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Capítulo 3: Estrategia Electoral y Públicos de Buenos Aires

3.2 Surgimiento del Vidalismo como movimiento político

“And God saw every thing that He had made, and, behold, it was very good.”

— Genesis 1:31 God’s first display of power was to create. With this Divinity, the Sentinel gathers the ability to enhance and, later, create life and energy from the fabric of reality. It is a miraculous power that shows the gift that God had made for man — a gift that is on the verge of oblivion.

First Echelon: LET THERE BE LIGHT

The Sentinel can illuminate his surroundings with motes of light. The level of illumination can vary from a small radiance to an intense beam that is blinding to look upon.

Insight Cost: 1 to 10

Effect: The Sentinel can create light, even in absolute darkness. This light illuminates an area equal to the Sentinel’s Aura in meters. The light has an Intensity equal to the number of Insight points spent on its creation (see page 125 Core Rules). Intensity 5 or less light lasts for 2D in minutes. Intensity 6 to 8 lasts for 1D in minutes, and Intensity 9 or 10 lasts for 1D in Action Phases. An external source of illumination with a greater Intensity overpowers the Echelon and disrupts it completely.

Sample light Intensity: Intensity 1 moonlight glow Intensity 3 large candle Intensity 5 track lighting Intensity 7 large floodlight Intensity 9 high powered spotlight

Intensity 10 lighthouse beacon (temporarily blinding) Second Echelon: ABUNDANT WATERS

Even a slight trickle of water can be turned into a raging torrent by the Sentinel. The Sentinel has learned how to draw water from the moisture around him, summoning enough to amplify it to varying degrees.

Insight Cost: 1 to 10

Effect: By concentrating on the air and earth around him, the Sentinel can call the surrounding moisture into a drop of crystalline water that rapidly grows into more and more water in the immediate environment. The water follows normal properties

and will flow downhill and take the shape of any containers it may pass into or through. The amount of water created is dependent on the number of Insight points spent.

1 Insight 1 liter 2 Insight 2 liters 3 Insight 4 liters 4 Insight 16 liters 5 Insight 32 liters 6 Insight 64 liters 7 Insight 128 liters 8 Insight 256 liters 9 Insight 512 liters

10 Insight 1 cubic meter (or 1 ton of water)

(Note: 1 liter of water weighs approximately 1 kilogram.) Third Echelon: TELLURIC MANIPULATION

The Sentinel is now able to manipulate stone and earth to his will. This means that the Sentinel can accelerate erosion, create a stone path across a stream, or use the earth to create low barriers and strange terrain effects.

Insight Cost: 1 to 6

Effect: The power of Genesis grows even greater now that the Sentinel can manipulate the very soil he stands on. The Sentinel makes changes to the earth according to the amount of Insight he spends. He rolls Willpower + Concentration versus DR 4, needing a single success to work. The Sentinel must touch the ground with bare skin (such as his hands or feet) in order to use this power.

1 Insight The Sentinel can cause the ground to be firm and unyielding, preventing his tracks from

being left in soil. While this does not eliminate the ability for others to track him or his group, it does make it more difficult. Any attempts to track the Sentinel or those travel- ing with him (up to 7 other people) are at a +2 DR modifier. This effect lasts for one hour. 2 Insight Low stone paths and small bridges of earth

rise up out of low waters to give the Sentinel passage across small to medium sized bodies of water no deeper than 3 meters. These fade immediately after the Sentinel has crossed the water.

3 Insight Small tremors and shifts in the ground can be made to interfere in the progress of other parties. A localized earthquake causes a single person to suffer +2 DR to all Agility rolls for 1D Action Phases. The tremors follow the target or move where the Sentinel desires throughout the duration.

4 Insight Low barriers and mounds of earth burst up from the ground, providing 50% cover for the Sentinel. These remain in the local terrain permanently. These can also be used to slow progress across an expanse of ground, reducing movement to 75% of normal. 5 Insight Erosion and time seem to accelerate, destroy-

ing mounds of earth, causing rockslides, earth slides, and even cutting through stone. The Sentinel can cause a landslide to impede passage through an area equal to his Faith x 10 in meters. He can also use this ability to erode enough stone and earth to create a passage large enough to walk through. 6 Insight Massive tremors threaten to crack and sunder

the earth in an area chosen by the Sentinel. Sinkholes open up spontaneously, localized seismic activity breaks up the earth, or the ground simply collapses. The area of the tremors is equal to the Sentinel’s Faith x 5 in meters. Anyone within this area must roll Agility versus DR 5 or fall into a small crevice or depression, taking 3D of falling damage.

