Trilha1 Voodoo 
Path of Voodoo The Dreaded Dark Sorcery of the Caribbean Setites. 
New and Improved Text! Updated Rules! The Original Voodoo Vocabulary! 
Preface A short introduction to the Path of Voodoo 
Scholar's Notes Research into the past of the Parh of Voodoo and its uses
Voodoo Vocabulary A short overview of words used in conjunction with Voodoo 
The Mark of Guede Mark your enemies for the Loa 
•• Ask of the Dead Pry from the dead their secrets 
••• Summon Snakes The earthly reptiles of the Damballah heed your call 
••• Control Snakes Control the earthly hordes of Damballah 
•••• The Curse of Samedi Curse your enemies and watch them wither away 
••••• Create Serviteur Create a Spirit-powered servant of immense power
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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: 
  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 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. 
  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 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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