Date: Wed, 21 Jun 95 21:00:24 -700
From: Ralph <rafreid@primenet.com>
To: bcorbett@crl.com
Subject: I found this strange document....
This is my Voodoo conversion from Chill into ShadowRun. It now also contains some of the ideas from the Voodoo system published in White Wolf magazine, like the loa.
Voodoo is a magical type that is both more powerful than Shamanic/Hemetic magic and more powerful than both. Voodoo practitioners are either Houngans/Mambos or Bokor. A houngan is a voodoo priest, generally using their powers for good (a mambo is a female houngan). Bokor are more dark and evil than their counterparts. The worst of the bokor are the veau bokor, the leaders of the black sects devoted to the spread of evil. Opposing them are the nou houngans/mambos of the red sects. I will refer to the practicioners as houngans from now on.
Houngans are capable of using all spells, but are very limited in respect to conjuring. The only spirits that the houngan can summon are Loa and zombies. They are still capable of banishing elementals and spirits. The houngan can also summon up several Paranormal Animals. While these creatures must come to the houngan's call, they have the option to turn down the houngan's orders and return to wherever they came from. Voodoo also has several specialized foci that are unusable by any other magical type and it has several powerful abilities.
There is no such thing as a Voodoo Adept. You're either fully a houngan or fully mundane (for voodoo). There is no in-between.
Voodoo ablilities are based off a special skill called Voodoo. They are granted one at a time each time the houngan spends the karma. But just like a spell, they must be taught by another houngan willing to do so. They can be learned in any order the player wishes. But all of these special abilities require the use of Loa, or the specialized spirits that only a houngan can summon. Each ability requires the sacrafice of at least 2 Loa at a minimum force of 1 each. But there is an advantage of using higher force Loa: average the forces of the Loa, round down, and subtract 1. This number is the additional number of dice that the houngan adds to his/her Voodoo skill to perform the desire ability.
Day 1: | 6M |
Day 2: | 10M, -1 body |
Day 3: | 4S |
Day 4: | 9S |
Day 5: | 12S, -1 body |
Day 6: | 5D |
Day 7: | 8D |
Day 8: | 11D, -1 body |
The drain is resisted when the ability is initiated and it need Loa of Samedi, Agwe, and Ogu. Drain: (Target's Body)D stun
This abilitiy is a really nasty one that allows the houngan to attack the target from any distance doing massive damage. It requires a material link of some kind for no extra target numbers. If the houngan uses a symbolic link, the target numbers are at +4. This ability requires a symbolic voodoo doll that may look like the target (-2 TN) or not. The houngan must perform a ritual (sacrafice a chicken/goat, etc.) to bond the doll to the target. The doll must have the material link inside it or it will not function properly. Once the ritual has begun, the bond is unaffected by distance. Also, once the bond has been created, only a reverse ritual, destruction of the doll, or the houngan's forgetting to attack the target every day will break the bond. Yes, this means that the houngan must attack the target every day. Damage is as below:
Days | Damage |
1-3 | (Magic Rating)M stun |
4-6 | (Magic Rating)S stun |
7-9 | (Magic Rating)D stun, |
(Magic rating)M wound | |
10-12 | (Magic Rating)S wound |
13-15 | (Magic Rating)D wound |
16+ | (Magic Ratingx1.5)D wound |
This ability requires Loa of Samedi, Agwe, and Aqua. The drain for the original ritural is 10D stun and every day of attack is 8L physical.
This ability causes bad luck. It is resisted by willpower. Every success the houngan gets increases the target's TNs by one for ALL tests and every success makes this operate for 1 week. It will operate independently of the houngan, but the houngan must see the target to initiate the ability. It needs Loa of Agwe and Maitre Carrefour. Drain: (Target's Willpower+1/2 Intelligence) S stun
Houngans are only capable of summoning Loa and Zombies, but are capable of banishing any spirit. The Maximum number of Zombies and Loa that can be controlled and maintained by any houngan is equal to his/her charisma. But up to 4 extra Loa can be maintained for a day if the intention of the houngan is to use them in either a Zombie summoning or a Voodoo Ability.
