NOTE: THIS IS A FIRST DRAFT. IT HAS NOT YET BEEN CHECKED FOR CONSISTENCY, GRAMMAR, SPELLING, OR ANYTHING ELSE. BE NICE TO ME ABOUT IT - NORMALLY I WOULD BE PAID $800 FOR THIS HASTILY THROWN TOGETHER PIECE OF CRAP. SO. DON'T MAKE FUN OF IT. YOU HAVE BEEN WARNED. CREATIVE CRITICISM ONLY AND I STILL MAY TELL YOU TO GO SOAK YOUR HEAD. Thanks. ...Allemande / Sam Voodoo: The Hidden Wisdom, FIRST DRAFT, Version 1.5, April 3, 1998 By Sam Chupp Dedication: This work is dedicated to Luisah Teish and Alice Walker, the two women who got me first interested in Voodoo stuff. Voodoo ACKNOWLEDGEMENTS GO HERE. SECTION HEAD Introduction One cannot speak of New Orleans without also mentioning voodoo. This animistic, matrifocal religion is deeply fascinating, and adds its mystery and mysticism to the already mysterious New Orleans mystique. What follows is a set of guidelines for Voodoo in the World of Darkness, more specifically, for Voodoo in the World of Darkness MUSH called "Cajun Nights." It is written in the style of a White Wolf supplement, although it is certainly not an 'official work', nor is it for sale. This work will be given away free to anyone who asks for it - as long as the copyright statement below is preserved. All original material is Copyright, 1998, by Sam Chupp. This document may be reproduced freely for personal use only as long as copyright information remains attached. If you would like to show your appreciation, send a donation to the ACLU earmarked for the defense of religious freedom in the United States. This document contains a number of references to White Wolf's World of Darkness, their trademarks, and their proprietary game information. This document is virtually useless without any number of Storyteller books by White Wolf, Inc. - to order those, visit www.white-wolf.com. No mention of trademarked names in this document in any way is meant as a challenge to that trademark. This document is not for sale, nor for distribution on a mass scale. It is intended only for my personal group of gamers on the MUSH called Cajun MUSH. This material offers an alternative view of voodoo in the World of Darkness. White Wolf, Inc. has published a perfectly lovely voodoo system by now, I'm sure, so if you don't like this one, you can certainly attempt to use that one - but not on Cajun. Now that that's out of the way, let's get to a brief outline of what's to come. First, we will speak of what RL voodoo is, and define what voodoo in the World of Darkness is all about. Then we will go into the Orisha, those powerful spirits that are the driving force behind Voodoo. The third section is about creating Voodoun characters and offers guidelines for putting them together, plus Voodoo traits that are specific to Voodoo characters. The fourth section contains the Voodoo magic system. The fifth section will detail odds and ends, including famous practitioners, some craftworkings, and other such goodies. The Voodoo rules set forth here are meant to be guidelines for roleplaying - they are purposefully vague in some areas, especially having to do with the Orisha and the powers of Voodoo magic. Because of the intimate and personal nature of each character's relationship to the Orisha, there can be no absolutes in Voodoo - that is its very nature. Voodoo is a religion, and is based on the relationship between Orisha and practitioner. It cannot and it will never be an 'automatic' thing - such hubris as to think one can order a semi-deity around will sure to be punished. A Note About RL Voodoo: RL Voodoo is an afro-diasporic religion that was carried along with the slaves that brought it from Africa. It changed as it traveled: Haitian voodoo is not the same as Cuban voodoo and is not the same as New Orleans voodoo. By the time the religion reached New Orleans, the slaves cloaked their religion in the dominant Catholic paradigm. They, rather intelligently, convinced their masters that they were following Catholic saints, not their African gods and goddesses. But their Old Ways were preserved through the use of this ruse. Much of the observances with Voodoo center around the 17,000 Orisha, also called the Loa. These are various spirits of nature and powerful ancestors who represent a concept or idea. Orisha are prayed to, asked to intercede, and in certain instances, actually take possession of voodoo practitioners. Chief among the Orisha are the 7 African Powers, the main Orisha we focus on in the World of Darkness. Definition Voodoo is an animistic, humanocentric, immanent, pantheistic religion with shamanistic, ritualistic, mythic, eclectic, ancestral, relational, ecstatic, and ecclesiastical magical practices. Each word in this definition has a very definite meaning, as follows: Animistic: (of the spirit) This means that Voodoo is spirit-oriented. In the World of Darkness, this means that the realm of Spirit is the chief realm of Voodoo. Voodoo can be explained in spirit-terms, using Spirit terms as defined in Mage and Werewolf: the Umbra (particularly the middle, or Life Umbra), Incarna, and spirit servitors. So, Voodoo magic is a form of spirit magic. Humanocentric: Voodoo is chiefly about and for human beings. It is a religion that focuses on Ancestors, and the Orisha are themselves ancient Ancestors of a kind. This has repercussions for non-human people in the World of Darkness, as shall be explained later. Immanent: (Power within, not outside) Voodoo focuses on the internal, the personal, the individual perspective. Voodoo magic comes from within the human soul, ultimately, although it is a result of a magical relationship. Each individual has a different view on Voodoo, and how they practice Voodoo. Pantheistic (Many deities) Voodoo religion is about many deities, in this case, the Orisha. The Orisha is a catch-all term for all powerful spirits who have allied themselves with the Voodoo religion. However, there are seven Orisha (the Seven African Powers) who form a pantheon of deities which serve the central focus of Voodoo magic and Voodoo religion. Shamanistic: Voodoo magic is about a single individual, who is not educated out of books or otherwise taught by a tutor, but derives his magical power from personal experience and relationships with the unseen. Thus, Voodoo magic is shamanistic. Ritualistic: On the other hand, Voodoo magic is full of ritual. These are personal traditions, recipes for charms and whatnot, that have been handed on from person to person, which may or may not still retain their original meaning. Also, the power of Voodoo magic comes from ritualistic observances of the relationships between human and Orisha. Mythic: This means that Voodoo magic resonates with the human condition. It responds and is sensitive to archetypical roles and the flow of the Story of Life. Moralistic: This means that Voodoo magic responds to a sense of right and wrong. Ultimately, Voodoo magic punishes the guilty and absolves the innocent. What you do, comes back to you, both good and bad. Eclectic: Voodoo magic has many styles and there are many different opinions on how people should interpret things. Therefore, Voodoo magic in the World of Darkness is labeled as "Eclectic" as there is no globally-recognized body of tradition nor are there any Church Elders to define such a tradition. Each person makes his own way on his own Voodoo path. Ancestral: Much of Voodoo magic is about calling on the power of your ancestor spirits, and presumably, one day you will be an ancestor as well. To a certain extent, even the Orisha are ancestors. Relational: Voodoo magic is a metaphysic of relationships. The voodoo practitioner must have excellent relationships between herself and the Orisha, between herself and the Ancestors, between herself and others who practiceVoodoo. These relationships become the conduit through which power is funneled. Also, magical power is obtained through ritualistic practices derived from these relationships. Ecclesiastical: Because the relationship between Spirit and Human is more of a God and Priestess relationship than anything else, Voodoo can be considered a magical practice which involves priests and priestesses. Although it's true that some "lay people" can still interact with the tradition of Voodoo, the primary magic workers are initiated clergy. They pray to, revere, and make offerings to their Orisha. A Voodoo Catechism What does this all mean? If that is too complex a definition for you, try this one: Voodoo is a spiritual religion, and the magical practices associated with it are about the relationships between a mortal human and powerful spirits called the Orisha. Voodoo magic, and Voodoo religion There is a difference between the magical practices associated with Voodoo and the religion of Voodoo. People tend to confuse the two. They think of a Voodoo shaman performing a sacrifice to do voodoo magic, but they miss out on the spiritual / theological activity taking place in the realm of the invisible.. The Houngan and the Voodoun It is not necessary to be initiated in the Voodoo religion in order to use Voodoo magic, although practitioners who are initiated (called the Houngans) have a lot of benefits in magical practice. The Orisha like to be worshipped, but they have long since abandoned the practice of only interacting with their annointed priests and priestesses. These days, the Orisha enjoy moving among the regular populace, interacting and reacting to them. Certain people will attract the Orisha's attention even if they never once had a magical thought in their lives. Some non-Initiated are clever enough to pick up on this attention and use it to form a relationship. This relationship can then be used to perform Voodoo magic. Those who accomplish this without initiation are called the voodoun, or "Wise Ones." Who can be a Voodoun? Anyone who is an animate, non-Awakened human being can be a voodoun. This includes Vampires, but excludes some Werewolves, and all Changelings, Mages and Wraiths. Why is this? The Orisha favor human beings, and they do not like forming relationships with beings who have innate spiritual ties with something else. See the Storytelling section, below, for