PATH OF VOODOO by Kenneth Madsen (94944@udd.aalborgspsem.dk) Description The Path of Voodoo originates from the Caribbean islands. Most Cainite scholars point to Haiti and Jamaica as the two most likely places of origin mainly because of the high concentration of Voodoo Cults on the two islands, but also because of the way in which Voodoo affects all stages of life there. A so widespread vital importance of Voodoo, could not have been achieved if the Art had not been present from the very primeval youth of the islands. The practise of Voodoo has been greatly feared up through the centuries, and with just reason. Although some scientists believe that they have revealed Voodoo as a hoax, a few have begun to suspect that the ceremonies they have observed the inhabitants of the Caribbean perform may only be a smoke screen erected by the True Priests to ward off nosy intruders, thereby allowing them to practise their Dark Arts undisturbed. The Path of Voodoo involves using the Spirits of the dead to do one's work or to use one's powers as a mediator between the world of Spirit and the world of Flesh, attempting to create harmony. Such motives defines what sort of practicioner you are dealing with. While many of the seasoned practitioners (Voodoo Priests and their like) are more interested in spiritually harmony, there are those who desire power over the World of Spirit for the most mundane of reasons: Power, Wealth and Fear. To the unwary, the Path can be a dangerous one, as failure to command the Spirits may very well gain the enmity of one of the Loa -- such as Papa Legba or Baron Samedi, but even the hostility of a less powerful Spirit can be a most unpleasant experience. The Spirits and Loa are not entities which just hover around and wait for someone to summon them! They are sentient, and it is rare to meet a sentient being who likes to be bossed around, especially so if the ones who are doing the "bossing" are inferior to one self! If a character fails in the use of the Path, he of course loses a point of Willpower and gains the enmity of an entity from the plane of the Loa. The Storyteller should decide what type of Spirit the would-be user offends. Note that a higher ranking (and thus more powerful) Spirit could very well interfere with the character's plans if it judges its underlings to be unable to deal properly with the offending character. This is of course determined by the level of failure the character attains as well as what the character demands of the Spirits; little failure would probably only be dealt with by a Spirit similar in power to a poltergeist, with a correspondingly short period of punishment, while failure of apocalyptic levels will attract the hostile attention of a Loa. The Path of Voodoo is a rare one and is usually only possessed by Cainites who were either members of Voodoo Cults when they were alive, or who were Embraced by Cainites to whom the practice of Voodoo would come as a natural Path of Thaumaturgy, such as the Followers of Set and the Serpents of the Light. Unlike the Path of Spirit Thaumaturgy, to which this Path is related, contacting the Spirits of the dead come relatively easy for the Kindred, as they are already attuned to the Plane of Death. Note that a character wishing to learn and use the Path of Voodoo, must have the Voodoo Lore Knowledge. Otherwise he will not be able to communicate properly with the Loa and their minions: not knowing the proper way to address the Loa, failure to make the proper incantations or inscribing the proper signs, etc. Futhermore, if the character has a Voodoo Lore rating less than 3, each point less is added to the Difficulty of any Roll involving this Path, and other veteran users of Voodoo. Scholar's Notes: Although amongst the most numerous users of The Path of Voodoo, the Setites did not create it; they copied it from an already existing source. The True Voodoo is far more powerful and creepy than the Path of Voodoo, and far older too. Just like the Tremere had to change their True Magick to Rituals and Paths in order to still wield some Magick, so have the Setites transformed the Voodoo until they were able to use it themselves, attuning it, so to speak, to the ways of the Undead. Just as Path of Corruption comes naturally to the Setites from other parts of the world, so does the Path of Voodoo come naturally to Setites (and a few other Kindred) who originate from the Caribbean. As to who-what-where-why, two points of view are currently battling for dominance: 1) As a means to terrorize and corrupt, the Path of Voodoo is a powerful tool for the Setites. Used outside the Caribbean, it might be even more powerful. There the ignorance and fear of the supernatural add to the effect of the Path. Whereas many a Kine might say that Voodoo is mere superstition, their voices grow less certain and more trembling when they find a Doll hanging in a noose on their door, or strange signs drawn on their doorstep. The Kine of the Carribean have lived with Voodoo all their lives and know where to turn for help -- the Kine of the Western World know not where to turn, and choke on their on fear as the Houngans chant in the Darkness. This is why the Setites have chosen to develop the Path of Voodoo. It gives them the powerful tool of terror, enables them to corrupt yet another pure religion which forms a vast part of the basis of Carribean society (remember: The Setites want to corrupt the World of Darkness both physically and spiritually), and allows them to blend into the folklore of the Carribean, and play Gods as well -- all very pleasing if you are a Setite. 