2.1. Antecedentes del Problema
2.2.9. Dimensiones que inciden en el rendimiento académico
Demonic entities that comprise this level of the Infernal hierarchy are slaves to their sovereign masters. However when inhabiting the corpo- real plane, the Lesser Demons temporarily gain their freedom. They willingly submit themselves to the disposal of Sorcerers — the key to celebrating an incarnate existence via augmentation or summoning. Still, the Lesser Demons carry out the same agenda as their superiors, the Tainting of mankind and the con- sumption of souls.
Cambion
“A name given in the post- medieval period to the semi- human offspring of either an incubus or a succubus.”
— Occultopedia These little Demons are the offspring of the Galal. More Demon than human the children of an Infernal consummation are wrought when a mortal fell victim to an Incubus’ carnal embrace. The symptoms of conception become apparent within days. Any attempt to dispose of the unholy mistake (such as abortion) is met with accidental tragedy upon those who try.
A woman impregnated by a Galal carries the dark seed within her womb from one to eight months. During the gestation period, she demonstrates all the outward signs of being pregnant; a distended stomach, weight gain, and a lot of pain. But within, there are no signs of life other than the father’s Infernal essence materializing into a fetal form. Only when touched by human hands during delivery does the infant come to life. By this time, Guise has cloaked the Demon spawn to assure an unnatural growth from infancy to adulthood in almost two years. Before coming of age, the Cambion usually disposes of its maternal parent to hide the truth regarding its Infernal heritage.
Some Cambion are cordial to the human race. They integrate within society to learn the culture, its desires, and its weaknesses.
Seducers like their fathers, the Incubi’s sons and daughters lure mortals into darkness, tempting them to embrace a life of evil, an existence much simpler than that followed by the righteous. BODY: Agility 4, Attractiveness 1, Might 2, Vigor 3 MIND: Logic 4, Reason 6, Senses 3, Willpower 4 SPIRIT: Avarice 11, Darkness 3, Malice 6, Entity 6 PROFICIENCIES: Acrobatics 1, Art 1, Awareness 2, Command 2, Conspiracy 3, Culture 4 (Tradition), Fast Talk 3, Evasion 3, Hand-to-Hand 3, Human Perception 3, Intimidation 1, Languages 1 (Demon Speak), Meditation 2, Melee 2,
Munitions 1, Music 1, Negotiation 2, Occult 3, Performance 3, Persuasion 2, Seduction 4 (Charm), Stealth 2, Street Smarts 1, Demonology 3
GUISE: 5 TAINT: 2 KO’ACH: 12
INIQUITIES: Cartilaginous Dilations (Talons), Entice, Longevity, Life Drain
SORCERY RITES: Summoning, Demonomancy BANE: A Cambion is destroyed when administered the Rites of Baptism. The Rites are invoked while pouring holy water over the head of the Demon. Success is achieved with a Faith + Praying
roll versus DR 7.
TRUE FORM: Even after reaching adulthood, the Cambion’s True Form is that of a hideously deformed human infant with an over-sized vein-ridden head. The Demon taunts with tiny beady eyes and a constantly lashing soiled serpentine tongue. Its body is a sickly pink. Bloody red talons are the Cambion’s natural weapons of defense.
Innin
“The phantom, child of heaven, which the gods remember, the Innin,
prince of the lords.”
— Chaldean Incantation from a cuneiform tablet
Innin are hobgoblins that lead men astray. They are the inner voices that whisper commands of suicide into the troubled minds of the depressed. They are the tempters who make men kill rather
than lose their dignity. They are tricksters who drive the lonely insane with illusions of what a relationship “should” be like.
Whatever the reason for the Innin’s trickery, the resolve of its victim usually results in death and the forfeiture of his soul. Like a vulture, the Innin scavenges the spiritual currency for a later day when it can bargain for another furlough from the Infernal realm. BODY:
Agility 3, Attractiveness 5, Might 2, Vigor 3 MIND: Logic 3, Reason 7, Senses 3, Willpower 3 SPIRIT: Avarice 12, Darkness 5, Malice 9, Entity 10 PROFICIENCIES: Awareness 3, Command 4 (Temptation), Conspiracy 4 (Lies), Fast Talk 3, Evasion 1, Hand-to-Hand 1, Human Perception 4 (Weakness), Investigation 2, Negotiation 4 (Soul Bargaining), Occult 1, Persuasion 4 (Coercion),
Seduction 1, Stealth 2
GUISE: 11 TAINT: 2 KO’ACH: NA
INIQUITIES: Dream Trance, Entice, Impetuous Rage, Malevolent Utterances, Possession, Artifice, Invisibility SORCERY RITES: NA
BANE: The Innin is destroyed if it is tricked into inhabiting the body of someone who led a fulfilled life. This requires an opposed roll of Reason + Conspiracy versus the Innin’s Senses + Awareness.
