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1 TIMOTEO 3:16 (RV60) REFERENCIAS QUÉ SIGNIFICA PARA TI

In document LECCIÓN 1. 1 Timoteo 1:1-11 (página 31-75)

—An ancient Babylonian Chant to exorcise the seven spirits of the Edimmu

world outside. The Edimmu always has a distinctive brand somewhere upon its form, where the flesh of its host was burned by the force of the seven spirits rushing into the body. To unsuspecting Kindred, an Edimmu has the ability to look like the vampire whose body it claimed.

In vampire form, the only way to distinguish an Edimmu from an unpossessed Kindred is by the distinctive “Brand of the Edimmu” that appears somewhere upon the crea-ture’s body, impossible to hide through magical means but able to be concealed with clothing or makeup.

The destruction of even a single Edimmu was a long and arduous task. Each of the seven spirits within the body of the undead host has a ban, so seven bans must be collected. The bans might reflect the nature of the spirits or something appropriate to the type of spirit composing the skein. A death-spirit might respond to cemetery dirt, for example. Other bans reflect the nature of the host, something personal to the vampire who the seven spirits destroyed upon possession. The blood or tissue of a living relative of the vampire, a favored possession, or even the vampire’s birth name spoken allowed might qualify.

Each spirit contained within an Edimmu is distinct from the others, and they alternate dominance over the host. As each spirit’s personality comes forward the Edimmu’s speech, mannerisms and preferences might change (a spirit of a reptile might avoid cooler areas and seek heat, for example). Through observation and study, coteries tracking an Edimmu may gain clues about the na-ture of each particular spirit. It may take years to uncover all seven, despite the meticulous records of the United cataloguing known bans. Once the bans are collected, the Edimmu can be contained within a circle of the seven bans and a ritualistic chant can be performed, exorcising the seven spirits from the body of the possessed Kindred.

An Edimmu confronted with any of its bans is ren-dered immobile, at which point a coterie may perform an exorcism. The exorcism is an extended and contested action, with each roll representing five minutes of chant-ing (troupes performchant-ing an exorcism should refer to the rules for Teamwork on p. 134 of the World of Darkness Rulebook). The exorcists’ players roll Resolve + Compo-sure + (the total number of bans collected by the group) versus the Edimmu’s Wits + Composure. On each roll, the side with the most successes causes the other to lose one point of Willpower. In the event that the Edimmu obtains the most successes, it regains movement for a num-ber of turns equal to its current Willpower, interrupting the exorcism. When the Edimmu is subdued once more, the exorcism may pick up where it left off. The exorcism rolls continue until the characters voluntarily abandon the attempt, or one side runs out of Willpower. If a character runs out of Willpower during an exorcism, he falls into torpor (if using the teamwork rules mentioned above, only the primary actor loses Willpower, and the character acting in this capacity can change from turn to turn). If the Edimmu runs out of Willpower, the spirits are no longer able to maintain their hold on the host.

The spirits discorporate, leaving behind an empty body (which subsequently dissolves to dust).

Note that it is possible to destroy an Edimmu piece by piece, but that the greatest advantage lies in assembling all seven of the bans at once. The Edimmu’s traits do not decrease as the number of spirits do, but the bonus to the exorcism roll is only equal to the number of bans assembled at that particular exorcism. Once a given spirit is destroyed, its ban ceases to have any effect.

For example, a coterie might learn that an Edimmu’s bans include bat’s blood. They confront the Edimmu with a cut open bat, rendering the creature immobile.

In the ensuing exorcism, the characters’ roll is Resolve + Composure + 1, since they have only acquired one ban.

If the exorcism attempt is successful, one of the seven spirits of the Edimmu is destroyed, and the bat’s blood ban no longer applies.

Note, too, that an Edimmu that manages to reproduce (by inducing a vampire to diablerize it) regenerates all missing spirits. Upon being diablerized, an Edimmu with even one remaining spirit still produces seven skeins of seven spirits each.

Attributes: The Edimmu keeps the host’s Attribute ratings, but adds seven dots as the Storyteller sees fit.

Mental Skills: An Edimmu has the same Mental Skills that its host had before her body was claimed by the seven spirits, as well as an additional +2 Investigation and +1 Occult.

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As coteries formed to fight the Edimmu, it became clear that a means of organizing attacks between independent groups of Kindred was needed. Thus, the United was formed. The United was a group of Kindred devoted to making information on the Edimmu available to all vampires who asked

— the better to expedite the destruction of this common threat. Such generosity was born purely from necessity. Tonight, the United continues its role of acquiring information on supernatural creatures that threaten the existence of the Damned. Following the traditions of Babylon, once a document is marked with the seal of the United, it must be made available to any Kindred who asks to view it.

Physical Skills: An Edimmu has the same Physical Skills that its host had before her body was claimed by the seven spirits, as well as an additional +2 Athletics, +1 Brawl and +2 Stealth.

Social Skills: An Edimmu has the same Social Skills that its host had before her body was claimed by the seven spirits, as well as an additional +1 Intimidation, +2 Persuasion and +2 Subterfuge.