2) The Loa of the Carribean are Dark Creatures, more attuned to the Darkness than to the Light. The streak of darkness runs deep, and many of the Loa have two faces (like many of the South-American deities) which coexist in harmony. What upholds this harmony is the practice of Voodoo by the Kine of the Caribbean, who use both sides and thus keep them balanced. When the Loa are asked to assist in deeds of Good, then too must a deed of Evil be made to balance the nature of the Loa. It is believed that if one of the Loa's "faces" won the upper hand, the other face would make the balance swing back in favour of itself, and that may ultimately destroy the Loa, and turn it into a truly terrifying Spirit, who is bereft of its nature, of its soul. But even as the practice of the Caribbean people uphold the balance, so do some of the Loa attempt to destroy it. Some Loa have a streak of darkness so deep, that they are the Dark Loa which may be the final result when a Loa becomes unbalanced. Damballah, Baron Samedi and Guede are such spirits, and they try ever to draw others with them. Given that they hold vast influence in the Caribbean society because they are worshipped as Gods, and their powers actively sought and used by the Kine, the Dark Loa are as dangerous as any Daemon, and perhaps even more so. The Dark Loa, are actively responsible for the Tonton Macoutes, and maybe also for the Setites developing the Path of Voodoo. To the Dark Loa, it is more attractive to have true creatures of darkness call upon one, than a mere corrupted and twisted Kine. It enhances their Dark Side, as the Setites call upon them for murder, terror and similar assignments. I imagine that the Dark Loa actively supported the Setites in their endevour to create the Path, and maybe they even give them a longer leash, and do not strike out as violently when the Setites fail in their use of the Path, as they do under normal circumstances. The plan of the Dark Loa, is to be able to corrupt the True Houngans. Powerful as the Setites may be, and great in numbers as they may be, they are still only practicing pale shadows of the True Voodoo. The True Houngans imprint some of their minds and way of thinking on the Loa when they call upon their assistance. Unlike the Setites, the True Houngans know what will happen if the balance is not maintained, and thus their Voodoo destroys a little of the Dark Loa's evil intent every time they call upon them. But if the Dark Loa can make enough Setites and other evil creatures practice the Dark Voodoo, perhaps they could begin to imprint their desires upon the True Houngans. Voodoo Vocabulary Agwe: Sovereign of the Sea. Ayida Wedo: Image is a Rainbow, Mate of Damballah Wedo. She is the antithesis of Dark Sorcery, and her name is often envoked when trying to lift such Sorcery. Ayizan: Patroness of marketplaces, Mate of Loco. Baron Samedi: Protector of the Cemetery, servant of Guede. Baron Samedi usually materializes as a tall muscular black man with the right side of his head painted white in a skull pattern. His colour is -- ironically enough -- white, the white of skulls and bones. Also depicted as wearing a heavy white cross of a simple craft in a chain around his neck, as well as wearing a white tophat. A pick or a white cane topped by a skull is usually to be found in his left hand. Dress varies from none at all, over heavy robes to a white dresscoat (although the latter was not depicted before ca. 1960). Boko: A sorcerer who work for the secret Voodoo Societies which are at times called "red cults" and at times "black cults." It may be that there exists two sects which wage war on each other and it is not always clear who are good and who are evil. Life is never black and white, but when dealing with Voodoo the shades of grey are many indeed! Whatever the case, the Boko are closely tied in with such things as ritualistic murder, cannibalism and black magick. Bokos will, for a suitable fee, call on the help of Baron Samedi to cast deadly curses upon the living, and perhaps even more dreadful curses upon the recently deceased, as they are the ones who can be turned into Zombies, Snakespirits, and even worse things. Damballah Wedo: Spirit of Snakes, a source for virility and power, Mate of Ayida Wedo. Erzulie: Spirit of Love, Jealousy and Revenge. This Loa is a dangerous one with which to trade! Even though she knows the secrets of seduction and love potions, her temper is unpredictable, and her wrath terrible indeed! Grans Bwa: Spirit of the Forest. Guede: Spirit of the Dead, Lord of the mysteries of Death and Dark Sorcery. This Loa is one of the most powerful of the Dark Loa, and the only Loa who is known to have lost his other "face" completely. The Loa is a mysterious one, and does not have any form, save that of darkness. When materializing, it speaks from the darkest of the shadows. Its voice is like that of the screams of a thousand angry unborn foetuses, and that of the dead in their graves. It usually acts through Baron Samedi, over whom it is ever gaining more influence. Houmfor: Typically a temple in the deepest forests of Haiti. The Houmfor is usually composed of a small building in which the holy artifacts are kept, a room with open walls attached to it and finally a temple yard in which the believers can gather. Houngan: Priest associated with, and in charge of, a Houmfor. Loco: Spirit of Vegetation. Mambo: Priestess associated with, and in charge of, a