TRUE FORM: Innin appear as small impish creatures no taller than a child. Their jaun-
dice skin is dry and wrinkled like stretched leather. Eyes similar to ebony orbs and a broad, sardonic smile sink deep within a bulbous, almost swollen face.
When possessing a mortal, the host bears the affinity to wear dark leather clothing, a minor hint of the inner Demon’s inspiration.
Mazzikin
“And the Mazikeen shall not come nigh thy tents.”
— Psalm xci. 5 (Chaldee version) Mazzikin were born of Adam after he was expelled from the Garden of Eden for tasting of the fruit from the Tree of K n o w l e d g e . Abandoned and unprotected for
130 years, he fell prey to the dangerous spirits that dwelled in the desert. Forced to mate with the entities, Adam spawned the injur- er Demons.
The Mazzikin are invisible Demons responsible for paranormal activity and chaotic behavior. They choose to reveal themselves in action rather than appearance. Inexplicable noises, mischievous tricks, and the throwing about of furniture by an unseen force are all signs of the Mazzikin’s presence.
With a whisper, Mazzikin can drive a mortal into a homicidal rage. It is this influence that prompts serial killers and maniacs to perform their wicked deeds.
BODY:
Agility 0, Attractiveness 0, Might 0, Vigor 0 MIND: Logic 1, Reason 1, Senses 9, Willpower 10 SPIRIT: Avarice 8, Darkness 9, Malice 8, Entity 5 PROFICIENCIES: Awareness 7 (Depressed Person), Intimidation 5 (Paranormal), Persuasion 7 (Cunning)
GUISE: none (Iniquities use Entity instead. See Guise, page 163 for more details)
TAINT: 1 KO’ACH: NA
INIQUITIES: Baleful Howl, Nightmares, Chill, Impetuous Rage, Invisibility,
Obscuring Mist
SORCERY RITES: NA BANE: A righteous per- son (at least 4 Grace) must coerce the spirit to reveal itself. Once exposed (Reason + Persuasion roll versus DR 6) a kind dismissal from the instigator destroys the Demon forever.
TRUE FORM: Mazzikin always remain invisible, but when exposed, are seen as featureless humanoids with gaping mouths and lolling tongues. The Demon’s presence is made known by its howling whispers, tempting chill, and the objects that fly through the air seemingly by their own accord.
Shedim
“They even sacrificed their sons and their daughters to the demons, . . .”
— Psalms 106:37 Shedim are the unclean spirits sum- moned through human
sacrifice. In ancient days, men shed the blood of their sons and daughters to call this wild species of Demon from its uninhabited lairs of waste. Today, modern Demonologists have adopted these pagan practices to invite the Shedim into the temporal world.
In exchange for the nourishment of flesh and blood, the Demons grant power and protection. The Shedim are arrogant and all knowing. For a fee of souls, they share the forbidden knowledge of the future and reveal the hidden secrets of the past. BODY: Agility 3, Attractiveness 2, Might 5, Vigor 4
MIND: Logic 10, Reason 6, Senses 11, Willpower 4 SPIRIT: Avarice 7, Darkness 8, Malice 5, Entity 6 PROFICIENCIES: Awareness 3, Concentration 5 (Future Events), Conspiracy 2, Hand-to-Hand 1, Investigation 3, Languages 4 (Mortal Tongues), Occult 4 (Foresight), Research 3, Stealth 2, Goety 2, Necromancy 4
GUISE: 7 TAINT: 2 KO’ACH: 31 INIQUITIES: Cartilaginous Dilations (Claws), Wings, Artifice, Incorporeality, Thorn Barrier SORCERY RITES: Dark Veil, Pestilence, The Sixth Sense, Creeping Flesh, Spirit Evocation
BANE: In order to annihilate a Shedu, one must challenge the Demon in a riddle game. The two sides go back and forth testing each other’s ingenuity to divine the answers. A Shedu will consult the spirits for the solution, while the chal- lenger must roll Logic + Concentration versus DR 7 (of course, an actual riddle game between the Prophet and player is always enter- taining!). If the roll is failed, the attempt to destroy the Demon fails. If the Shedu can’t divine an answer, it is instantly destroyed.
TRUE FORM: Shedim appear as bulls with the clawed feet of a cock. When appearing before men, their countenance reflects that of the one who summoned it. Feathered wings similar to those of Angels extend from the Demon’s shoulders that allow it to ride the winds at running speed.