Merits: An Edimmu has the same Merits that its host had before her body was claimed by the seven spirits, as well as Fast Reflexes 2 and Fleet of Foot 3.

Willpower: Resolve + Composure Health: Stamina + Size

Initiative: Dexterity + Composure + 2 (for Fast Reflexes)

Defense: Higher of Wits or Dexterity

Speed: Strength + Dexterity + 8 (for Fleet of Foot 3) Size: as host vampire

Essence: Edimmu have an Essence pool equal to five times the number of spirits composing them (35, un-less some spirits have been destroyed). They regenerate Essence at one point per day, and spend Essence in the same manner that vampires use Vitae (to heal, power Disciplines and increase Physical Attributes). Edimmu can spend up to five Essence per turn.

Weapons/Attacks: An Edimmu has the same weapons/

attacks that its host had before her body was claimed by the seven spirits, in addition to Spirit Burn (see below).

Supernatural Aspects:

Hide True Form: An Edimmu has the ability to look like

the vampire whose body it claimed. At will, it can hide its true form to appear like an ordinary vampire. When Hide True Form is activated, the only way to distinguish an Edimmu from a typical Kindred is by the distinctive

“Brand of the Edimmu” that appears somewhere upon the creature’s body. This mark is impossible to hide through magical means, although an Edimmu is able to conceal their telltale mark using bandages or clothing, for example. Edimmu can trigger Predator’s Taint if they so desire, and may choose the level of Blood Potency that other vampires’ Beasts perceive.

Know the Host:

An Edimmu possesses the same

knowledge of clan Disciplines that its host had be-fore her body was claimed by the seven spirits, and may use these Disciplines as its host did in unlife.

The Edimmu’s effective Blood Potency is equal to the number of spirits that dwell within it (seven, unless some have been exorcised). Instead of Vitae, the creature spends Essence.

Goad Hunger:

Once per night, an Edimmu can in-duce a supernatural hunger so intense that a vampire will likely attempt diablerie upon it. While this power can be used on vampires who have never committed diablerie, it is much more effective on vampires who have performed diablerie in the past.

Cost: —

Dice Pool: Wits + Persuasion – Resolve Action: Instant

Roll Results Dramatic Failure: The attempt fails and the Edimmu may not attempt to use Goad Hunger again until the following night.

Failure: The attempt fails and the Edimmu may not attempt to use Goad Hunger on that vampire again until the following night.

Success: The Edimmu induces a state of intense hunger in the targeted vampire, putting him on the verge of hun-ger frenzy (see p. 179 of Vampire: The Requiem). Once Goad Hunger is in effect, resisting frenzy is an extended action, as usual. If the character fails to resist wassail, once Goad Hunger has been successfully performed, he immediately feels compelled to diablerize the Edimmu (allowing the Edimmu to multiply, and causing the Final Death of the vampire) and suffers all other usual effects of Wassail. Vampires under frenzy induced by Goad Hunger may not attempt to ride the wave.

Exceptional Success: No special effect for extra successes.

The following factors dictate how many successes must be achieved in order to resist wassail brought about by Goad Hunger.

Successes Required to Resist Situation

2 successes The character has

never performed diablerie.

3 successes The character is blood- addicted.

4 successes The character has

performed diablerie once.

6 successes The character has

performed diablerie repeatedly.

Mental Influence Immunity:

Edimmu are

imper-vious to all Disciplines and other vampire-specific supernatural powers that would otherwise cause it to be controlled, compelled or mentally influenced in any way. It is resistant, though not completely immune, to other such supernatural powers. If the

power usually subtracts a resistance trait from the roll, the Edimmu’s relevant number is doubled. If the power involves a resistance roll, the Edimmu enjoys a +3 to that roll (in addition to the creature’s effective Blood Potency; see above).

Spirit Burn:

An Edimmu can cause its spirit-infused flesh to burn any vampire it touches.

When the Edimmu grapples a vampire and inflicts damage with an overpower maneuver (see p. 157 of the World of Darkness Rulebook), the damage is considered aggravated.

Warp Form:

Edimmu are held together by the spirits within, and as such can reflexively alter their forms as an instant action, twisting, stretching or warping their flesh and muscle to gain unusual advantages.

For example, an Edimmu can retract its ears back into its scalp to muffle sound, or lengthen its arms to reach a handhold that would normally be too high. These changes last for one scene or until the Edimmu chooses to revert to its typical form. Several possible uses of this power are described below:

Muscle Augmentation:

By shifting its musculature, de-taching currently unnecessary muscles and reinforcing those being actively used, an Edimmu can increase its Strength or Dexterity by +2. Doing so causes the opposing Attribute to drop by -2. Thus, increasing its Strength impacts its Dexterity, and vice versa.

Muscle Hardening:

By moving muscle fibers around in its body to compensate for impact, the Edimmu gains an Armor rating of 2. This armor is cumula-tive with armor from other sources. This shift is performed as an instant action, and the Edimmu suffers a -1 to Strength and Dexterity while using this ability.

Entanglement:

By shifting and stretching its flesh, an Edimmu can entangle and enwrap an enemy.

