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====Ritual and Divine Components==== These are magical and blessed items that could have a use in field on most/many missions.</br> '''GHOST BOX (MEDIUM)''': CL 1, RP 3 points. Basically a handheld EMP Radio scanner with a frequency scan mode that some ghost hunters claim allows communication with spirits. This grants the user an ''Electronics'' or ''Occultism'' skill check to determine if there is a spirit nearby (within 4" or 8 yards). Wt. 3lbs.</br> '''HOLY WATER (SMALL per vial)''': CL 0, RP 1 point per vial. Against some creatures, the sanctified water causes their supernatural abilities to short circuit. In others, it physically burns as if it were acid. Sometimes, it just causes them to be slightly wet and rather annoyed. If the creature has a bane associated with Holy or Radiant damage, the creature suffers associated to their individual bane from each splash, spill, or pour of holy water.</br> Characters with the Conviction Limited Awakening Theme can bless a number of vial of Holy Water equal to half their Spirits or ''Faith'' dice (whichever is higher) after an hour long ritual. Wt. 0.5lbs a vial.</br> '''PRAYER BEADS AND HOLY SYMBOL (TINY)''': CL 1, RP 2 points. By expending an Action against creatures with the bane against holy symbles allows a Contest of Spirits check. Failure by the creature of the bane it cannot approach the barer. This can be repeart each round. Comes in all faiths but requires the individual is a believer in that faith for it to work. Wt. 0.5lbs.</br> '''RITUAL OF EXORCISM (SMALL)''': CL 2, RP 4 points. This is a small book of religious texts that allows a agent to perform an Exprcism Ritual that can expel a ghost, spirit, demon or other entity that is possession a unwilling victim or item (or even cursed or unholy sites). As with other Rituals this is a Dramatic Task (SWADE pg. 122). A basic task is a '''''Chanelling Test''''' (requiring 4 tokens in 3 'rounds). Each round is 10 minutes long and requires an ''Occultism'' or ''Faith'' skill checks (using the Faith skill adds +2 to the caster's checks). There can be penalties to these tasks depending on how strong the spirit is. Complications can cause the spirit to attempt to possesse the exorcist with the caster of the ritual suffering an additional -2. The ritual requires Prayer Beads or Holy Symbols and other components (as from a Ritual Deployment Kit). Wt. 1lb.</br> '''RITUAL DEPLPYMENT KIT (MEDIUM)''': CL 2, RP 6 points. This is a case full of chalk, candles, matches, aradia and cernunnos charms, a chalice, various herbs, a few grams of Censer and incense, etc. This kit carries common ritual components required to preform such a task (see Rituals under House Rules). Wt. 5lbs.</br> '''SPIRIT BOARD (MEDIUM)''': CL 1, RP 4 points. A spirit board allows a non-psychic to communicate with spirits that are not manifest by spending 10 minutes Ritual with an ''Occultism'' check and waiting for the spirit to respond. Success means the spirit will respond either yes or no, or spell out the answer using up to five words for one question. The spirit can answer up to 1d4+2 questions. Generally requires at least a full 24 hours for the board to 'rest' before it can communicate with spirits again in this way. Wt. 4lbs.</br> '''TAROT CARDS (SMALL)''': CL 1, RP 3 points. The user can read the cards as part of a hour long ritual with a ''Occultism''. Success allows the Agents can ask 1d4 questions, and the GM can answer with yes, no, doom, insight, or unclear. If the answer is doom, the proposed course of action or line of investigation will be dangerous or problematic for the agents. A Spirits check will lead to a positive resolution. Each additional question asked invites Doom. It requires at least a week of 'rest' for the cards to be used again safely. Wt. 0.5lbs.
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