Houmfor. Ogoun: Spirit of Fire and Metallurgical Elements. Papa Legba: Overlord of the Loa, Spirit of communication between all spheres, Lord of the Ways, Lord of the Crossroads. As the Lord of the Ways, Papa Legba is a Loa with many facets. He is both a Light and a Dark Loa, and the line between the two "faces" are so sharply drawn that it at times seems as if there are two Loa named Papa Legba. In his facet of Light, he is the advisor, the sage and the helper, trying to guide humanity and its fellow Loa unto their destined paths. In his Dark facet, he is a scheming, diabolical and often mistaken for Satan. This aspect of his Dark "face" may very well have been brought upon him by the Catholic touch the Voodoo religion received when the Englishmen and the Spaniards colonized the Caribbean area. Since crossroads are traditionally associated with Dark Deeds and Dark Sorcery, it is also a fairly easy line to draw when trying to frighten believers from their native deities and to the gates of the Holy Church. He appears as an elderly black man, slender of frame with a handsome face framed by the soft lines one gets from smiling and laughing a lot, and he sports a grey goatee. His is very charismatic, and persuasive in both his forms and only by their agenda can they be truly separated. When he appears, he is dressed as appropriate for a sage or a priest of the area in which he materializes. Shango: Spirit of Lightning. Sobo: Spirit of Thunder. Tonton Macoute: Haitian term for wandering sorcerers, who are usually evil and only different from Bokos in the way that they do not work with a cult. The term was also used by the Dictator "Papa Doc" for his death squads -- a way to use the mythology to instill fear into the hapless citizens. The Tonton Macoute has black and red as the main colours of whatever garb he is wearing, and it is said that one can recognize such a person because the birds stop singing when a Tonton Macoute draws near. Veves: Magickal symbols or Runes, which are specially associated with the Loa which the practitioner wishes to contact or summon. Zaka: Spirit of the Earth. The Powers of Voodoo * The Mark of Guede The target of this Power unknowingly becomes Marked for Death, and it is primarily used to mark the way for more powerful Voodoo Powers. Guede is the Loa of the Dead and is usually the one whom Houngans, Mambos or Bokos address when they wish to curse someone. Papa Legba and Guede's Acolyte Baron Samedi are also used for such purposes, as the Opener of the Gateways and the Lord of the Cemetery, respectively. However, when the Gateway has been opened, the cursed character seems to attract malicious Spirits which follow him and torment him by hindering to some degree his actions. These Spirits do not however follow the cursed character constantly, but turn up with unnerving frequency. System: The Cainite needs three things to use this Power. This first is a broad-bladed hunting knife with a serrated blade and its handle wrapped in the skin torn from a newly killed animal (sometimes this knife is known as the Ku-bha-sah, or the Knife of the Master of Ceremonies). Most Boko and Tonton Macoute prefer to wrap it in the skin torn from the still-warm body of an infant. The second object is a clay amulet engraved with the Veves of Guede, which resembles the stylized image of a white snake curling around a tombstone. The snake is normally perceived as the Snake Loa Damballah's mark, but it is believed that his Veves has been mixed with that of Guede, because he also represents Power. The amulet must be bound to the handle of the knife, using a leather-strap made from the skin of a one week old corpse. The final ingredient is 3 points of blood from a Cainite, which is used to baptize the knife and amulet, and which is mysteriously absorbed by the two items if the initiation ritual is correctly executed, and Guede approves. The Cainite makes a Voodoo Lore + Intimidation roll (difficulty of the victim's Humanity/Path Rating). The number of successes equals the number of days in which the Mark of Guede will remain active. At the discretion of the Storyteller, the Difficulty of rolls made by the cursed victim may be raised at appropriate moments (such as when he really is in trouble, for remember Spirits of the Dead are attracted by turmoil and similar things which reminds them of the time when they were still alive). If the use of the Power is successful, the knife with the attached amulet must be placed in the door, or doorway, of the victim in order for the Spirits to find their way. Note, that once the knife has been placed, it matters not if the victim removes it, since the Spirits will already know the Way to their target. This Power must be used prior to the casting of any of the Ritual Curses described below, else the Spirits will turn on the character (not known to those with less than 3 in Voodoo Lore) ** Ask of the Dead This Power allows the practitioner to learn secrets from Spirits of the deceased. This Power is well-known in the Caribbean, and both True Voodoo followers and the Followers of Set, go to great lengths to ensure that any dead ally is destroyed in such a way that nothing can be learned from the corpse. System: For this Power to work, the head of the dead person must be relatively intact. If it has been severely damaged, this Power will yield no information. Furthermore, the person must not have been dead for any more than 7 days, for according to Voodoo Lore the soul does not leave this plane of existence until