a complete breakdown of who and what can be a voodoun. Who can be a Houngan? Only normal mortal human beings who are alive and otherwise spiritually unattached can become a Houngan, a Voodoo priest or priestess. The Orisha will only Initiate a person who could conceivably one day be themselves an Ancestor Orisha, and thus they cannot be Kindred. For a complete list of who can become Houngan, refer to the Storytellers section below. Can anyone else use Voodoo magic? Although it might be possible for someone who is not either a Voodoun or a Houngan to summon an Orisha or one of their avatars and interact with them, there is no way for that non-Voodoun or Houngan person to utilize Voodoo magic. Who are the Seven African Powers? The 7 African Powers are: (excerpt from "A Natural Wealth: The Gods of the African Diaspora", in Gnosis, issue #28 (Summer 1993)) Papa Legba: The trickster, the opener of the way and the guardian of the crossroads, both physical and spiritual. Comparable to Hermes or Mercury in the European tradition, Legba makes the impossible possible. He lifts us beyond the limitation we impose upon ourselves in daily life. He is identified with portrayals of St. Peter and St. Nicholas. His favorite offering is candy and tobacco and coconuts. You have to ask him to carry your words to the other Orisha: he is the first one asked. Obatala: The "old man of the mountain", responsible for the creation of our physical bodies. Literally "chief of the white cloth." Obatala's help is sought in ethical dilemmas and the problems of self-discipline. He is generally identified with the crucified Christ. Obatala is androgynous and very old: he is gentle, a sky-god, and taught the people how to do Ifa, the table divination system. Yemaya: Literally "mother of fishes". She rules birth and the surface of the oceans, and works closely with Olokun, who rules the depths. She works through dreams and intuition. Her waves wash away all sorrow. Her compassion nurtures her children through any spiritual or emotional crisis. Her love sustains life. She is identified with Mary, Star of the Sea. Oshun: The Goddess of love and abundance. The power of desire is hers, and she often uses s this power to transform. She is beauty, laughter, and generosity. The erotic is her sacrament. She is often compared to Aphrodite, and is identified with the portrayal of Our Lady of Caridad. Oshun likes to heal hurt with love, and plants seeds of change in people. Oya: A revolution in constant progress, Oya brings sudden change. She is a whirlwind, an amazon, a huntress, and a wild buffalo. Lightning and rainbows are signs of her presence. She also rules communication between the living and the dead. Think of Hecate or Artemis. She is identified with St. Catherine and St. Theresa. Chango: Chango is a king, and his name is synonymous with justice. He lived in historical times and ruled as the fourth Alafin (or chieftain) of Oyo, a city in modern-day Nigeria. He is a knight in shining armor. He uses lightning and thunder to enhance the fertility of the earth and of his followers. Myths concerning his death (or rather the fact that it did not occur) link him to the European figure of the Hanged God. He is identified with representations of St. Barbara. Ogoun: God of iron and machines, Ogoun is a smith, a soldier, and a politician. In modern times he has come to be known as the patron of truck drivers. He is the spirit of the frontier, cutting paths, through the wilderness with his ever-present machete. Although Ogoun clears the way for civilization, he often prefers to dwell alone in the wilderness. He is identified with St. Anthony. In addition to the reverence of Orisha is the practice of revering one's Ancestors. A Voodoun can receive Ancestor Boons from her Ancestors, just as if they were Orisha. Many times an Voodoun will have a better relationship with his dead relatives than his living ones! What does being a Voodoun mean? Being a voodoun means that you have a relationship with at least one Orisha. These relationships range from a fleeting touch to being fully recognized by the Orisha. A Voodoun may learn to use these relationships to get Mojo through, a kind of magical power for Voodoo magic. The Voodoun can then use this Mojo to ask their Orisha for special favors, and these favors take the form of magical effects. The Orisha, however, do not form extremely deep relationships with Voodoun. As a result, they are ultimately limited in what they can accomplish, whereas a Houngan is not. Note that a Houngan is merely a voodoun who has been Initiated, although "merely" here is about the same as saying, "She is merely pregnant." So, it is correct to use the term "Voodoun" to include all Voodoo magical workers, even though usually if someone is a Houngan, you'd best refer to them as such (it's like calling a Ph.D. an "Academic") What does being a Houngan mean? A Houngan is a person who has been properly introduced to all Seven African Powers Orisha, and who has undergone an Initiation to make her a special clergy in the Voodoo religion. This Initiation gives her a right to raising Mojo through ritual practice, and she can use this Mojo to ask any of the Seven Powers Orisha for special favors which take the form of magical effects. She automatically has a relationship with all Seven, however if she wishes to form relationships with Ancestor Orisha, she will have to arrange those matters herself. She may also progress to a deeper relationship with one Orisha, who will literally Adopt her as the Orisha's child. It is this primary relationship which forms the cornerstone of the Houngan's power, and, as well, gives her a special magical Gift which is innate to her. What is "Mojo"? Mojo is a magical energy that is stored within the soul of a Voodoun. The Voodoun is given this energy through the spirit bond that exists as a result of his relationship with an Orisha. The energy is usually only given when certain actions are taken. These "Mojo Rites" usually correspond to a specific Orisha and his particular area of influence. The human body has Mojo stored in its lifeblood, and as a result, one may use one's own life as a substitute for Mojo, while the reverse is not necessarily true (at least, not unless Obatala is involved). What are Mojo Rites and how does one perform them? A Mojo Ritual is a special action on the part of the voodoun character that proves them worthy of receiving Mojo from their Orisha. A character has only a limited number of these rituals from which to choose from on a daily basis. Mojo Rites cannot be endlessly repeated without "rest." If they are, the Orisha associated with the rituals will tend to get angry as the voodoun is becoming greedy with his personal Mojo. Mojo Rites are decided upon when a character is generated and do not change unless somehow the voodoun changes Orisha or loses his position as a clergy. The difference between a Houngan and other voodoun in this is that a Houngan is given many Mojo Rites from the Seven African Powers and the voodoun must scrape by on what few rituals their patron Orisha allow, or beg them frequently for gifts of Mojo. How is Voodoo Magic "moralistic"? In the World of Darkness, "right and wrong" are not easily discerned. Thus, "right and wrong" in this magical system is defined in two ways. There are some ineffable "wrong" activities which cause moral difficulties - things such as rape, cold blooded murder, throwing curses and using evil magic. Furthermore, one's own Orisha makes the decision (and thus, the Storyteller) as to whether you have acted morally and based on the Orisha's area of influence, personality, and mood at the time. The "karmic" aspect of Voodoo is represented by the trait called "Hex." This trait measures how "Hexed" a person is, either by their own actions, or through their magical workings. The "Hex" trait fluctuates: it gradually builds up and then is released, either slowly and carefully through redemption, or suddenly and tragically through retribution. Hex points are gained whether or not an evil working fails. They are gained and kept even if the Voodoun later feels remorse about having done the act. They never go away easily. What can a Voodoun do with voodoo magic? The actual practical uses of voodoo magic are wide and varied. This is because the kinds of power (spheres of magical influence) that the Orisha offer are wide-ranging and are based on a combination of the Voodoun's will and the Orisha's personality and potential. The strength of power (level of effect) that a Voodoun can call upon is chiefly dependent on the amount of Mojo he wields and the depth of his relationships with Orisha. What kinds of power does each Orisha offer? Orisha offer power based on their spheres of influence and their personality. For example, Ogoun is a warlike, technological Orisha who happens to also be an explorer and a guide. The kinds of power that Ogoun offers to his Voodoun are in keeping with these aspects: it can be used to bring war, to affect technology, to find that which is hidden, to survive in the wilderness. Ogoun could help someone build or create something physical, but he could not, say, make someone fall in love with you. Ogoun doesn't care about love - it gets in the way of progress in his opinion. As a result, a Voodoun who has a relationship with Ogoun isn't going to be doing too many love spells. What governs the amount of strength a voodoun can wield? The depth of the relationship between voodoun and Orisha carries a great deal of weight. Not only does it limit what can be attempted in magic, but it also limits the amount of Mojo that can be gained and stored by the voodoun personally. In addition, some voodoun have access to secret rituals that let them perform live sacrifices and take the Mojo from them, some have relics that give them the power to hold Mojo in reserve outside of themselves, and some work together in ritual circles to accomplish their tasks. What can a Voodoun do to protect herself against other Voodoun? Voodoun can do magical workings which help protect them. Instead of constructing workings to protect against a