There are three types of zombies. The Cadaver Zombie is your run-of- the-mill reanimated corpse. An Astral Zombie is a spirit zombie, and a Greater Zombie is a powerful combination of both that only an Initiate can summon. To create a Zombie, the houngan needs an intact, freshly dead corpse and a night to summon it. Freshly Dead means within the houngan's Conjuring skill in days. He/she also needs Loa of Samedi and Maitre Carrefour of equal force to the zombie being summoned. Just as with the Abilities, these Loa are gone after the zombie is successfully summoned. After performing the appropriate ritual, the houngan touches the grave and a zombie appears.
Astral zombies appear immediately, cadavre zombies dig their way out within 3d6 minutes, and Greater zombies appear within 1d6 minutes. If the houngan that created the zombie dies or takes a Deadly wound, the zombies will go free much like an Ally. If it does go free, then it will remain in the world to wreak havok and evil upon it.
Loa are special spirits that are not either elemental or spirit, but have some characteristics of both. They require a certain amount of materials much like elementals (500 x Force of Loa) and the summoning takes ( Force x 10 min.) to complete. Each success counts as a service. But the Loa don't remain until the houngan uses all their services. Every 24 hours after summoning counts as a service, after which the Loa returns to wherever it came from. Loa have much stronger personalities than spirits and elementals which are largely determined by the personalities of the gods the Loa were originally thought to be. Even two Loa of the same type can be different, depending on who summond them and for what purpose they were summoned. In addition to the powers of the Loa listed below, they have the ability to possess the houngan who summoned them, upon his/her request. The houngan attempts a Conjuring (Loa's Force) test. A single success is all that is necessary. While possessed, the houngan is aware of what is going on, but is unable to do anything without going through the Loa to do it. The possession goes on for a maximum of 24 hours, or until the houngan commands the Loa to leave his body. While possessed, the Loa has access to all of the houngan's knowledge and skills, and the houngan's physical attributes are increased by the Loa's Force, and the Loa also has access to all its powers. It may be banished from the body, and if it's host is knocked unconscious or killed, the Loa must make a Force (10-Force) test to resist disruption. When/if the Loa leaves the houngan's body, the houngan must resist a a (Force) D drain.
But the Loa can refuse to vacate the body after commanded to do so. If this occurs, the Loa must make a Force (Houngan's Conjuring Skill) test against the houngan's Conjuring (Loa's Force) test. Ties are re-rolled and the winner retains control of the body. If the houngan fails, he/she may try once every 24 hours to regain control. If, after a number of days equal to the houngan's Magic Rating, the houngan still hasn't regained control, the houngan's spirit dies and the Loa retains permanent control of the body, becoming a Free Spirit.
this Loa is violence incarnate. It is unpredictable and rarely adheres to a single course of action. When acting, it is quick and relentless. It manifests as a muscular black man wearing loose white clothing with lightning in his blue eyes.
B: F+1 | Q: F+2(x4) | S: F+1 |
C: F | I: F | W: F |
Ess: F(A) | Reaction: F+2 |
this Loa is strong and fluid as the ocean and all that lives in and on it. It can wear down obsticles through slow and stead force or quick, crashing force and it is rarely turned from its destination. It manifests as a large black man clothed only in the seeweed that wraps around his body, and he smells of salt and the ocean.
B: | F+2 | Q: F(x2) S: F |
C: F | I: F | W: F |
Ess: F(A) | Reaction: F+1 |
This Loa represents the cobra, master of Heaven's waters as well as all the springs, rivers, and lakes that those waters are supposed to feed. It is also known for being swift, steady, and almost impossible to turn from its course. It always manifests as a giant King Cobra.