the end of the seventh day. Until then, it floats invisible in the vicinity of the corpse and is highly vulnerable to the Powers wielded by those who know of Voodoo! In fact, a number of special Voodoo amulets are available to the families of deceased persons. It is said that if one is buried with such an amulet, the magick of the Voodoo Priests can never harm the deceased. The user recites the Praise of Samedi and inserts his fingers into the back of the deceased's head, past fleah and bone into the brain, while he gazes into his eyes. Then Perception + Voodoo Lore is Rolled against a base Difficulty of 7. For every second day beyond the first, in which the person has been dead, the Difficulty is raised by one, to a maximum of 10. Beyond the seventh day, this Power will be useless, as the Spirit of the deceased leaves this plane and the potential harm of any practitioner of Voodoo. Successes Results 1 Know basic details about the deceased (name, place of residence, age, job, closets friends). 2 Knows of places where the deceased has been, up to a day before his death, as well as faces of people he has talked with. The information is somewhat hazy and for example street names and house numbers will not appear clearly, but the image of a building the deceased has entered will. 3 Knows exact location, address and details (if known by the deceased) of places the deceased has been, up to a week before his death, including names and facts about people he has talked with. 4 Knows all of the above, and learns secrets about the deceased that only a very close friend would know. 5 The practitioner smashes through all barriers of the deceased's mind, and practically everything known to the deceased while he was still alive is bared before the character. Desires, friends, business connections, religious conviction, loved ones, secret bankaccounts -- all that the deceased was, knew and felt is available to the practitioner. However, Storyteller's discretion is advised! Because the sum of an entire lifetime is made available, this does not mean that the character can absorb all of this knowledge. Pickings will have to be made, and useless (to the character but not to the deceased) information will have to be sorted through. Time is needed, and unless the practitioner has not made sure that he and the corpse are in a place where they will not be disturbed, time might suddenly come very short! *** Summon Snakes This power allows the character to summon all the natural snakes in the vicinity. While this power does not place the snakes under the control of the character, the use of the second 3rd level Power Control Snakes will. The snakes called will move toward the place from which the character issued the summons. The snakes will move towards the spot unless stopped by impassable obstacles (water, fire, etc.), or threats to their existence (a highway, sub-way rails, etc.) -- in which case they will revert to normal behaviour. The summoned snakes will behave normally as soon as they reach the point of the summoning, and the character will have to react fast to control them as they will most likely begin to move away. They are not likely to attack anyone unless they feel threatened. However, if the snakes are summoned to a place filled with people, they are very likely to feel threatened. Even if the snakes are merely summoned as a means of distraction, the snakes are unlikely to attack the character (unless of course he botched). Furthermore, the snakes will not arrive miraculously at the same time, as if by means of teleport! They actually have to travel their by own force, and therefore the snakes are likely to arrive in intervals. System: Using this Power requires a Snake Charming + Leadership roll with a base Difficulty of 7. Each success allows the user to summon snakes from a larger area. There are two sets of distances listed; The former should be used when the Cainite employs this Power in a city (where the response probably will not be overwhelming), while the latter should be used when the Power is employed in a wilderness area. Successes Effects 1 All summoned snakes within one city block/half a mile respond unless something actively prevents them from doing so (e.g. a large bird eats a snake). Ghoul snakes do not respond. 2 All summoned snakes within two city blocks/one mile respond, unless hindered by one of the above mentioned exceptions. Ghoul snakes do not respond. 3 All summoned snakes within five city blocks/two and a half miles respond unless hindered by one of the above mentioned exceptions. Ghoul snakes do not respond. 4 All summoned snakes within 14 city blocks/seven miles respond, unless hindered by one of the above mentioned exceptions. Even Ghoul snakes answer the summons. 