certain Orisha, however (which is liable to get an Orisha's negative attention), they usually work from a positive perspective of strengthening the protections on their life, their home, their business, their family, their property, their mind and their soul. Voodoo clergy (the Houngan) are able to sometimes use their own relationship with an Orisha to beg that Orisha's protection against the workings of another who is using the same Orisha. What can a non-Voodoun do to protect himself against Voodoun? Not much. The best way to protect yourself against voodoo magic is to never visit New Orleans (or Miami, or Cuba, or New York, or San Francisco, or Haiti, or Puerto Rico, or some parts of Mexico, or some parts of Africa, or Jamaica) in the first place. Because New Orleans is one of the few places in the world where voodoo's power holds sway. The Orisha have a difficult time affecting those who do not live in or near those areas where their myth and legend has power. Some workings allow a non- Voodoun to use his Willpower to resist. But, the very nature of a voodoo working is that it is extremely difficult to do, consumes a lot of power and has a lot of risk, but in the end is quite potent in its final effects. A non-Voodoun may use a special Voodoo protection object, such as a juju bag, to protect herself. Most protections are false, however, cheaply made for tourists and have little to no real power. It must come from an authentic practitioner and it must be used in a sincere manner to work. Does a non-Voodoun have to believe in voodoo in order for it to work on them? No. One may not believe in gravity, but it still works. The Orisha have woven themselves into the tapestry of reality in New Orleans, and this supersedes any one mortal's belief. Furthermore, a non-Voodoun doesn't even have to belief in the Orisha for them to form a relationship with him. There are some 'rationalistic' Voodoun who have formed relationships with Orisha and are doing unconscious workings and interacting with them as if they were thought-forms, or concepts, or voices in their head, and not ancient African deities. How do Voodoun know when their magic worked? Well, usually they can just tell from the effect. However, sometimes they must use otherworldly senses to "listen" to their magical working as it goes on. The magical "sound" of voodoo is very much akin to listening to a drum circle. You can hear thousands of different kinds of drum patterns, and each beat means something. By tuning in to this rhythmic background noise, you can learn quite a lot about voodoo working in an area. After a while, you can even learn to hear the magical noise when it emanates from a person, which means you can sense when someone else is a voodoun. A useful skill, since the Truly Wise rarely reveal themselves openly. How does one form a relationship with an Orisha? A non-Voodoun cannot just decide to form such a relationship. For non-Voodoun, there is only one hope: that the Orisha will reach out and touch them first. There are those who study the Orisha all their lives and are never given the chance to have a relationship with them. The Voodoo clergy (Houngan) are already introduced to the Seven African Powers as part of their Initiation. Furthermore, they can sometimes call the attention of other Orisha they study about and learn enough about. Once so called, a relationship can be established. Why does an Orisha choose a non-Voodoun sometimes? Orisha choose non-Voodoun who either fit their current goals, are of a specific personality type or situation that appeals to them, or just suits their fancy. Ultimately, Orisha are fully-realized characters in their own Mythic stories, stories that are taking place even in the modern day. They have their own reasons for what they do, and the wise do not question. Is it true that only Voodoo Clergy (Houngan) can raise above Recognized in their relationships with Orisha? It is mostly true. Very, very rarely will this happen. Usually the Orisha prefer the purification, self-challenge, and education processes that bring about Initiation, but every once in a while they will choose a non-Clergy for very deep relationships. These Adopted or Favored voodoun are quite powerful in that one sphere, and usually very fanatical about service to their Orisha. SECTION HEAD Section Three: The Wise (Voodoun) and the Initiated (Houngan) New Special Traits for Voodoun New Advantage: Knowing A Knowing trait defines the depth of relationship that the voodoun has with a specific Orisha. Although Freebies can be spent on beginning Houngan to purchase Knowing, after that, the traits are totally outside of the player's control. The individual Orisha decides when and where to deepen the relationship, and thus increase the Knowing - no amount of experience points can purchase another level. Still, they do cost experience points to raise (x8) once the Orisha approves the new level. Here is a general rule of thumb for what each dot in each Knowing means: 1 - Touched: Briefly encountered by the Orisha 2 - Heard: You called, and the Orisha came, or he called and you came 3 - Recognized: The Orisha has recognized you with your name, or you have seen the Orisha in a crowd. 4 - Adopted: The Orisha has made you her own child. 5 - Favored: You are singularly important to an Orisha. Each Orisha you have a relationship with will have a Knowing trait associated with it. See "The Knowing" in Section Three: Voodoo Magic, for more information. Special Advantage Trait: Mojo Mojo is the energy of the Orisha, the magical power of the Voodoun. It is what enables the Voodoun to affect the world, to cause things to happen. It is gained directly from the rituals that the Voodoun enacts, which are assigned to her when she first establishes a relationship with the Orisha. She may receive one additional ritual per level of relationship, as the relationship grows. Unless otherwise noted, each ritual gains her one point of Mojo, that lasts until she spends it. Mojo Rites Each Orisha requires different rituals for a voodoun to gain Mojo. All voodoun have at least one such ritual, while Houngan have one for every Orisha with whom they have a relationship. Some sample rituals for each of the 7 African Powers are below: Legba: Spend an hour hanging out at a crossroads. Give directions (good or bad) to someone who is lost. Drink the milk from a single coconut in one sitting, and eat all the flesh. Find a penny on a sidewalk. Ogoun Do an hour of extremely hard labor. Make something with your bare hands. Practice martial arts for three hours. Destroy something of worth Oshun: Wear beautiful clothing and receive at least three honest compliments. Experience a rare but beautiful sensation Make love all night long Resolve a heated argument peacefully Chango Do the right thing even if it hurts Make a decision which affects someone else's life drastically Make a judgement in a dispute Have someone swear loyalty to you Obatala Meditate for an hour Help someone else heal from an illness Dress all in white all the time Fast, drinking only pure water, for three days Yemaya Spend an hour meditating on the shore Go swimming in a river or a lake Offer comfort to someone in pain Remember that these are just suggestions. The Orisha know each individual voodoun, and they tend to assign them special rites to fit their personality. Mojo Storage Voodoun have a maximum Mojo they can hold equal to their total Knowing points (see Section Four: Voodoo Magic), or 10, whichever is lower. Any Mojo gained after that must be immediately used, or it is taken back by the Orisha who is most favored of the Voodoun. There are some ancient voodoo artifacts that allow a Voodoun to keep extra Mojo: those are discussed in Section Five. Primary Uses of Mojo When a voodoo working is done, Mojo can be used to substitute a number of successes needed to complete the working. If a Voodoun reaches 0 Mojo, and is in the midst of doing a working, the Voodoun cannot simply end it - she will feel the voodoo power wracking at her and pulling apart her insides in the effort of becoming. The Voodoun will have to replace her missing Mojo with wound levels (this is explained more in the Voodoo magic section), in order to properly end the working. For this reason, wise Voodoun work in groups, or do not attempt that which is too difficult for them. Houngan automatically have a Mojo pool of 10. Houngan may use Mojo in a special way. Each Houngan has a Patron Gift, an ability which is natural to them that is given to them by their Patron. This gift uses Mojo and is not a Working as per the magic rules. Mojo so spent is regained normally. Houngan may also spend 10 Mojo at once to change their current Temporary Hex trait to one higher of Permanent Hex, thus putting off the inevitable catastrophe for a time. Special Advantage Trait: Hex Morality and Ethicality In general, Voodoo does not describe what you should and should not do with Mojo, or power. It is up to each individual Voodoun to decide what is moral, and what is ethical. However, the Orisha are people like everyone else. By using your Mojo to do one thing with one Orisha, you may offend another. Being a Voodoun is often about placating the Orisha that you pissed off last week, only to piss off another Orisha this week. Remember - they all have to listen to a Voodoun, but they don't have to like it! There are no laws or rules imposed by the Orisha. There are some basic rules to the universe, however, that cause a certain ethicality to be revealed. The Law is in general, a very simple concept: What Goes Around, Comes Around. What you do using Mojo will come back to you. Retribution comes from the Orisha. If one of them is displeased, they may elect to impose a Hex on the offender. This Hex causes various difficulties and can be as mild as a simple discomfort to as major as a power-stripping, humiliating defeat. It also effectively limits the voodoun's ability to use their Mojo with the Orisha who punished them, and frequently causes them to lose any chance to gain Mojo from that Orisha. The wise Voodoun knows that there are ways to get what one wants without