creature and one ally willing to become said creature. The one using the ritual must make an arcana check. If the creature is dead divide the check by 10 and if it is willing or unconscious divide the check by 5. Upon completion the ally takes a will attack equal to the creatures CHA or WIS plus half level in order to avoid being taken over by the creature. The more important part is that the ally takes on the appearance and mannerisms of the creature as well as knowing anything they would know. After the first attack the arcana check dictates how many hours can pass before the attack is made again.  In case the player messes up the ritual gives a +15 to bluff in order to avoid being noticed. This ritual lasts until the ritual caster ends it with a standard action. All stats and equipment stays the same. If the ritual is done multiple times a day it wears down on the ally will take a -1 penalty to will against the attack each time after the first. If they try to impersonate the same target over and over again they the target gains a +1 to the attack each time.

The attacks will have the following effect:
1st hit- can't use encounters, utilities, or dailies until they transform back.
2nd hit-  the target is dazed until they transform back Aftereffect: dazed (save ends).
3rd hit- Target is dominated until they transform back: Aftereffect: dominated (save ends).
4th hit- The target's mind is completely overwritten and is pretty much dead.

So is this a good idea? Are there current rituals that would do something similar? Is it unbalanced? Sorry if this is not the place to go... a little unsure about these parts of the forums. 
#2

hardsteeldragon

Jan 24, 2011 13:25:06
Aren't Potions of mimicry/changeling disguise enough? I think it is a cool idea, even though the mechanics look a bit over complicate to me, but YOU have to track it ;).
#3

blazian

Jan 24, 2011 14:37:44
Essentially it is a whole secret society of higher ups within the nobles and kings advisors. To get in you have to know a password and perform a quick ritual unique to each member.

Pretty much this is me trying to find a way to get them in which makes sense since the group is exceedingly paranoid and not only do they know the PCs are coming... they have killed, accidentally killed, or allowed the deaths of any NPC who might have been persuaded to help them or wanted to help them. 
#4

alitain

Jan 24, 2011 23:22:09

Well I guess my question is kinda just about the purpose of this ritual?  I mean I get it's so the PCs can infiltrate this group while posing as higher ups.  But...no offense this ritual basically takes the work out of it.  Okay they find the guys, take them out, cast the ritual, and become them.  One thing with this ritual is that it brings to question that they're suppose to gain all the knowledge and mannerisms and looks and all of the person, while fighting off being controlled by them.  Essentially what your ritual is trying to do is put the mind or soul of the PC into the body of the subject pretty much.  I mean that's pretty much the end product, what with the ritual making them the subject without actually being the subject.

One concern just seems to me that you say they have the mannerisms of the subject, yet they arent' the subject.  But to me, mannerisms kinda rely on the mind of the person, I can't see how your PCs could suddenly conform to the mannerisms of someone entirely different and just forget about their own.

But your ritual basically makes sense, they become but not become the subject, while fighting off being taken over.

My real thing with this is the point though.  What you described about the big bad bossies having secret passwords and personal rituals is all information that the group could uncover for themselves.  They can spy on the members, watch their habits, learn their secrets.  Yeah, might take a little time in game, and actually involve them doing work, but it makes more sense for them to sleuth out the information themselves instead of this ritual.

Now mind you, maybe I'm seeing it the wrong way and apologize, but instead of having this homebrewed ritual you're worried about being overpowered, weak, not enough, whatever.  You can just let the crew get the info in game.  Of course, and this isn't judgement, but if you're doing the ritual as a quick and easy way to bypass all the hard work and high potential for screwing it up so continue on with the story, it makes sense.  Maybe you're worried the group wont be able to figure out how to get the information, or maybe it's a mess to figure out how you're going to have the group discover all the info.  Totally understand I've done that in my game, which is my first, to just kinda continue on.

Sorry, kinda kept rambling on and on, just couldn't help think that the ritual just lets the PC gloss over the work and I just see the potential for some fun game play hunting down the cult members, spying and discovering their secrets and all that so it seems a shame to pass it by with a ritual.

#5

blazian

Jan 25, 2011 14:12:08
I could just get them in... except that the players have been stalking them for a while and were eventually caught but escaped. They know that the players are looking for them and have been on high alert. The cult intends to resurrect a god in the coming days and the players have voiced their uncertainty about how they will find the what, wheres, and whens since; like I said before, the players have pretty much lost any possible contacts. They also tend to use said rituals to teleport to the various meeting places.

While it proved to be cool and interesting at the start, now that I'm trying to bring it to a close it is hard to rectify this shadow organization who has always been a step ahead of them screwing up when they know that the PC's know who they are (they told them) and that they will hunt them down (they told them again.) 

But I guess I can do without the ritual. I was going to introduce the BBEG of epic tier by having him give the PC's the tools to shut down the organization so that his can continue to go about unhindered. I didn't want him to, but I guess he can be part of the group and just give them the knowhow. I guess worst case scenario I'll give them the choice and make the ritual the easy way.
#6

alitain

Jan 25, 2011 15:23:29
Ah, i see.  So the footwork has been had, as well as the PCs.  Gotcha okay.  Well in that case, as I said your ritual isn't that bad, maybe a little convoluted in text.  As for the effects of taking the psychic attack?  They seem kinda punishing; the first hit takes away their encounters, utilities, and dailys basically making them crippled the entire time, and it gets kinda worse as you go along.

I would honestly probably just do away with the penalty effects of the attack.  Or just make it a general singular effect.  Like if they fail the role they lose a healing surge, once they lose all their healing surges they take  say a 1d10 of damage until they cancel the ritual or die.  Of course if they succeed on an attack role they don't take any damage, or maybe regain damage/healing surges.

Might not be exactly what you want, but it's an idea for a simpler effect that'll be easy for everyone to keep track of.  Plus, if or most likely when, the group is discovered or has to fight, they will be able to bring their all against the cult despite maybe loss of HS or HP.  Gives them a better chance of not being wiped.

Another idea might be this, have a ritual for putting the spirit of the PC into the body of the cultist.  Might be a little weird, but you could simply have it that they retain all their powers, though if they want their equipment they'd have to strip their bodies down for it, or just use what the cultists have.  You could still have the psychic attack effect to potentially weaken them and when they cancel the ritual, they snap back to their bodies.  Of course, big problem would be the potential loss of equipment.  But if you have the changeling just assume the form of one of the guys, then it wouldn't be too bad.  The group, if they're found, or when they're found out, can take their equipment off and dump it in a bag of holding, give it to the changeling who has an easy chance to escape, while the rest cancel the ritual and can then meet the changeling as backup because at that point it wont matter if the cult knows the PCs are attacking or not, they just have to bail.

Don't know if that's any help at all.  Personally I like your idea of infiltrating the cult and all, sounds like fun I'll have to remember that for the future.