Fourth Echelon: GROWTH AND ABUNDANCE

The Sentinel is now able to accelerate the growth of plants. By touching the earth itself, the Sentinel can cause a massive burst of growth, literally making plants flourish from seed to maturity in mere moments.

Insight Cost: 6

Effect: This gift allows the Chosen Elect to create a wild area of tangled plant growth where there was once nothing. The Sentinel rolls Vigor + total Grace versus DR 4 in order to imbue the earth with the energy necessary to create life. In 1D minutes the seeds create an area of growth equal to the Sentinel’s Inspiration x 10 meters. Passing through this area is difficult, and movement is reduced to 25% normal.

The growth is miraculous, and can be sued to make specific crops prosper. If used in conjunction with Consecration (the 2nd

Echelon of Hallow), the area of growth is rendered fertile and abundant for 6D years.

Fifth Echelon: VOLTAIC MANIPULATION

The powers of magnetism and electricity are one of the natural forces governed by Genesis. With this ability, the Sentinel creates focused bursts of electromagnetic energy to disrupt and destroy electronic equipment, and even complex nervous systems. While the energy summoned is substantial, it is too subtle to actually kill a living creature.

Insight Cost: 8

Effect: By rolling Aura + Praying versus DR 4, the Sentinel determines how powerful a burst is generated. The burst has an area equal to the Sentinel’s Soul x the number of successes in meters.

Electronics within the burst area become inoperable, and ften are permanently damaged. Devices that have breakers or backup systems will operate normally within 3D minutes. Living creatures within the burst (except for the Sentinel using the power) make Vigor rolls versus a DR equal to the effect’s Degree of Success. Failure causes 2 points of Banal damage, while a successful Vigor roll causes 1 point of Banal damage.

Sixth Echelon: VITALITY

A dying patch of land, a lifeless expanse of earth, or a toxic spill can be purified and made ready to receive living creatures. By using this power, the Sentinel takes responsibility for purifying an area of substantial size from all environmental poisons. The Sentinel in turn takes on an illness of some kind, a symptom of the dying land, so that the land in turn can prosper.

Insight Cost: 8

Effect: The Sentinel purifies an area of land that has been poisoned or ruined in some way. This land becomes rich and fertile, capable of supporting abundant life and growth for years to come. However, the Sentinel suffers a debilitating sickness for many days, a symptom of the poison and lifelessness he has purged from the area. The Sentinel purifies an area equal to his Grace in square kilometers. This area, although still susceptible to future poisoning, becomes pure. Waters clear, earth becomes rich with nutrients, plants regain their vigor, and animals and insects regain their health and vitality.

The precise disease that overcomes the Sentinel is up to the Prophet, but should be in relation to how badly the environment was suffering in the first place. A revitalized oil spilled coast might cause a skin disease, an abandoned strip mine might cause an organ to become ill, and a nuclear wasteland will likely cause terminal cancer. For his sacrifice, the Sentinel regains a point of Grace automatically.

Seventh Echelon: IMMACULATE CONCEPTION

Upon finding an appropriate person to serve as a vessel, the Sentinel grants them the gift of a child destined to become one of the Chosen Elect.

Insight Cost: 10 + 1 Grace

Effect: A female virgin must be found, of pure heart and good intent. Once the intended mother has been found, the Sentinel must pray for her for seven days. At the end of that time, the virgin will be gifted with child (although she will still carry the baby to full term of 40 weeks). The child will be destined to become one of the Chosen Elect during the hardest times (the Time of Tribulation and of the Sword) and automatically gains the

benefit of Guardian Angel and Celestial Grace for free when they are Anointed later in life (see pages 60-61).

Additionally, a non-virgin and barren woman who has received the Sacrament of Marriage can be made fertile with this power. Children born from such women are also destined to become one of the Chosen Elect but do not gain the Benefits listed above.

Hallow: The Presence of God