This grants a +2 to all grapple rolls, but inflicts a -1 to its Strength and Dexterity for all non-grappling purposes. To use this ability, the Edimmu must inflict one point of lethal damage on itself, in order to extrude the muscle fibers.

Brachiation:

By exuding muscle fibers from its shoulders, back or arms (generally through a break in the skin somewhere), an Edimmu may use muscle tendrils to climb, either allowing them to pull its form upwards, or using them to aid its own climbing efforts. If it chooses to allow the fibers to

do the climbing, it is capable of using its hands for other things. It gains a reflexive action each turn that is only used for climbing (whether to perform climbing as an instant or extended action).

If it chooses to aid its own climbing efforts, it gains a +3 to its climbing rolls, and each climbing roll in an extended action takes only 30 seconds, rather than the normal minute. Use of this ability inflicts a -1 to its Strength and Dexterity for any non-climbing purposes. To use this abil-ity, the Edimmu must inflict one point of lethal damage on itself, in order to exude the muscle fibers. See Climbing on p. 64 of the World of Darkness Rulebook.

Attack:

By exuding muscle fibers into a strong, thin whip-like tendril, an Edimmu can attack its foes.

This may be exuded from its body anywhere it bears a wound, creating a mobile tendril that can attack any opponent within two yards. This tendril can be used to open terrible gashes by making the end of it thin, or may bludgeon opponents with a thicker ball of muscle. This is a Strength + Brawl roll, with a +2 bonus (if it inflicts bashing damage), or no bonus (if it inflicts lethal damage).

If the tendril is exuded from the arm, the Edimmu may use that arm to facilitate the attack; this adds one die to the attack pool. While using this ability, the Edimmu gains a -1 to its Strength and Dexterity for any non-attacking purposes (as well as to Defense). To use this ability, the Edimmu must inflict one point of lethal damage on itself, in order to exude the muscle fibers.

Other:

This ability can be used for a variety of effects not covered above. With the Storyteller’s permission, assume that it can be used to gain a +2 to a roll in-volving muscle power, though the Edimmu suffers a -1 to Strength and Dexterity for all other tasks not directly related to those the muscles are dedicated to at that moment.

Unnatural Predator:

An Edimmu can instinctively

sense the presence of the Damned, and can recognize its prey immediately on sight. If a vampire has hid-den itself, or attempts to flee, an Edimmu receives a +5 modifier to tracking and finding its prey.

Aura Perception:

An Edimmu can see the aura that

surrounds each vampire, (see p. 162 of Vampire: The Requiem). This requires a Wits + Composure roll. In this way the Edimmu can detect the black veins pres-ent in the aura of a diablerist, finding more suitable targets to attempt Goad Hunger on (see above).

Egypt was a land of one religion, yet many gods, each one focusing on a core necessity in the lives of the average citizen. The Sun (Ra), the Desert (Set) and Knowledge itself (Thoth) all had their own deities. The Underworld had several gods assuming various roles, including those of arbiter (Horus), judge (Anubis) and guide (Osiris). In the mid 1300s BCE, Pharaoh Akhenaton attempted to monotheize Egypt’s culture through military might. This had serious ramifications for the undead, as well as the living, of Egypt.

After almost a hundred years of infighting, the followers of the pantheon of gods finally looked past their differ-ences and banded together, forming what is known today among some Kindred historians as the Great Covenant.

The gods returned to their rightful places in Egyptian society, led by the Servants of Ra and the Warriors of the Dead (and supported by Pharaoh Ramses II).

The Great Covenant was composed of members from all five known clans and brought together the various gods in a unique power-sharing structure. The Servants of Ra would oversee most major long-term decisions affecting Egyptian Kindred as well as be final arbiter of all disputes, the Warriors of the Dead would have final say on all matters regarding the Embrace and torpor, while the followers of the other gods were given supreme, night-to-night control over all other aspects of their specific city-states.

The unity that the Great Covenant brought to Egyptian Kindred and their herds was unparalleled and remained intact for hundreds of years, even after the Greeks invaded the Nile valley. It all came to an end, however, when the Roman Empire, specifically, Ventrue-led Kindred, invaded Egypt and systematically wiped out or sent into hiding the followers of the pantheon of gods. It is believed that several bloodlines were hastily created in order to keep the secrets of the gods hidden from the invaders. The Anubi, a Gangrel-dominated bloodline, claim to be descendants of that time period, while the Circle of the Crone holds within its ranks Kindred who still worship the female gods of Ancient Egypt. Two other bloodlines, however, have recently emerged.

The Cult of Osiris was dedicated to assisting those who knew that the brother of sleep, otherwise called torpor, was soon to come. They offered assurances that memories would be kept safe and

that battles against the demons of the Underworld and the God of the Dead would be fought and won. The creator of the blood-line, a Nosferatu High Priest of Osiris, became concerned that their secrets could easily be stolen by spies from the traitorous Cult of Set or even from lands beyond Egypt. So he

decided to make sure those secrets would be safe from anyone and everyone who were not of his blood.

B loodlines of a nCient e GyPt ( CirCa 1279 BCe)

U Siri

In document LECCIÓN 1. 1 Timoteo 1:1-11 (página 31-75)

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