Trilha1 Voodoo
Path of Voodoo The Dreaded Dark Sorcery
of the Caribbean Setites.
New and Improved Text! Updated Rules! The Original Voodoo Vocabulary!
Path of Voodoo
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 on the islands; 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 believes 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 a Voodoo Cult when they were alive, or who was
Embraced by a Cainite 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 has 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:
-
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 thier 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 chokes 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.
-
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
has 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 udhold the
balance, so does 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 Setite
in their endevour to create the Path, and maybe they even give them a longer
leash, and does 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...
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Voodoo
Vocabulary
Agwe |
Sovereign of the Sea. |
Ayida Wedo |
Image is a Rainbow, Mate of Damballah
Wedo. She is the anithesis 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 |
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 is 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 foetusses, 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 scheeming,
dibolical 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 farily 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 seperated. 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
Dog" for his death squads - a way to use the mythologi 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. |
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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 des not however follow the cursed character constantly, but turns
up with unnerving frequency.
System: The Cainite needs three things
to use this Power; 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; 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 are 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)
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•• Ask
of the Dead
This Power allows the practicioner 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, goes 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.
1 Success |
Know basic details about the deceased (name, place of residence, age,
job, closets friends). |
2 Successes |
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 Successes |
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 Successes |
Know all of the above, and learns secrets about the deceased, that
only a very close friend would know. |
5 Successes |
The practitioner smahes 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! |
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••• 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 by 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.
1 Success |
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 Successes |
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 Successes |
All summoned snakes within five city blocks/two and a half mile respond,
unless hindered by one of the above mentioned exceptions. Ghoul snakes
do not respond. |
4 Successes |
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 Successes |
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 answers 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.
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••• 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 roll 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&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 with 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.
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•••• 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 practicioner'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 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. But! 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
Cainites 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.
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••••• 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 practicioners). The
Serviteurs are possessed by supernatural strength and abilities, and has
no fear. Even Cainites fear these creatures as none of the mental Disciplines
work on the True Serviteur (i.e. Domination, Presence, etc.); it is 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 uses 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 severing of several limbs, but that destruction of the head usually
end 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. Its 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).
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