Difference between revisions of "Ritual:Death's Head"
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'''EFFECTS'''<br> | '''EFFECTS'''<br> | ||
− | As soon as the mask is equipped, also equip a white headband and enter the Umbra. For the next 4 hours or until you remove the mask, your native realm becomes the Umbra, and you gain the following powers: {{PowerTip| | + | As soon as the mask is equipped, also equip a white headband and enter the Umbra. For the next 4 hours or until you remove the mask, your native realm becomes the Umbra, and you gain the following powers: {{PowerTip|Impostor}}: Wraith, {{PowerTip|Convert Pathos}}, and {{PowerTip|Immunity}}: Frenzy. For the duration, you lose vulnerability to sunlight as well as the following Vampire Built-ins powers: Initiate {{PowerTip|Blood Bond}}, {{PowerTip|Blood Healing}}, {{PowerTip|Blood Feeding}}, {{PowerTip|The Kiss}}, {{PowerTip|Diablerie}}, and {{PowerTip|Enrage}}. |
This mask counts as a ‘Mask’ power. Due to the nature of Mask powers, you are not recognizable as your character for the duration of the ritual, though iconic clothes or personality may give you away. | This mask counts as a ‘Mask’ power. Due to the nature of Mask powers, you are not recognizable as your character for the duration of the ritual, though iconic clothes or personality may give you away. |
Latest revision as of 16:41, 24 April 2019
Death's Head (5)
Requirements: | Necromancy, Rituals |
Components: | A porcelain mask. Paint. A white headband. |
Cost: | 5 blood |
Cast Time: | 5 minutes |
Purpose: | To disguise yourself as a Wraith |
Prepare your necromantic foci.
Place the mask and set up your paint and painting tools in front of you. Pantomime mixing a measure of your blood into the paints. Spend 5 blood. Then, speak the following incantation over the materials:
“Corpse switches kind,
Blood becomes Passion,
Truth hides behind,
This mask I Fashion.”
Use the blood and paint mixture to decorate the mask; either pantomime (if using a pre-designed mas) or actually paint/ draw on a mask. As you create your mask, consider Wraiths and what sort of personality want to portray. Once you are satisfied with the decorations, speak the following incantation over the mask:
“With fresh paint I go,
Where colors all fade,
Into the shadow;
a new Masquerade.”
Put on the mask, activating the ritual effect.
EFFECTS
As soon as the mask is equipped, also equip a white headband and enter the Umbra. For the next 4 hours or until you remove the mask, your native realm becomes the Umbra, and you gain the following powers: ImpostorImpostor: When asked by powers if you have the energy type, health type, or supernatural Type described on the power descriptor line, you must answer as if that Type. When asked for other characteristics defining that Type (such as Tribe, Clan, Auspice, etc…) you may answer with any answer your character would know. You may also choose to answer any question that would identify your native Type with a negative response (“No”, “None”, etc.): Wraith, Convert PathosConvert Pathos: You may convert any Pathos you receive into your innate Energy type., and ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Frenzy. For the duration, you lose vulnerability to sunlight as well as the following Vampire Built-ins powers: Initiate Blood BondBlood Bond: Other. Please see the Vampire section for Blood Bonds., Blood HealingBlood Healing: Vampires may also choose to restore health to another target with their blood. To do so, the vampire must cut themselves - A thrown weapon prop, a bladed weapon prop, or the vampire's fangs may be used for this (call "cutting 1, cutting 2, cutting 3" regardless of the implement, while pantomiming the action); you will take no damage from this process. Begin using the sig call "Giving Health" to heal the target by 1 for each blood given. Although conscious targets may choose to reject this health, unconscious targets must accept it. Successfully giving health this way incurs a Blood Bond. A target in the Dying state may have life restored to them through this mechanic. If they do you may choose to keep them Unconscious until awakened by any player (no damage required, roleplay shaking or otherwise trying to awaken them) or for 10 minutes, whichever comes first (notify the player). You may give blood above someone's maximum health, though they will not receive health above their maximum. More than 1 health in 10 minutes to a single mortal target will create a Ghoul; more than five in a single blood healing will cause the Embrace. Out-of-game consent is vital before taking these in-game actions. The player of the vampire is required to warn the player of the mortal about the imminent ghouling/embrace., Blood FeedingBlood Feeding: To feed from a target, place your hand on their shoulder and start a 3 count of “biting” - once completed, switch to “Draining blood [n]” where N is the total amount of blood drained so far. You may drain 1 blood per count. If the target can not spend energy as blood then they lose 1 Health per count. You gain 1 blood for each health taken this way; see the Vampire section for exceptions. When feeding from a character's health pool, you may not feed from the same target again for 10 minutes. Feeding from a Changeling causes Enchantment. This effect can be resisted with Willpower. The Changeling player must provide an Enchantment card., The KissThe Kiss: While feeding from a target, state "Invoking Kiss". The target should feel a sense of euphoria and will forget the 30 seconds before you began feeding and the time it takes you to feed. While under the effects of this power the target cannot act on their own. They cannot move, use powers, skills, or speak to anyone except you - if speaking to you, they must speak in a near-whisper. They will remember a pleasant sensation, but will not necessarily know why., DiablerieDiablerie: Physical. Please see the Vampire section for Diablerie., and EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught..
This mask counts as a ‘Mask’ power. Due to the nature of Mask powers, you are not recognizable as your character for the duration of the ritual, though iconic clothes or personality may give you away.
When the mask is removed or the duration expires, the effect ends and the mask breaks.
If you are interrupted while painting, or fail to equip mask within a minute of completing the final incantation, the ritual fails.