using Mojo directly on the problem, or in a way that will be negative. For example, let's say a Voodoun wants to be rid of his current lover. It would offend Oshun (the Orisha of love and abundance), to use Mojo she gave him for the purposes of getting rid of the girlfriend. However, he *could* conceivably use the Mojo to ask Oshun to send a more desirable lover to *her*, thereby hopefully distracting her attention away and reaping the reward of the magical return energy (the idea being that, on return, the Mojo will grant *him* a better, more desirable lover). Still, there are Hex Mistresses (and Masters) who use Mojo to harm, injure, and conflict - without due cause. These Voodoun are on a tragic path to destruction, as Hexes build up against them from each of the Orisha, and as their Mojo supply dwindles to nothing. There are those who believe they are above the Return....but none truly are. It is possible - with foul, dark magic - to delay the Return, but it can never be denied. Eventually, the spiritual bad checks the ill-bent Voodoun writes will have to be cashed. The Hex Trait reflects the morality of a voodoun's magical practice. It consists of two 10-point tracks, a Permanent Hex track and a Temporary Hex track. Temporary Hex points are gained when the Voodoun uses his power to cause harm or otherwise thwart the Orisha's plans. See "Hexed" in Section Four for more information about how this comes about. Permanent Hex points are gained when a voodoun's temporary Hex score goes to 10 without being released in a Retribution. Houngan may spend Mojo to convert all of their current temporary Hex into an additional point of Permanent, which helps them stave off a potential Retribution. Temporary Hex points are worked off by either Penance or Retribution. A Voodoun may please an Orisha and thus have his Hex points erased, or he may so outrage an Orisha that his store of bad karma is called due. See "Storytelling Penance and Retribution" in the Storytelling section for more details. Permanent Hex points are released when a Voodoun suffers a major setback or defeat, either physically, mentally, or emotionally, or professionally. When released, one Permanent Hex vanishes and immediately becomes 10 points of temporary Hex, and a Retribution is immediately called. There are rumors that Voodoun can undergo an intense and deep soul-searching and purification called Redemption that allows them to cleanse themselves of Permanent Hex without this life- wrenching release, but none of the Wise Ones speak of it. In addition, a Voodoun may transfer his Permanent Hex to others. He can never transfer more than one point of Permanent Hex at a time, and the individual receiving the Hex must be a normal mortal human who is Hex-innocent (no Hex of any kind) and who willingly accepts the voodoun's sin. Permanent Hex may never be reduced below three through this despicable act, and Voodoun who accomplish it must immediately check for Retribution upon success. The Voodoun must be on extremely familiar terms with his victim, and cannot use a Working to convince them to take the Hex. They may, however, use any and all non-magical and physical wiles, and other tools including but not limited to voodoo artifacts, money, prestige, power and sex. Note that such a victim may immediately become a Voodoun himself as an Orisha will probably reveal itself to him out of pity. The transference of the permanent Hex point involves a ritual ceremony that cannot be hidden or disguised. Anyone with Voodoo Lore of 4 or higher will know this ceremony. Once Permanent Hex reaches 7 or higher, the Orisha become extremely angry with the Voodoun in question, and begin and active campaign against the Voodoun to destroy her. Permanent Hex can never be more than 10. Special Ability Trait: Sense Rhythm The Rhythm of Mojo and the Orisha is like a resonant backbeat throughout the spirit-scape of voodoo-positive areas. As a result, it is possible to tune one's senses to hear this rhythm and understand its intricacies. Using this trait, a Voodoun may come to know the passing of the Orisha, the mood of the Voodoun community, and the flavor and power level of the latest Workings. * Novice: You sometimes hear the rhythm before going to bed or upon waking. ** Practiced: You move with and respond to the Rhythm as you go about your day, but do so on an almost subconscious level. Major Workings are sometimes heard. Sometimes you can hear the Rhythm surrounding a specific person you can see. *** Competent: You know who's making the more obvious beats, but can't tell what's causing the more subtle percussions. Major Workings are frequently heard, minor Workings are sometimes revealed. It's easy to tell a Voodoun from the Rhythm around them. **** Expert: You know just about every layer of the wall of drumming that makes up the Rhythm. Major Workings are never missed, most minor Workings are known, and the pulse of the community is quite easily read. ***** Master: Not only can you hear today's beat, but you know the resonance of the past, and the syncopation of the future - you sometimes have a sense of Workings before they happen, and have the ability to sense what has occurred in a place. Only a Voodoun may gain this trait. Houngan Character Generation The Initiated: Houngan A Houngan refers to not just any old tourist who once purchased a charm in a Voodoo shop. There are a few very special qualities that make up a Houngan. The most important one is that a Houngan is Initiated. Initiation is a major deal. Your Voodoo Madre (or Padre, if male) is the person who initiated you and lead you in your beginning studies. It usually involves months of preparation, a major feast like a wedding feast, and a lot of spiritual work. It is not something that is done lightly. When you are Initiated, you are free to work with all the 7 African Powers Orisha and to use Mojo freely. Until you are initiated, you may only work with those Orisha with whom you have a relationship. When you are a Houngan, you are recognized by at least one of the 7 African Powers and the Orisha *must* listen to your words, even if they would prefer not to listen. Furthermore, other Orisha will form relationships with you more frequently than with normal mortals. You have become a Priest or Priestess of Voodoo, and as a result, the Orisha want you to continue to survive, thrive, and propagate the religion. A Houngan must be a mortal human being, and the Orisha are very picky about who they will approve as a Houngan. Not everyone who goes through the Initiation ceremony is accepted. During the Initiation ceremony, each Orisha will investigate the applicant and perhaps even "ride" her briefly to determine her suitability. Other Houngan (and especially her Madre) will be allowed to speak on her behalf. But ultimately, it is up to the Orisha. If they do not approve, they will never again speak to that person - the person is effectively made a non-person to them. Thus, it is a very frightening prospect to be initiated, but an exhilarating one as well. It is not unheard-of for one Orisha to Adopt a Houngan right away, at Initiation, although others must start at a lower Knowing and work their way up to Adoption. Attributes: 6/4/3, Abilities: 11/7/4. Freebies: 21. Advantage Trait: Knowing The Houngan starts with Touched (1) Knowing in all 7 African Powers as a result of her Initiation. She may distribute an additional 3 levels of Knowing as she sees fit among the 7, or she may choose to have an Ancestor Orisha. Only one Orisha may be Adopted (4). Freebies may purchase Knowing at the cost of 7 per dot. Advantage Trait: Mojo The Houngan begins with a full 10 points of Mojo. Advantage Trait: Hex The Houngan begins with no Hex points, but may receive 1 Freebie point for every Permanent Hex he wishes to add to his character. This reflects nasty deeds done prior to being Initiated. Merits & Flaws: Houngan may purchase Merits & Flaws as per normal. Here are some that are limited only to them: Merit: Supernatural Good Horse (2): All difficulties are reduced by 2 for the Horseman when an Orisha Rides you. See "Storytelling: Riding" in Section Five. Two-Headed (3): You can see and hear the Orisha as they move through the world, as if they were people. They know this instinctively upon looking at you. Type: 7 Powers Merits Just because you have a Merit of a particular Orisha doesn't mean they favor you, although others don't necessarily know that. Oshun's Charm (3): You have -3 to all charm difficulties and can have an Appearance of higher than 5. Oya's Freedom (3): You gain a -3 to all difficulties on every roll when confronted with situations that would inhibit your freedom. Yemaya's Love (3): You have a capacity for love that's never-ending, and people sense this in you. You have -3 difficulty to all Social rolls. Ogoun's Craft (3): You have the ability to make something out of almost nothing. As a result, you get -3 on all difficulties to repair or create technology. Furthermore, you gain an additional Resource level just from your shrewd ability to recover that which others might discard. Chango's Justice (3): You have an innate knowledge of justice. When sensing deception, or attempting to discern the truth, you gain a -3 to all difficulties. When speaking with authority through leadership, you also gain a -3 to the difficulty. Legba's Truth (3): You have an innate knowledge of where, exactly, you are at all times. Obatala's Body (3): You are an excellent physical specimen. You may roll Stamina + 2 to soak any wounds and you may also heal yourself of any non- magical non-chronic disease normally by a successful Stamina + Medicine roll, difficulty 7. Flaw: Supernatural Drum-Deaf (-1) The Houngan cannot hear the Rhythm and so has a hard time knowing what kind of voodoo is going on around him. Patron Gifts Below are the Patron Gifts that Orisha give Houngan when they are Adopted (4). Voodoun are not offered these gifts - these are only for the Initiated. An extra Patron Gift can be purchased by the Houngan for 10 Experience Points. A Houngan can never have the Patron gift of another Orisha. Oshun Dazzle. This