
Solium Infernum
20
Challenge Rolls
When a Ritual targets an opponent or some item that an opponent controls, the game conducts a Challenge Roll to
determine whether it succeeds. ese rolls are conducted by the computer in secret, and only their results are displayed
to the players. In general, the player performing the Ritual rolls 2d6 then adds his modifiers. e defending player
rolls 2d6 then adds his. If the player performing the Ritual has a total greater than the defending player, the Ritual is
successful. If the total for this aggressor is less than or equal to the defender’s total, the Ritual fails. In both cases, the
aggressing player loses his designated resources since they are spent while powering the attempt. Here are the formulas:
(Ritual Performer) = 2d6 + Ritual Discipline Level + Perk Bonus + Relic Bonus + Place of Power Bonus
(Ritual Target) = 2d6 + Player Resist Modifier + Target Resist Modifier + Perk Resist Bonus + Relic Resist Bonus +
Place of Power Resist Bonus
Ritual Discipline Level: is is the level of the corresponding Discipline (i.e., Prophecy) which governs the Ritual
being performed.
Perk Bonus: Bonuses granted by Perks toward the Discipline which governs the Ritual being performed, such as
+3 Destruction Roll.
Relic Bonus: Any bonus granted by Relics (which are attached to Strongholds or Places of Power, or placed in a
Ritual Slot) toward the Discipline which governs the Ritual being performed.
Place of Power Bonus: Any bonus granted by Places of Power (which are controlled by the Ritual performer)
toward the Discipline which governs the Ritual being performed, such as +3 Prophecy Roll.
Player a Resist Modifier: Demonic Premonitions is the only Ritual which grants a Player Resist Modifier against
Deceit Rituals; it must be active for the defending player to receive his bonus.
Target Resist Modifier: : Normally, resist modifiers are equal to the level of the target, although Deceit Resistance
modifiers consider the average of level and loyalty for Legions (but they only consider the level for Praetors,
Artifacts, and Relics.)
Perk Resist Bonus: Any bonus granted by Perks toward the Discipline which governs the Ritual being resisted,
such as +3 Resist Deceit.
Relic Resist Bonus: Any bonus granted by Relics (which are attached to Strongholds or Places of Power, or placed
in a Ritual Slot) toward the Discipline which governs the Ritual being resisted.
Place of Power Resist Bonus: Any bonus granted by Places of Power (which are controlled by the Ritual
performer) toward the Discipline which governs the Ritual being resisted.
Identity Check
When a Deceit or Prophecy Ritual targets either an opponent or some item that an opponent controls (such as Praetor,
Relic, etc.), the game conducts a special roll to determine whether the identity of the aggressing player is revealed to his
target.
Die Calculations:
(Ritual Performer) = 2d6 + Ritual Discipline Level + Perk bonus + Relic bonus + Place of Power bonus
(Ritual Target) = 2d6 + player resist modifier + Perk resist bonus + Relic resist bonus + Place of Power resist bonus
e bonuses and modifiers are the same as those under the Challenge Roll, although target-specific modifiers are
removed.
Ritual Masking
As discussed previously, you may target other players with Destruction Rituals through Ritual Masking -- even if you
and the enemy are outside the diplomatic states of Vendetta, Blood Feud, or Excommunication. Masking also allows you
to attempt to frame another player as the source of the Ritual. During the Create Order Process, the game will prompt
you to declare whether or not you wish to frame another player. Choosing Yes will increase the cost of the Ritual, and if
the identity check is successful in avoiding detection, the choice of framing another player will be allowed. Your turn log
message will report the name of the framed player.
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