5 All summoned snakes within 20 city blocks/ten miles respond. Note: If the character summons the snakes standing in a crowded place, there is bound to be trouble! If a lot of snakes answer the summons and they move into a crowded area, they will feel threatened by the people and start biting. Given the variety of snakes which will appear, it will be fair to assume that even though not all may be dangerously poisonous the sheer mass of bites will affect Kine, causing sickness and possibly even death! Cainites who drink off an affected Kine, will suffer the effects similar to Atropine (The Vampire Player's Guide 2nd Edition, p184) which, according to the Storyteller, may be more or less severe than those described there. *** Control Snakes With this Power, the character will be able to control the snakes he has summoned with the above described Power Summon Snakes, or any other snakes for that matter. System: The Cainite rolls Snake Charming + Leadership with a base Difficulty of 10 minus the number of successes achieved using Summon Snakes. If successful, the character will be able to mentally command the snakes for a period of ten minutes per successes achieved using this Power. The commands the character issue must be very simple and straightforward in construction (as to avoid misunderstandings), as well as being minded for mentality of the snakes. As a rule of thumb, the commands should be of no more than 10 words. Another thing to keep in mind is the physical and mental capabilities and limitations of the snakes -- commands which are well beyond those of the snakes, will merely confuse the snakes, and the character may lose control of them (at the StoryTeller's discretion). Whether the snakes ultimately understands the commands and are capable of carrying them out is left to the StoryTeller to decide. If the character desires to command snakes not summoned by means of this Path, he must roll Snake Charming + Leadership against a difficulty of 6 in case of a single snake, and 8+ in case of a horde of snakes. When deciding how far the snakes will be willing to go in order to carry the orders of the character out, compare the number of successes achieved with the table in the Power. If only one success is achieved, the snakes will still withdraw from fire and lethal situations, while five successes would mean that the snakes would act without regard of their own safety. **** The Curse of Samedi With this Power the character can gain the assistance of Baron Samedi, and will be able to kill his victims without actually being near them. However, the character must have inflicted a wound on the target (i.e. caused a loss of Health Levels) with a Ku-Bah-Sah for this to work. When this has been done, and the Curse cast, Baron Samedi sinks his claws into the victim, and a mystical wasting disease from beyond the grave will attack the victim, destroying his blood, and eventually killing him after a period of excruciating pain. This Power is often used as a warning, either killing the offender straight off, or merely letting him know the terror of being in the practitioner's Power! System: For this Power to work, the character must previously have marked his victim using the Mark of Guede Power. The Ku-bha-sah, which is used for the wounding, may either be the one originally used to mark the victim, or one enchanted specifically for this purpose. The character need not personally cause the wound, as long as a serviteur of some sort uses the Ku-bha-sah which the character has enchanted. Once the intended victim has been Marked and wounded, the Cainite makes a Voodoo Lore + Intimidation roll with a Difficulty equal to the victim's Willpower + 2. The number of successes represent the immediate number of Health Levels the victim loses. Furthermore, the blood of the victim has been corrupted and filled with energies of Death, strong enough to affect even the Cainites. Kine will lose additional Health Levels at the rate of one Health Level per 12 hour period, as their blood is destroyed and their body slowly and painfully mummified. This process continues until the Kine in question has no more blood and dies. Kindred suffers a somewhat different fate. Their blood no longer "runs" naturally in their bodies, but are stored for the purpose of "animating" their dead bodies, and employing the Vampiric Disciplines. The number of successes indicate the number of Blood Points corrupted, and if more than three successes are attained, the entire Blood Pool of the Cainite will be destroyed by the Curse. The Cainite does not immediately feel anything, nor is his body harmed. However, every time a Cainite, who has been cursed, uses a point of Vitae, he loses a Health Level -- no matter what the Vitae is used for -- and loses it under agonizing pain as the Curse makes itself known! Thus, healing using such Blood Points will only cause additional damage until the point where the Cainite is forced into Torpor. Drinking more Vitae to heal the loss of Health will merely prolong the agony, as the new Vitae will become corrupted by the "bad blood" already in the Cainite's system, and the process can start all over again, inevitably with the same result. The only way to stop this magickal disease, is to remove all Vitae from the Cainite's system. This will effectively remove any foothold for the disease. Unfortunately, this threat to its host will cause the Beast to rise in all its Frenzied splendour, which may ultimately put the Cainite in more danger than he faced when he was threatened by the Curse of Samedi. ***** Create Serviteur The ultimate secret of the Path of Voodoo, and the ultimate power as well! At this level, the character may create a Serviteur -- in this case a Kine or an animal possessed by a Spirit, and not just a helper or an acolyte which are sometimes also called serviteurs. The True Serviteurs are probably one of the most feared servants of the Voodoo Priest (this being any of the seasoned practitioners). The Serviteurs are possessed by supernatural strength and abilities, and have no fear. Even Cainites fear these creatures as none of the mental Disciplines work on the True Serviteur (i.e. Domination, Presence, etc.); they are like fighting robots of flesh who will not deviate from their orders, nor will they not stop until