power allows excellent communication and makes others pay attention to you, and what you're saying. Roll your Manipulation + Expression, difficulty 6. Number of successes equal how long they will pay attention to you. Cost: 2 Mojo Seduce: This power causes others to forget their vows and morals for a time and act totally uninhibited. Roll your Manipulation +Seduction versus their Willpower. The number of successes indicate how many scenes they will stray. When the effect is over, they revert to their traditional beliefs and values. This power may be resisted over time with Willpower rolls. Note: Mis-use of this gift may cause Hexing. Cost: 5 Mojo Oya Shout: You have the ability, through pure verbal energy, to change someone's mind on a temporary basis. Roll Manipulation + Expression, difficulty the target's Intelligence + Subterfuge. The number of successes indicates how many scenes the person will change her mind. Optionally, you may use successes to simply cause a person to honestly, truthfully re-visit their closely-held beliefs. Cost: 2 Escape: This gift allows you to roll Dexterity + Security or Dexterity + Stealth, difficulty 6, to escape any physical confinement as if by magic: doors open, handcuffs are unlocked, windows suddenly give way. Cost: 5. Yemaya Pray: This gift allows you to bless someone so that they receive extra successes on their next dice roll. You must first communicate to the target in some way - through words, a touch, a phone call, an email. Then roll your Charisma + Expression, difficulty is the target's Willpower. The number of successes is equal to how many extra successes the target receives on the very next roll they make. Cost: 1 Mojo / success. Watch: This gift allows you to tag a specific person with Yemaya's watchful eye for a 24 hour period. You must touch your target. After that, you need only roll Perception + Empathy, difficulty 7, to get a general feel for where the person is, and how they are doing emotionally and physically. For an addition 3 Mojo, you can also send a one- sentence "thought" to the person and it will be interpreted as an idle thought of theirs. Cost: 5 Mojo. Obatala Purify: You may cleanse someone of taint to their body with this Gift. You may cleanse toxins in their body or heal simple diseases. Fatal diseases such as Cancer or AIDS would require a Working and do not fall under this Gift. It works instantly. You must touch your target. Roll your Stamina + Medicine, difficulty 7. The Storyteller may decide that particularly nasty taints require extra successes. Cost: 5 Mojo. Protect: You may provide direct protection to someone's body by touching them and rolling your Manipulation + Brawl versus their Dexterity + Dodge. You invest their body with a great ability to resist damage, which either gives them a bonus to their Soak roll, or provides them with a Soak roll when they do not have one. Each success adds Soak dice for a 24 hour period. Cost: 7 Ogoun Repair: With this power, you may make technological objects (tools, vehicles, computers, electronics) that are broken become operable for a short time. You must touch Roll your Manipulation + Repair, difficulty 7. Each success makes the item operable for a scene. Cost: 3 + 1/Mojo per success. Destroy: You may use this power to make technological objects (tools, vehicles, computers, electronics) that are working fine, break. Roll your Manipulation + Repair, the difficulty is according to the complexity of the object you're trying to break. Computers: Difficulty 4, Vehicles, Difficulty 6, Pistols/Handguns: 7. Chango Discern: Using this power, you can sort through the web of deception and lies and discern the truth in someone's words. Use Perception + Empathy, difficulty 6. Cost: 3 Mojo. Sacrifice: With this gift, you may choose to convert your own Health levels into Mojo *before* your Mojo demands it. There is no Mojo cost. Each Health level you give up with this Gift renders 3 Mojo. Of course, if your Working demands blood from you, it takes it on a one-for-one basis, like with everyone else. Legba Open: Touch anything that's closed or locked, roll Dexterity + Security, difficulty 7 and it will open. Cost: 3 Mojo Bargain: You may seal any deal with a special handshake. If the deal goes astray, the person who breaks the deal will receive either Hex points (if appropriate) or physical damage equal to the number of successes of a Willpower roll versus your target's Willpower. Cost: 5 Mojo. SECTION HEAD: The Ancient Path (Voodoo Magic) The Three Limitations of Voodoo There are three major limitations of Voodoo. New Orleans Voodoo cannot: * Cause "flashy" special effects like lightning bolts and fireballs. * Affect anyone or anything outside of the Louisiana regional area, except as noted in Section Four through relations and sympathies. * Directly affect anyone when their Willpower is successful employed. These three restrictions are due to the very nature of Voodoo magic. The Working When a Voodoun entreats an Orisha for a working, it is not something that is done in a moment of panic, or in the midst of a busy intersection. The Voodoun must have his concentration, be in no pain (if not totally healthy), and have time to build up his personal Mojo and release it. This means that workings cannot be done in combat, nor can they done on the spur of the moment. Usually, a working has to be done over time, with preparation and with forethought. Even if a Voodoun has the chance to, say do a working over the course of a conversation with a stranger, it is extremely unlikely that he would try simply because it increases the difficulty of the working succeeding. It is technically possible for a Voodoun who is in dire straits and desperate to attempt a working on the fly. This immediately adds a +3 to the difficulty of the working, and adds 3 to the required Mojo for it. (See the Working Chart, later in this section, for all the details). Flowchart for a Working 1. Voodoun decides what he wants to do. 2. Voodoun states what Orisha he is going to call on. 3. Based on his relationship with that Orisha, the Storyteller evaluates the Mojo required for the working to take effect. (See the Mojo Requirement Chart, below) 4. The Voodoun rolls his Knowing with the Orisha he is using to do the working. This is called the "Working Roll." The difficulty is determined by a number of factors, all listed on the Working Roll Modifiers Chart, below. All workings begin with a difficulty of 4 and progress upward. They may never fall below 4, no matter how many negative modifiers qualify. The difficulty may never rise higher than 10, no matter how many positive modifiers are added. Each success on the working roll cancels out one Mojo point from the Mojo requirement for the working. If the required Mojo level is exceeded by the working roll's # of successes, then the Voodoun may freely spend Mojo up to the limit of his highest Knowing to extend and upgrade the level of success of the working. If the working roll fails, the Mojo cost is not paid, but no effect occurs. If the working roll botches, the Mojo cost must be paid at any cost. 5. Working Effects If a working is successful, then the Voodoun rolls the Knowing of the working's Orisha again to determine the working's level of success. The success level will help the Storyteller how resistible it is, and the general success level of the working. 6. Resisting a Working If the target chooses to resist, or the Storyteller decides to assign resistance to the target, then this must be overcome by the Working Effect roll in order for the Working to have any effect. If the target is someone with Willpower, she may elect to roll her Willpower against a difficulty of 6 to see if she resists it. Each success takes away a level of the working's effect. If a failure, she is subjected to the full effect. If a botch, she is subjected to the full effect plus she takes a wound level as one point of Mojo is drawn from her body and placed in the reservoir of the Voodoun. Working Modifier Chart +3 if working in concert with other Voodoun who do not have a Knowing with the Orisha of the working. +3 if the Voodoun is in combat +3 if the Voodoun is requesting more than his Knowing level with an Orisha allows. +3 if the target of the effect is not alive (including Kindred!) +2 if the Voodoun has had no prior preparation time +2 if the Voodoun is in pain +2 if the target of the effect is not within line of sight +2 if the Voodoun does not keep ritual garb appropriate for the Orisha he is calling upon +2 if the Voodoun does not have an altar dedicated to the Orisha he is calling upon +1 if working in concert with other Voodoun who do have a level of Knowing with the working's Orisha. +1 if the Voodoun is performing in the open, in public +1 if the target of the effect is another Voodoun +1 for every Working successful and still running* +1 if the Voodoun is not free to speak and move without hindrance 0 if the target is in plain view, the Voodoun has had time to prepare some, and all other factors are equal. -1 if chanting -1 if dancing -2 if using special ritual tools consecrated to the working's Orisha -2 if long-term preparation is undertaken -3 if the target's true name or magical name is known -3 if the target is an Outcast Voodoun, repudiated by the working's Orisha -3 if the Voodoun is Favored of the working's Orisha Mojo Cost Chart Add the Duration cost with the Effect cost for the Mojo cost. Duration Mojo Costs No Duration: 1 (Instantaneous, lasting for only an instant) Short: 2 (Lasting for one "scene") Half a day: 3 Day: 4 Week: 5 Month: 6 Year: 7 Mortal Lifetime (60 years): 10* 100 Years: 20* Permanent: 40* * These durations mean that the Working is no longer counted as "tying the Orisha up" (see the Working Modifier Chart) as it becomes a natural part of the background of reality. Effect Mojo Cost Minor, subtle effect (no lasting harm, no damage, no major changes in personality or perspective) Cost: 0 Mojo Examples: You make someone think of an old lover with Oshun's power. You make someone forget their car keys with Legba's power. You give someone a twinge of pain with Ogoun's