B: F+1 | Q: F+4(x2) | S: F-1 |
C: F | I: F | W: F |
Ess: F(A) | Reaction: F+4 |
this Loa represents both Love AND Lust, personifying gentle affection, devotion, and friendship as well as mindless desire, raw sensuality, and an insatiable sexual appetite. It always manifests as a beautiful black woman, a dream lover to all who see her.
B: | F-2 | Q: F(x2) S: F-2 |
C: F+4 | I: F | W: F |
Ess: F(A) | Reaction: F-1 |
this Loa is the only Loa that seems to feel any kinship with humans and
metahumans. It is the most trusted of the Loa and is very mature.
It always
manifests as and old, bent, and withered black man.
B: F+2 | Q: F+1(x2) | S: F+1 |
C: F+1 | I: F+1 | W: F+1 |
Ess: F(A) | Reaction: F+1 |
this Loa personifies the power of magic. It can be very helpful, but is also egotistical, sarcastic, and sinister. It manifests as a thin, arrogant black man in robes of scintillating colors.
B: F-1 | Q: F(x2) | S: F-1 |
C: F | I: F+2 | W: F+2 |
Ess: F(A) | Reaction: F |
this Loa has two very distinct natures, one of the warror spirit of fire, power, and wisdom, and the other of healing and compassion. It manifests as an African Warrior, complete with spear and shield.
B: F+4 | Q: F+2(x2) | S: F+4 |
C: F | I: F | W: F |
Ess: F(A) | Reaction: F+2 |
this Loa is also dual natured, representing both the cold hand of death and rabid eroticism. It is also a joker with a macabre sense of humor. It always manifests as a laughing black man wearing a top hat and long coat and carrying a cane.
B: | F+1 | Q: F(x2) | S: F |
C: F+4 | I: F | W: F | |
Ess: F(A) | Reaction: F+1 |
this is your run of the mill material zombie that can destroyed rather easily. A means
the original Attributes of the dead person being used for the zombie.
there are only two ways to fully kill this type of zombie. You can kill it in astral combat or banish it, or you can treat the corpse it came from in the following way. Dig up its coffin, shave the corpse totally, and trim its nails. Then re-bury the body in a new coffin with its hair, clippings, a comb, a handkerchief, a rosary, and 6 pins or needles. When the grave is finally closed, the Astral Zombie dies and is unraisable ever more. However, the zombie and its summoner know immediatly if the grave is disturbed and they often try to defend the body.
B: F | Q: F(x6) | S: F |
C: F | I: F | W: F |
Ess: F(A) | Reaction: F(+10/20 astral) | Attacks: (F)M phys. |
this is a very powerful spirit that looks like a zombie cadavre until your attacks begin to bounce off it. The only way to kill it is to incapacitate it with blows and such, dress it in a black suit of which the pockets have been turned inside-out and slashed, bury it in a coffin with 24 seeds. When the lid is closed, the zombie crumbles to dust.
This type of zombie is only available to Voodoo Initiates and is always physical, but
with a dual nature. If killed,
it remains incapicated for 24 hours after which it
regains consciousness with no wounds whatsoever.
B: F+A+4 | Q: F+A+3(x3) | S: Fx2 |
C: F | I: F | W: F |
Ess: F(dual) | Reaction: F+10, 2d init. | Attacks: (Str)M phys. |
Houngans are capable of summoning to themselves several powerful paranormal creatures/animals. But these creatures are free willed beings.
They must come when the Houngan calls, but they have the option of turning down the job that the houngan has for them. The houngan uses his/her Conjuring skill to summon them, and then they must convince them to do his/ her bidding through rollplaying. Once the creature has agreed to perform the houngan's task, they must complete it or die trying. The reason for this is that summoning these paranormals requires powerful Loa of Legba and Agua.
These Loa kill the creature if it attempts to break the agreement with the houngan.