their physical forms are utterly destroyed! System: The True Serviteur is created by forcing a Spirit into the body of a human or an animal. If the process is successful, the character is left with a very powerful and loyal servant: a servant who is capable of thought, but who does not have the mindlessness of Zombie, nor the independent mind of a Kine or Cainite servant. For this Power to work, the Cainite must previously have marked the target who is to be turned into a serviteur with the Mark of Guede Power described above. First the character must cast out the Spirit (soul) of the creature to be used. The cast out Spirit may become a ghost at the Storyteller's option or may simply disappear into the afterworld as if the person, or animal, had died. If the target is unwilling, which is usually the case, a roll of Manipulation + Occult with a difficulty equal to the victim's Willpower. When the body is bereft of its Spirit, the Cainite is ready for the next stage in the creation of his serviteur. The character must score at least one success against the known Spirit, which he intends to force into the now-empty body, in a resisted Willpower roll. The difficulty of each participant's roll is equal to the opponent's Willpower. If the character loses the test, the Spirit is free to leave and may not be re-summoned. If the character wins, he manages to force the Spirit into the vacant body and he has created a True Serviteur. The True Serviteur is a powerful creature and usually a match for any Neonate. The problem is though, that the Voodoo Priests usually use packs of these creatures, sometimes even as supernatural death squads, and then the score changes completely. A True Serviteur adds two points to all physical characteristics, has four Health Boxes more than normal due to the driving power of the possessing Spirit and the equivalent of three points of Celerity and Potence. The standard True Serviteur has a Power Pool of 15 points from which to activate its "Disciplines" and can use two Power Pool points per turn to activate its Disciplines or boost characteristics. Serviteurs are also capable of seeing in complete darkness, as if they were using the 1st level Protean Power Gleam of Red Eyes. In addition the True Serviteurs feel no pain or fear, and the Spirit powering the body will not stop before the host body has been mauled beyond use. Reports state that it is not uncommon for True Serviteurs to fight on after the severing of several limbs but that destruction of the head usually ends their existence. When this happens, the Spirit is freed and the serviteur becomes a normal creature again. Also, True Serviteurs are immune to the effects of the Dominate and Presence Disciplines. The Spirit will inhabit and power its host body until the Voodoo Priest sets it free or the host body is destroyed. It is completely loyal and will not try to destroy its host body on purpose. Although the True Serviteurs are loyal, they are not mindless automatons but are quite capable of independent thought and most Spirits have access to the memory and abilities of the former inhabiting Spirit (the original soul). Voodoo Rituals Level One Rituals: "Tongue of the Spirit" This Ritual enables the caster to communicate on a very basic level with the spirits of the dead, as well as those low-level spirits of the Loa world. The caster can only ask very simple questions to the spirits and they cannot, of course, answer questions to which they did not know the answers when they were alive -- of course they might lie. Those spirits which are contacted can either be ones known to the character by name or the spirits of corpses which are found -- for example if a character wanders into an area of a recent shoot-out, finds lots of bodies and destruction and wishes to know what happened in detail. In case of an unknown spirit to be summoned, the character must be in possession of the body's head (lowers the difficulty by 1 in the case of a known spirit) or the entire body (lowers the difficulty by 2 in the case of a known spirit and by 1 in the case of an unknown spirit). Any attempt spirits which have been outside their body for more than 7 days (i.e. dead for 7+$ days) will have their difficulty raised by +2 in the case of a known spirit, and by +3 in the case of an unknown spirit. Attempts to summon spirits which has been gone for one or several centuries, will have their difficulty raised by an additional +1 for every century. In order to use this Ritual, the caster must draw a circle around the site of contact -- a circle which has a diameter of at least 1 meter -- and inscribe the symbols for Water, Fire, Earth, Air and Ether at their correct positions around the circle and in the center of the circle the Veve of Guede must be drawn; If part of the body is available it must be placed in ther center and the Veve of Guede drawn on top of it; If the body is burried beneath the circle, a hole must be dug through the Veve of Guede and blood poured into the hole to give the spirits the power to manifest and the ability to talk. If the remains are present above the ground, the blood must simply be sprayed over the remains. In the case of an unknown spirits, the first procedure described must be used. Then the caster must position himself outside the circle and chant "The Song of Returning Spirits" which will take 2 hours to complete. The completion of the Ritual demands the expenditure of 5 points worth of Vitae. The Vitae must be from a human, but never from the caster -- if