power. Major, subtle effect (someone can be harmed, but it isn't obvious how this is accomplished. The effect is surprising but not unwarranted.) Cost 3 Mojo Examples: You make someone call an old lover with Oshun's power. You make someone forget where they parked their car with Legba's power. You give someone a momentary muscle spasm with Ogoun's power. Extreme, subtle effect (a series of circumstances and consequences conspires to create a strange but believable effect) Cost: 5 Mojo You make someone visit an old lover with Oshun's power. You make someone forget that they lent their car out with Legba's power. You give someone a sprain or charleyhorse with Ogoun's power. Minor, blatant effect (Strangeness is definitely afoot - unless hidden by cover of night or other magic, people will definitely remember and wonder about it) Cost: 7 You make someone start dating an old lover with Oshun's power. You make someone confused as to where they are, exactly, with Legba's power. You give someone a heart attack with Ogoun's power. Major, blatant effect: (You are definitely doing something totally out of the ordinary, that cannot be explained by any other means, and it hurts or changes reality bigtime) Cost: 10 You make someone leave their fiancé to marry an old lover with Oshun's power. You make someone forget who they are and what they're doing with Legba's power. You make someone's lungs catch fire with Ogoun's power. Extreme Blatant Effect (Extremely powerful, nasty, it's also dangerous) Cost: 20 Examples: You make someone fall in love with everyone who looks like their old lover with Oshun's power. You make someone think they are someone completely different, and forget they were ever anyone else with Legba's power. You give someone Cancer or a terrible genetic disease with Ogoun's power. Mojo Circles: Working in Concert A group of Voodoun can work together with one person leading them. The leader is the principal Voodoun and is the one upon whom all working rolls depend. The other Voodoun, however, can elect to share their own Mojo with the leader at the conclusion of the working. Thus, even voodoo tourists who only have 1 Touched Knowing and 1 Mojo can be of value to a Houngan. Mojo is taken on a point-by-point basis, going right from the leader, one point at a time until the entire working is paid for. If there is *still* not enough Mojo in the circle, the leader is the one who must sacrifice himself for the good of the group - the working will not steal from the other circler's health levels. The Knowing Unlike other deities with higher publicity budgets, the Orisha aren't omniscient. They are extremely knowledgeable, however. Still, they cannot reveal themselves to those who have not at least been properly introduced. They cannot influence, or expend energy on, or provide protection or power for those they do not know. For the Orisha, their knowledge of mortals depends on the relationships they develop with them. On the Voodoun's side, however, the same is also true. The Voodoun cannot ask for power from an Orisha with whom she has no relationship. Part of the process of Initiation introduces the Voodoun to the 7 African Powers Orisha, which means that a Houngan automatically has at least minimal relationships with them. Sometimes, all it takes is a simple touch from an Orisha to establish a relationship. A relationship with an Orisha is not unlike a relationship with a parent - the course of the relationship is a focused interaction between mortal and Orisha, between Voodoun and Incarna. This interaction serves as the fundamental basis for all voodoo magic. Degrees of Knowing Below is a description of each degree of knowledge, each level the relationship between human and Spirit. Although a rating number between one and five is assigned to each degree, this isn't meant to be a cut-and-dried process. Each degree must be evaluated and passed by the Storyteller - it is not something that uses experience points. Touched (*) The Making: Not every touch of an Orisha creates this level of relationship, but a single touch is required for this relationship to begin. The Orisha touches the mortal through some auspice: either spiritually, or through riding another. After the Touch, a shiver is usually felt. This signifies that the relationship with the Orisha has begun. The Taking: With a Touch relationship, a Voodoun can sense the power of that Orisha at work. She can also use that Orisha's powers to gather information about that Orisha's area of influence. Examples: Give love advice with Oshun's power. Sense a policeman with Chango's power. Know the shortest route through a city with Legba's power. Sense the hand of Ogoun on someone or something. Heard (**) The Making: In order for a Voodoun to be Heard by an Orisha, she must first successfully call that Orisha's attention and have that Orisha answer. The Orisha is not compelled to obey by any stretch of the imagination, but the very fact that the Orisha Heard and responded is enough to advance the relationship forward. Remember that it is up to the Orisha whether she Hears a Voodoun or not - the relationship doesn't advance without the Orisha's consent. The Taking: What this level of relationship gives a Voodoun is the ability to entreat the Orisha to do things for the Voodoun in the world. The Orisha may or may not respond, but at the very least, the Voodoun can ask. Asking for actions that take existing conditions and alter them slightly are best. Asking for actions that are firmly in the Orisha's interest and area of influence is better. No requests that do not involve the Voodoun will be granted - there has to be some connection with the Voodoun at this level for something to work. Examples: Ask Oshun for someone already in your life to fall in love with you. Entreat Yemaya for help in finding a friend of yours who is lost at sea. Request Oya to help you quit smoking. Beg Chango to help the police overlooking your parking tickets. Pray to Obatala for good health for your mother. Recognized (***) The Making: After the Orisha has been called enough times to become more familiar with the Voodoun, sometimes the Orisha will acknowledge the relationship with the Voodoun and decide to call him by name. This signifies a deeper relationship, and enables both Orisha and Voodoun to exchange energy on a deeper level. The Taking: The Voodoun can use his Recognition to cause magic to happen to people other than himself or those he is involved with. The request must be within the Orisha's area of influence. Also at this level, the Voodoun begins to sense spirits of other types and kinds, as described in games like Werewolf: The Apocalypse, Mage: The Ascension, and Wraith: The Oblivion. This sense does not convey the ability to speak with the spirits, but it does allow them to track their presence and movement and general bent. Examples: Requesting that Oshun give you a new lover whom you haven't even met yet. Calling Yemaya to take away a stranger's depression and sadness. Heal someone you just met with Obatala's power. Chanting to ward against Ogoun's power for your business for a day. Trying to put a curse on a stalker so that they become lost with Legba's power. Adopted (****) Mojo Bonus to all Workings with this Orisha: 1 The Making: Generally only one Orisha out of all will take a relationship with a Voodoun to the next level, although it is not entirely unheard-of for like- minded Orisha to very rarely share a Voodoun at this degree. At this level, a Voodoun becomes the adopted child of the Orisha. It is at this level that the Orisha can come down and inhabit the Voodoun and speak using his voice, although the Ridden Voodoun cannot use the Orisha's power yet in this state. The Orisha can also start requesting specific services of the Voodoun and expect for the service to be fulfilled - if it is not fulfilled, then no Mojo will be received or requests will be answered by that Orisha. The Taking: The Voodoun can now make commands, not requests. Technically, the Orisha can still refuse a request made by one of this degree, but it is not often that it happens (and the Orisha must return the Mojo spent on the request). The Voodoun can learn veves and can invest an Orisha's power temporarily in objects so that even non-believers can use the power of the Orisha. The Voodoun can now also request that the Orisha do something that is not in the Orisha's direct interests - like Oshun being asked to break up a love relationship, or Yemaya being asked to allow something in the ocean to be found. At this level, the Voodoun can start speaking to, calling and bargaining other kinds of spirits, but cannot compel them to serve. Example: Making a cursed juju bag with Chango's power and sending it to the Mayor.. Creating a perfume that makes someone irresistible with Oshun's power. Weaving a cloth that protects the body for a time when worn with Obatala's power. Favored (*****) Mojo Bonus to all Workings with this Orisha: 2 Working Difficulty Bonus: -3 (see Working Difficulty Chart) The Making: This level of relationship only comes after years of service. It is a deep relationship between Orisha and Voodoun. The Voodoun lives most of his life in constant service to his Orisha to the point where he has nearly no other thoughts or feelings. The Orisha frequently inhabits the body of the Favored, and can even use some of his spirit power while within the Voodoun. There is very little separation between Voodoun and Orisha at this stage - requests, commands, and other information pass back and forth between them continuously. The Taking: At this degree, the Voodoun can ask for permanent boons, make items of power, and accomplish magical feats that no other Voodoun can: such as entering the umbra. Because of frequent Ridings by the Orisha, the Voodoun begins to lose touch with mortal reality and begins to have a kind of double- vision: he sees the spirit world overlaid atop the real world. This means that he frequently interacts with beings who appear, to others, not to be there. At this level, the Voodoun can start compelling other kinds of spirits to serve, and with a proper teacher (a shaman or other practitioner who knows the craft) can even make fetishes. Examples: Take Ogoun's strength and throw a car down the street. Use Oshun's seduction to enchant a vampire Heal yourself from the edge of death to healthy with Obatala Make a store completely peaceful forever with Yemaya's boon. Create a compass which never fails to get you where you're going with Legba's power. Enchant a pistol with the Justice-giving power of Chango. AN EXAMPLE OF A VOODOUN WORKING Marcus is a Voodoun. He is Recognized (3) by Ogoun, Touched (1) by Legba, and Adopted (4) by Oshun. During the course of his roleplay, Marcus wishes to do a Working to help his business. Here's how it sorts out with the process: 1. Marcus decides that the working is up to Oshun, because she is the Orisha of abundance, and that's what he wants to bring to his business. 