For this reason, the minimum Force of the Loa of Legba is the creature's
Intelligence and the minimum Force for the Loa of Agua is the creature's Body.
These Loa can only be used this once, as this qualifies as elemental remote
service.
Once the agreed upon deed is complete, the creature is free to do
whatever it wishes and the Loa that we [. . .]
this creature is, in its natural form, a small black panther. However, it is dual natured and very dangerous, but relatively easy to control.
B: 5* | Q: 6*(x4) | S: 4* |
C: 3 | I: 4 | W: 5 |
Ess: 6 | Reaction: 7*, 2d* init. | Attacks: 5M* |
this is an astral creature that manifests on the physical plane as an 8 meter long
serpent with faintly glowing red eyes. Its reduced regeneration means that, unless it
fails the regeneration test, it goes astral when killed
or knocked unconscious, and
then resumes its hunt/ attack after 8 hours, fully healed.
B: 8 | Q: 6(x3) | S: 8 |
C: 4 | I: 6 | W: 7 |
Ess: 8 | Reaction: 7(+10/20 astral), 2d init. |
this is a very large bat (3 meter wingspan) that has no hair and often has sores and boils all over its skin.
B: 4 | Q: 7(x5) | S: 4 |
C: 3 | I: 3/5 | W: 3 |
Ess: 5 | Reaction: 7, 2d init. | Attacks: 4M |
Corpselight, Ghoul, Nomad, and Gedhi fly are four creatures that I will not write down all the stats for. The first three are in Paranormals of North America and the last is in Paranormals of Europe.
this being is another primarily astral being, but it's manifest form is very unappealing. It manifests as a 1m tall, bloated toad with fangs, bulging whit eyes, and a tri-forked tongue. It can move much faster than it looks like it should. It usually assumes an innocuous form common to the area. These are very hard for the houngan to control and are at +2 TN for all attempts.
B: 6 | Q: 6(x3) | S: 7 |
C: 4 | I: 7 | W: 7 |
Ess: 8 | Reaction: 7(+10/20), 2d init | Attacks: 7S |
These items are powerful items and foci that only houngans can properly use. They are still usable as ritual links, and another houngan could potentially use one as a link for Symbolic Magic.
naturalcharisma for 1d6 days. This charisma modification allows the houngan to summon more Loa or Zombies. These rituals may accidently summon a really annoyed Voodoo Creature, like the joukoujou. Karma Cost: none Price: 150000 base(what the market will bear)
These are liquids, powders, and compounds that a houngan can formulate from his/her extensive chemical knowledge. Roll the houngan's Voodoo skill to properly make the potion. If the potion is a poison, a failure could mean the houngan's premature death.
this powder is a mixture of zombie cucumber, seatoad secretions, powdered human bone, and many other goodies. What it does if unresisted is induce a deathlike coma in the afflicted person along with massive mental trauma, effectively reducing the person to a Willpower and Intelligence of 1. This is permanent and the character is lost to the game.
There are 4 types of powder and ways of getting it. There are supposedly antidotes, but they must be tailored to the type of powder and must be used immediately after contact with the powder. However, they take much more time to create and only the really powerful houngans know the secrets.
Base Level of attack:
Contact: 12M
Ingested: 8S
Inhaled: 12S
Injected: 12DLevels of damage:
A: 1d6 minutes till coma and presumed death. Person becomes a physical zombie. Bye.
B: Coma in 2d6 minutes, will zombify in 2d6 days unless antidoted. Even if the person survives, they will be less mentally stable.
C: Passes out for 1d6 days, less stable.
D: 12D stun wound, less stable
E: 12S stun woundMethod of contracting:
Successes: Damage Level Contact: 0 A 1 B 2 C 3 D 4+ E Ingested: 0-2 A 3 B 4 C 5 D 6 E Inhaled: 0-3 A 4-5 B 6+ C Injected 0-3 A 4-5 B 6-7 C 8+ D