so the spirit will possess the caster! Roll Perception + Occult (Basic difficulty 5) -- the number of successes indicates the number of minutes the spirit will stay. If the caster wishes for the spirit to stay for an extended period of time, he must expend an additional 5 points of Vitae, and the spirit will then stay to answer questions for another x turns, equal to the number of successes the caster rolled originally. The spirits must answer any question put to them by the caster, although the Storyteller must judge what they know and how correct it is. Level Two Rituals: "Gaze of Erzulie" This Ritual calls for the caster to expend 2 Blood Pool Points, which must be bled into a bowl and mixed with three dried and crushed plants associated with love and potence. The caster must then draw the Veve of Erzulie -- in her aspect as the Loa of love -- on his forehead and above his heart. Several other symbols of love and potence must be drawn on various parts of the body, while the caster chants for a full hour. At the end of the Ritual the character places two rubies over his eyes and chants the final words, after which both the rubies and the symbols drawn with blood on the caster's body will disappear. Now the caster can use the "Gaze of Erzulie" to make a person fall in love with him. The caster establish eye contact with the target, concentrates shortly and the power of the Ritual is released. He rolls Charisma + Leadership (Difficulty is target's Willpower in case of supernatural creatures, and Willpower -2 in the case of "normal" mortals). If 3 or more successes are achieved, the target enters a state which is very similar to that of a Blood Bond and believes himself to be truly in love with the caster. For the effects of the Ritual to be broken, the caster can either dispell the Ritual, or if the target character is treated very bad, it may be broken as described under "Blood Bond", in Vampire: The Masquerade. "Tongue of Damballah" This Ritual enables the caster to communicate with snakes in their own language. The caster must have the tongue of a Boa Constrictor in his possession, which must be washed over with 1 point worth of the caster's Vitae, while the caster chants for a two-hour period and scratch the Veve of Damballah into the tongue with his nails. At the completion of the ritual, the caster places the snake tongue on top of his own and will thus be able to communicate with all snakes within earshot. While the caster can continue to talk with the snakes for as long as the snake tongue remains in his mouth, something which could theoretically go on forever, the caster will not be able to talk to anyone in anything but "snake tongue" for as long as he uses the effects of this Ritual (Telepathy and writing are, however, still possible). Note that all snakes will behave in a friendly way towards the caster while he uses the effcts of the Ritual -- unless, of course, ordered to do otherwise by hostile users of magick or Disciplines. Level Three Rituals: "Voice of Sobo" This Ritual enables the caster to deafen and confuse his enemis temporarily, as the Loa of Thunder -- Sobo -- lets roll his mighty voice. The caster must have a handful of flintstone dust in one hand, and the same amount of dust from a magnetic stone in the other. The caster must chant for 10 minutes and upon saying the last word of the incantation, he must clasp his hands together will screaming the name of Sobo at the top of his voice. When this happens, a deafening roar of thunder will roll out from the caster. All within a 3 meters radius will have their eardrums severely damaged and lose 4 dices from all hearing perception rolls until the eardrums have regrown, as well as a loss of 4 dices from any dice pool roll for the following 2 hours -- due to the shock and confusion isuing from being the victim of the clap of thunder. Anyone standing more than 3 meters away from the caster, but less than 15 meters, will also suffer a half an hour's loss of 4 dices from any dice pool tests -- in the case of an animal (Or Protean form, or Auspex use) the loss will be of 6 dices and for a 2-hour period. In addition, any glass or similar brittle material within 3 meters of the caster will virtually explode. As the clap of thunder emits from the caster, he is not affected as he is -- so to speak -- at the eye of the storm. Level Four Rituals: "Protective Grasp of Grans Bwa" This Ritual allows the caster to call upon the help of Grans Bwa -- the Loa of the forest. Many a wielder of Voodoo have used this Ritual to escape from their enemies. The caster must take branches, leaves, straws, berries and similar things from the forest, and braid them in the shape of the Veve of Grans Bwa. While braiding, the caster must chant for a full 2-hour period and at the end of the preparation, he must wash the Veve in 2 points worth of his own Vitae. When the incantation has been completed, the braid will remain fresh and usable for infinity -- which is why some Houngans, and Mambos, carry several seemingly fresh braids of this type on their person. When the times arises for the braid to come into use, it is simply thrown down on the ground in a forest area (it is completely useless anywhere else), and the name of Grans Bwa is spoken out aloud. Note that only the caster can use the braid, as his blood has been used to prepare it with. When the braid is used, the area will "awaken" slightly to aid the caster in his escape. Whereever he goes, bushes and branches move aside -- allowing the caster to move