2. Marcus has 4 dice to roll with his Knowing of Adopted (4) with Oshun. He is omi-Oshun, so she pretty much listens to what he asks for. 3. His storyteller decides that what he wants (his store to eventually become a chain of stores) is a Major Subtle Effect (Cost of 3) lasting for a Year (cost of 7) for a total Mojo Cost of 10. His difficulty for the Working Roll starts at 4, he spends a little time preparing, so that's not a problem. He sets up in a warehouse across the street from his business, so he has a clear line of sight. He still has to take the +3 modifier for his target not being alive, making his difficulty for the roll 7. He chants and dances in ritual garb appropriate to Oshun, and receives a bonus of -2 for that. His difficulty is now 5. His current Mojo level is 8, 2 less than the 10 needed. He will have to make at least 2 successes on the roll to avoid being hurt by the working. If he botches, the working could literally kill him if he doesn't have the Willpower to spend in correcting it. He rolls the Working roll, and it comes up with two successes only. This drains all of his Mojo (8 points) but the Working is definitely going to take effect. His Storyteller rolls the Working Effect roll in secret for him - four dice (once again, his Adopted Knowing of Oshun) at difficulty 7 (the standard Effect difficulty). Once again, he gets two successes, so the Storyteller rules that, over the course of the next year, Marcus will experience sales growth by a factor of 2, enough to open up at least one other store. Of course, from then on, he will receive a +1 penalty to all his other Workings as Oshun is "tied up" with that particular one - but the success of his business is worth it. Section Five: A Living Tradition (Storytelling Voodoo) Storytelling Retribution (Hex) Retribution is a calling-due of the karmic debt that a Voodoun has incurred. The current temporary Hex pool is the dice pool for the Retribution roll, the difficulty is based on the current Permanent Hex trait: Permanent Hex[tab]Difficulty 10[tab]3 9[tab]4 8[tab]4 7[tab]4 6[tab]5 5[tab]6 4[tab]6 3[tab]7 2[tab]7 1[tab}8 Count the number of successes on the roll. Those successes indicate the Retribution points for this Retribution. These points are then used to assign Hex Flaws. It is up to you as storyteller to assign them appropriately. The section below will help you design them. Hex Flaws Add up the qualities below for each Hex Flaw Duration Aspects: Permanent: +7 Month: +5 Week: +3 Day: +1 Scene: +0 Intermittent - Random +1 (The flaw occurs at random times) Intermittent - Pattern +2 (The flaw occurs in a regular pattern that can be identified) Intermittent - Triggered +3 (The flaw occurs whenever a trigger is encountered. This trigger can be a person, place, thing, or action.) Continuous +2 R Intensity Aspects Minor Flaw: +1 (causes annoyance, mild disability, dysfunction, a slight loss of money) Major Flaw: +2 (can cause real damage, can destroy relationships, can get you fired from your job, or cause a car accident) Near-Fatal Flaw: +7 (can cause massive injury, ruination in relationships and wealth) Repentance (Hex) Riding (Orisha) Voodoo And The Supernatural Voodoo is not for mortals only, although only non- Mage mortals can ever become a Houngan (Initiated). The Orisha have been known to grant Mojo to other supernaturals, as defined below: Vampires Kindred can be Voodoun, but can never be a Houngan (Initiated), as they are not alive. They are limited in Knowing (see Section Four, below) to "Recognized" and may never pass that level, except with the Orisha Baron Samedi or a similar undead Orisha. Each Kindred cannot interact with more than one Patron Orisha at a time, and they cannot hold more Mojo within them than their Humanity. In Workings, the Kindred may not spend more than his Self-Control trait in Mojo. The plus side for a Kindred Voodoun is that he may spend Vitae to substitute for Mojo when his Mojo runs out on a one-for-one basis. After exhausting the Vitae supply, the Working goes after the Kindred's body levels like it does for mortals (See Section Four) This does not make them very powerful Voodoo practitioners, but it allows them to use it occasionally as an "ace up their sleeve." Because a Kindred is a dead Ancestor already, they cannot ask for aid from their Ancestors, so they never have Ancestor Orisha. Many Houngan see Kindred as being "stuck in the cycle of life and death" and won't deal with them. The Orisha are in general ambivalent about them, but have been known to interact with them anyway. The Followers of Set and the Samedi are shoe-ins to be affiliated with Voodoo. Many Settites have good relations with Ogoun, Oya, and Chango, while the Samedi have a peculiar Haitian Orisha named Baron Samedi who is their primary (and only) Voodoo patron. Still, other Orisha occasionally visit other Clans. Some Tremere Spirit Thaumaturgists have longed to learn more about Voodoo, but for some reason the Orisha absolute avoid these types. The Nosferatu and the Toreador seem to be the most frequent CamarillaVoodoo-positive clans. Samedi do not have the prohibition against raising Mojo, but they have secret rites they must undergo in order to interact with their Orisha, and those rites are not given to just any old Samedi Leech - they're treasured and closely guarded. The Giovanni, for all their studies of death, have not been seen to have the power of voodoo, for some reason. They have other pacts with the Dead, and resist the idea of dead spirits affecting them. No Ghoul of any kind can become initiated as a Houngan, although Houngan who are later Ghouled do not lose Mojo as a result - unless they offend an Orisha, who may Hex them. The Orisha must accept eastern Kindred before they can interact with them. (see Foreigners, below) The Sabbat, by and large, rejects Voodoo, except for the Serpents of the Light, who continue to practice it in secret. The Children of Osiris also practice Voodoo and follow Chango, Legba, Oya, and Yemaya. Werewolves and other Shifters Only Werewolves and other Shifters who are derived from human stock (Homid) are allowed to become voodoun. Most Garou do not become Voodoun, but can have ties to those who are Voodoun. Most Garou view voodoo as "magic of the Wyrm." The fact that the Orisha come from a Dark Kingdom (the Lower Umbra) seems to support this. Garou are limited in their abilities to become Voodoun. Their Totems tend to interfere with Knowing Orisha - they may not reach past the Recognized degree in a relationship with an Orisha. Furthermore, they may only have one Orisha as a Patron. Garou often lose Wisdom and Honor Renown when it is revealed they are Voodoun. No Garou may become a Voodoun who also has either a Familiar Spirit or a Pack Totem background. The Uktena and the Silent Striders are the most Voodoo-positive tribes. Because of the powerful spirit-nature of the Uktena, the Orisha rarely interact with them. They are not interested in having their Orisha Avatars bound into Garou artifacts. Those Uktena practitioners who know of Baron Samedi (see the Vampire section, above) feel that he is a Wyrm-Tainted Orisha. There is some debate about whether Ogoun is Wyrm-tainted, however. The Uktena are attracted to the wisdom of Obatala and the power of Chango. The Silent Striders are more frequently Voodoun than other tribes. They are usually omi-Legba and frequently have Ancestor Orisha. The Silent Striders have one special exception: they may become Voodoun of Adopted and even Favored Knowing if their Orisha is an Ancestor who is also a Past Life. They may also have this same Orisha as a Pack Totem. No other tribe may have an Orisha as a Pack Totem. For more information about this, see the Appendix. There are no known Black Spiral Dancers who are also Voodoun, but theoretically, when and if the Wyrm lets them, they may become limited (Knowing of Recognized) Voodoun, and would choose Hex versions of Legba, Ogoun, Chango, or Oshun. Among the Bastet, it is only the Egyptian-derived Bubasti and the Qualmi who have any Voodoo- involvement, and they may become Voodoun. Bastet are favorites of Oya, Oshun, and Legba. The Corax avoid Voodoo like the plague, as the Orisha are still angry with them for some slight that Raven did to them long ago. The Orisha will not go near the Gurahl, who all appear to be spirit Masters, although one Louisiana black bear named Thomas Patch has, through becoming good friends with a Voodoun, managed to gain the patronage of Legba. It is said that the Louisiana Mokole actually have their own form of Houngan - that they worship a strange transliteration of the Dragon and Chango as King. Some say that Mokole can actually become Houngan of a sort - at least, they have frequently demonstrated Knowing of more than one Orisha, and their Ancestor Orisha are particularly powerful. No Louisiana Rokea are known, but if there are any, and they became Voodoun, they would probably revere Yemaya, Mother of the Seas. There are rumors of a Bayou Ananasi named Lady Calla who is a Voodoun, oma-Chelisk, the Spider- Woman, a strange Arachnid Orisha who is also found in South America. No one has heard from Lady Calla in years. This doesn't mean that all were-spiders are Voodoo-positive, however. The Orisha leave the Nuwisha alone, and