The Edimmu
As the records of the United tell, in ancient Babylonia the first Edimmu was created by a coven of mystics in order to destroy En Isiratuu. The En’s swift rise to power was due to his unique ability to drink the souls of Kindred, while never falling into Torpor or succumbing to madness and growing ever more powerful with each soul consumed. Knowing this, the Coven of Nanaja created a creature that would tear the En apart from within if he should ever try to consume its soul. The monster the coven created was a perfect weapon to use against the En.
A cold, calculating killer, the Edimmu has the ability to appear as though it were simply another vampire. Inside the creature, however, are seven vengeful spirits driven to destroy the Damned. Once the original Edimmu had achieved its purpose and destroyed the En, it was unable to be controlled (scholars of the United suspect that the Coven of Nanaja may have been tampering with forces they only partly understood). When the En attempted to diablerize the soul of the Edimmu, the seven spirits did destroy the En as the coven had planned. But in addition to killing En Isiratuu, it fed upon him, Beast, body and soul, multiplied, and continued to massacre the Damned of ancient Babylonia until the remaining Kindred gathered their forces and slowly regained control.
A cold, calculating killer, the Edimmu has the ability to appear as though it were simply another vampire. Inside the creature, however, are seven vengeful spirits driven to destroy the Damned. Once the original Edimmu had achieved its purpose and destroyed the En, it was unable to be controlled (scholars of the United suspect that the Coven of Nanaja may have been tampering with forces they only partly understood). When the En attempted to diablerize the soul of the Edimmu, the seven spirits did destroy the En as the coven had planned. But in addition to killing En Isiratuu, it fed upon him, Beast, body and soul, multiplied, and continued to massacre the Damned of ancient Babylonia until the remaining Kindred gathered their forces and slowly regained control.
Physical Description
General Physical Condition
Description: The Edimmu, in its “natural” form, has a generally humanoid shape, but its limbs and flesh are warped by the seven vengeful spirits it carries. Its skin may bulge and ripple from the movements of the spirits within, or it may appear to have too many or not enough joints, causing it to move or walk strangely. An Edimmu has no eyes, instead, its empty sockets burn with the cold, blue light of the seven vengeful spirits — windows to the 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 creature’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 nature 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 rendered 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 chanting (troupes performing an exorcism should refer to the rules for Teamwork on p. 134 of the World of Darkness Rulebook). The Exorcists’ players roll Resolve + Composure + (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 number 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.
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 nature 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 rendered 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 chanting (troupes performing an exorcism should refer to the rules for Teamwork on p. 134 of the World of Darkness Rulebook). The Exorcists’ players roll Resolve + Composure + (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 number 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.
Special abilities
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 before 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 induce 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
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 hunger 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 bloodaddicted.
4 successes | The character has performed Diablerie once.
6 successes | The character has performed Diablerie repeatedly. - Mental Influence Immunity: Edimmu are impervious 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).[\li]
• Spirit Burn: An Edimmu can cause its spiritinfused 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.[\li]
• 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, detaching 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 cumulative 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 ability, 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.[\li]
- 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 involving 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 hidden itself, or attempts to flee, an Edimmu receives a +5 modifier to tracking and finding its prey.[\li]
- 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 present in the aura of a diablerist, finding more suitable targets to attempt Goad Hunger on (see above).
Mental characteristics
Personal history
Background: Those well-versed in the occult believe that the seven spirits harbored within the Edimmu were never meant to be called to Earth. It was Kindred who tore them from their paradise for selfish reasons. Perhaps this is why it is all Kindred who seemingly must pay.
Although Edimmu seek to destroy all Kindred, they can only multiply through the act of Diablerie, and so they rely upon the very creatures they wish to annihilate to help them proliferate. An Edimmu who wishes to “breed” seeks out a vampire with a black-veined aura, and then goads that target into committing Diablerie upon him. When a vampire attempts to drink the soul of an Edimmu, the seven spirits rush from the body of the creature into the unsuspecting Kindred. The seven spirits consume the body, Beast and soul of the vampire, and then multiply by seven. Once the vampire has been utterly consumed, seven skeins — each with seven new spirits — burst forth into the night in search of nearby Kindred to possess and transform into new Edimmu. Each skein can survive a single night without a host, after which the seven spirits are unmade. The spirits’ attempt to possess a new host is an instant, contested action. A skein rolls one die for each spirit (7 total), and the host resists with Resolve + Stamina. If the possession attempt succeeds, the host’s soul is consumed and a new Edimmu is created. If the possession attempt fails, the skein seeks a different host. A skein never tries to possess the same vampire twice.
In ancient Mesopotamia, it was customary for certain high-ranking vampires to perform Diablerie on their enemies with proper ritual. The act was a display of authority, and the power gained was publicly said to be for the good of the Empire. This practice was tolerated and accepted due to the fact that any given vampire in a position of authority who performed Diablerie would succumb to madness or Torpor (and sooner, rather than later), clearing the way for a new successor. It was due in part to this custom that the Edimmu became such a threat. The seven spirits fed upon the Beast of the diablerizing host, multiplying by seven each time and leaving no witnesses to tell tale of the act. Because Diablerie is less common tonight, the Edimmu’s numbers are greatly diminished, but the threat still remains.
Although Edimmu seek to destroy all Kindred, they can only multiply through the act of Diablerie, and so they rely upon the very creatures they wish to annihilate to help them proliferate. An Edimmu who wishes to “breed” seeks out a vampire with a black-veined aura, and then goads that target into committing Diablerie upon him. When a vampire attempts to drink the soul of an Edimmu, the seven spirits rush from the body of the creature into the unsuspecting Kindred. The seven spirits consume the body, Beast and soul of the vampire, and then multiply by seven. Once the vampire has been utterly consumed, seven skeins — each with seven new spirits — burst forth into the night in search of nearby Kindred to possess and transform into new Edimmu. Each skein can survive a single night without a host, after which the seven spirits are unmade. The spirits’ attempt to possess a new host is an instant, contested action. A skein rolls one die for each spirit (7 total), and the host resists with Resolve + Stamina. If the possession attempt succeeds, the host’s soul is consumed and a new Edimmu is created. If the possession attempt fails, the skein seeks a different host. A skein never tries to possess the same vampire twice.
In ancient Mesopotamia, it was customary for certain high-ranking vampires to perform Diablerie on their enemies with proper ritual. The act was a display of authority, and the power gained was publicly said to be for the good of the Empire. This practice was tolerated and accepted due to the fact that any given vampire in a position of authority who performed Diablerie would succumb to madness or Torpor (and sooner, rather than later), clearing the way for a new successor. It was due in part to this custom that the Edimmu became such a threat. The seven spirits fed upon the Beast of the diablerizing host, multiplying by seven each time and leaving no witnesses to tell tale of the act. Because Diablerie is less common tonight, the Edimmu’s numbers are greatly diminished, but the threat still remains.
There are seven! There are seven!
Return to the depths of the ocean!
Return to the heights of the heaven!
Return to the ocean stream in the palace of your birth!
Heed us and return!
There are seven! There are seven!
Twice over there are seven!
—An ancient Babylonian Chant to exorcise the seven spirits of the EdimmuReturn to the depths of the ocean!
Return to the heights of the heaven!
Return to the ocean stream in the palace of your birth!
Heed us and return!
There are seven! There are seven!
Twice over there are seven!
Children
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.
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, unless 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).