at full running speed even in a very dense forest -- anyone following him, will not be as lucky. Branches seem to lower themselves to obstruct the pursuers' path, roots grab for their feet, thorny bushes seem to lash at their faces and both the ground and the grass hide the footprints of the caster. The pursuers must make a Dexterity + Strength roll at difficulty 8, to continue to move at half their normal speed. Failure, means that the pursuers have become entangled in the forest, until such a time as they make a successful Strength roll at difficulty 8 and scores a minimum of 3 successes. Level Five Rituals: "Create Zombie" This Ritual allows the caster to create the dreaded undead servants of the Voodoo priests -- the Zombies! The caster must have available to him a dead body, which has been dead for no more than 7 days. The body must be placed inside a circle drawn with a mixture of blood from a goat, dust from a cemetery and the powdered body of a special poisonous tropical fish. The Ritual also requires 3 horus of chanting -- during which Guede and his servant Baron Samedi are called upon to favour the caster with success and grant him control of one of their subjects. While chanting, the caster must also inscribe the dead body with the Veves of the two Loa and dreaded runes of black magick, as well as spray the blood mixture out towards all four corners of the world -- in honour of Papa Legba, the Lord of the Ways. Once the Ritual is completed, the eyes of the corpse will once again roll open and it will rise to do the bidding of the caster. The Zombie will have its traits halved to what they were when it was alive -- except for physical attributes which are doubled. The Zombie will only be able to exactly as the caster tells it to do. It will fucntion until decomposed or damaged beyond use. For even though forces of dark magick now animates the corpse, it will still decay as though it was still a normal dead body. But besides that, the caster now has a most effective servant; It fears nothing, never tires and only dismemberment or utter destruction can stop it. The caster may destroy the Zombie, by flinging a handful of bone dust upon it and shouting out the names of Guede and Baron Samedi backwards. Level Six Rituals: "The Doll" This Ritual gives the caster access to one of the most feared powers of the Voodoo priests -- namely that of the Voodoo Doll! To make a doll, the caster must gather a number of special things; A special wax made from human fat, bone dust mixed with the powdered remains of three secret plants, the handbones from any human, black stones from a crossroads for the eyes of the doll, 1 point of his own Vitae mixed with charcoal, hair from the head of the victim and an item of personal value to the intended victim. While slowly forming the doll from the collected ingredients, the caster must chant continously. The process takes 4 hours. At the completion of the ritual, the caster must engrave the doll with the Veves of Papa Legba and Erzulie -- in her aspect as the Loa of Revenge -- and expend 2 points of Willpower. Now the caster will have a doll whcih is effective against a single, specific individual only. At this point, the doll can only be casued to inflict minor damage and pain upon the victim. The caster can pierce the doll with ritual needles made from silver -- thus causing immense pain (and the loss of 2-4 dics from the victim's dice pool for the next half hour to 2-hour period, depending on the way in which the pain is inflicted). The pain will feel as if someone is cutting in the victim with red-hot knives, or equivalent to collossal muscle cramps or similar nasty experiences. But these pains will not in themselves be lethal. The caster must roll Manipulation + Intimidation (Difficulty 8), which is resisted by the victim's Willpower (also at Difficulty 8). If the caster scores 3 or more successes than the victim, the victim will faint for a period of time equal to 30 minutes - Stamina, one or more botches on the part of the caster means that he becomes the target of his own dark magick. For "real damage" to be inflcited by the use of the doll, it must be further enchanted. This takes an additional two hours of chanting, during which the doll must be kept in a circle drawn with chicken blood, and the caster must also wash the doll over with 5 points worth of his own Vitae -- which will be absorbed by the doll. At the end of the enhantment, the caster must also expend 2 points of Willpower. Each time the doll is enchanted (which can be done for a maximum of 8 times), the caster will be able to cause 1 Health Level of damage to the victim for every success, note however that the caster need not use the maximum amount of possible damage each time, he decides how much damage the victim should receive. A closer physical bond is forged between the victim and the doll each time it is enchanted further. This also means that the damage inflicted upon the doll will be visible to a greater or lesser degree upon the victim body (Storyteller's discretion). Each time the caster wishes to use the doll, he must make a 10 minutes chant and spend a point of Vitae, after which one attempt may be made. However, if the caster wishes to continue inflicting damage upon the victim and has made the chant, he may simply spend another point of Vitae and give it another try. These extra attempts can be made for a number of times equal to the number of additional times the doll has been enchanted. Thereafter the chant must be made again.