vice-versa. The Ratkin are sometimes Voodoun, and follow Chango, Legba, or Ogoun, but are never Houngan. Those Kinfolk who become Houngan (which is possible) are frequently oma-Oshun, Oya, Yemaya, or Legba. Kami may not become Houngan, but they are allowed to be Voodoun and have one Voodoo Patron. Just in case you were wondering, no Orisha will listen to the pleas of an Abomination - it just doesn't happen, so don't even think about it. Mages No Mages may become Voodoun. Their Awakened Avatars prevent them from doing so. It would be technically possible for a Voodoun to be Awakened prior to his achieving Adopted Knowing, but once that is achieved with any Orisha, the Voodoun is "set" as a Voodoun for life, and can never be Awakened. Upon Awakening, ties with the Orisha are suddenly and irrevocably shattered. A Mage may still attempt to interact with the Orisha through Spirit Magick. This is a fairly dangerous proposition, as it places the Mage in a position of forcing an Orisha to do his bidding. Orisha do not like that. The manifestation of an Orisha on Earth is considered a powerful spirit, an Incarna Avatar, and are themselves Greater spirits as per the Mage rules. The Orisha frequently grant Voodoo Ward boons specifically so that their Voodoun are protected from True Magick. This simply gives them an element of Countermagick. The Orisha are inherently distrustful of and dislike the Technocracy, especially the Void Engineers, who wish to see them destroyed. They have done much to remain Mythic Threads of New Orleans and they're not about to see it stopped now. Acolytes and Consors of Mystics can become Houngan, however they give up any chance of Awakening afterward. The Initiation process shapes a mortals' Avatar into a structure suitable for use by the Orisha, and this rules out any further Awakening. Psychics can become Houngan, and frequently do. Wraith: The Oblivion Wraiths cannot in any way interact with any of the Orisha because they're dead. However, a Houngan, once dead, can become Ancestor Orisha for a living Voodoun. Not only does this gives them Memoriam, but it also allows them extra Eidolon dice to stave off their Shadow, and gives them a Fetter of their Voodoun. The potential Ancestor Orisha must be given a Mass for the Dead by three powerful Houngan, who call the Orisha to give the Ancestor power in Death. Those Orisha intercede with Samedi to grant the Ancestor his status. Becoming an Ancestor Orisha is the only way for a deceased Voodoun's Mojo-workings to be retained - otherwise, once dead, their magical workings disintegrate (see Voodoo Mechanics, in Section Four). Although this is basically unheard of, it is theoretically possible for a Revenant (Risen) to interact with Baron Samedi as his Voodoo Patron and become a Voodoun. Some Ancestor Orisha have "come back" temporarily in order to right a tremendous wrong - these Risen Voodouns have access to their old wisdom and knowledge but must fight their Shadow in order to get Mojo again. A Note about Reincarnation It has been known to happen that an Ancestor Orisha has 'transcended' in the Shadowlands and actually become reborn in a human body. Some believe that Marie Laveau, the one-time Voodoo Queen of New Orleans, will do this one day. Although the reincarnated Ancestor must begin her relationship over with the Orisha, she is born a Houngan, already Initiated. Mummies There are no known Mummy Voodoun. However, if a Mummy was to spend the time and energy getting to know the Orisha, and wasn't very spirit- threatening, he could conceivably interact with a non-Ancestor Orisha as a Patron. Most mummies leave Voodoo alone, and despise Baron Samedi as his Kindred. Changeling: The Dreaming To Changelings, the Orisha are Mythic Beings. They're Chimerical spirits. The area around New Orleans is steeped in enough of the Dreaming so that the myths of Voodoo are allowed to actually be real. It is the Changelings who actually have the best chance of actually seeing and interacting face-to-face with the Orisha. Changelings, because of their faerie selves, cannot become Voodoun. Kithain (faerie mortals) are allowed to become voodoun, but must never lose the fight to Banality or they will not have access to their Mojo. They may not become Houngan. Other Mortals Hunters A scarce few Vampire Hunters are Voodoun. Those who are, usually follow Chango or Obatala. Gypsies Gypsies are superstitious about getting involved with Voodoo. It's scary stuff to them. They would rather deal with their own magic and not worry about Voodoo problems. Their magical blood prevents them from becoming Houngan - the Orisha have never Initiated a Gypsy with pure blood as one of their own. However, they can if they wish interact with the Orisha as Voodoun, limiting themselves to one Patron, although this does cause them some flack with the Gypsy community. A note about Foreigners, Acceptance, and Mardi Gras Because the Orisha in the World of Darkness are tied in with a specific region (in this case, New Orleans / Louisiana), they have limited power outside that region. Furthermore, in order for a person to have as a Patron one of the Orisha, he has to be accepted by the community of New Orleans first. He can't be just a tourist or a one-time visitor. He has to have New Orleans in his blood, as it were. Anyone who stays in NO for more than three weeks is pretty much accepted, and even a business traveler who only visits three or four times a year might find themselves accepted by the Orisha. Of course, during Mardi Gras, all bets are off (see the Mardi Gras part of Section Four). Orisha: The Divine Riders Also called the Loa, an Orisha is a particularly powerful spirit of a type called "the Incarna", who all live in a Far Realm called the Dark Kingdom of Ivory, a spirit-kingdom outside of the reach of most mages and werewolves. They have magical ties to certain parts of the Earth, ties that wax and wane depending on the area, the time of year, and the phase of the Moon. They are natural spirits for the most part, and very ancient: they were old when humanity was new. These magical ties allow them to freely travel back and forth between their Kingdom and the realm of Earth. The Orisha aren't immortal, but they are extremely long-lived. They're not omnipotent, but they are extremely powerful. They're not omniscient, but they can fake the illusion of omnipresence, especially in areas where they are established as powers. They are not infinitely divisible, but they do divide themselves without diminishing their power and show certain facets to some, and other facets to others. They're very discerning. They're incredibly intelligent, very wise, and very knowledgeable. Each Orisha has several areas of influence in which they can affect everyday life and existence on Earth. These areas are not very specific, and occasionally overlap. For example, Oshun could be called upon for a divination on romance in someone's life, but so could Obatala, the Orisha of divination. Yemaya could be asked to help lost sailors on the sea, as she is the Mother of Oceans, but so could Legba, who is the patron of directions and the lost. What is important is that the Orisha are not mindless, heartless, or thoughtless entities. They're characters in and of themselves - they have feelings, thoughts, plans, strategies, agendas, and quirks. They're quite human in many ways. Whether this is because they were once human beings, or because their interactions with humans have forced them to be so remains to be seen. A Divine Motivation What is it that the Orisha want? Well, first and foremost, like all of us, they want to survive. The prevailing rule of reality these days being counter to the survival of the Loa, they have endeavored to imbed themselves deeper in the consciousness of the world - with varying levels of success. They also wish to thrive. They have managed to create a few places in the world where their power can still be felt. New Orleans is still one of them. Some parts of Africa in the deep jungle and the island of Haiti are another. Their power is spreading throughout Miami with the rise of Santeria, which is a similar but different religion. Although in recent years they have become much more cooperative with each other, the old rivalries do flare up. Sometimes it's Oya versus Chango. Sometimes its Ogoun versus Chango, or Yemaya. Sometimes Oshun makes Legba jealous of Chango, or Chango unwisely bans Legba, or Baron Samedi shows up to try and take one of them to Death. It's all an integral part of their personality. Everything is so contrary that each Orisha isn't always sure where their true allies are - and often don't know for certain who's what until they take a stand and see how the chips fall. Finally, they can't help but play Deity where they have power. They pursue their old spheres of influence, and through their Voodoun, try to learn more about the state of the world around them. Slowly, but surely, they're entering into the 20th century, just in time for the 21st. A Storyteller's Explanation for Voodoo, Orisha, and the Voodoun Essentially, the Orisha are Incarna-level spirits who create a kind of spirit bond with a normal mortal. Through that bond, they filter a kind of specially flavored Quintessence (Mojo) that allows those mortals to have an effect on the world. What is actually happening is that the Mojo itself forges a brief spirit link with the Voodoun, and the Orisha himself is the one who actually does "the magic." The spirit bond is totally up to the Orisha, but technically, if a Voodoun wished to escape his bond, he could be cleansed of it by someone sufficiently knowledgeable in spirit magic. The reason no Paradox is involved is because the effects tend to be coincidental in nature, and when they're not, they're explainable as "voodoo" - the mythic thread that the Orisha exploit just to exist. In Mage Terms: A Voodoun could be temporarily crippled by a Spirit 4 Ward which cut him off from his Orisha. Spirit Mages can use their sphere to undo some effects from a Working, but not always all. Unweaving a Working requires knowledge of, at the very least, Spirit 2.