Vodoun and Loa Spirits.
Despite common misconceptions the Vodoun religion lends itself to a strong sense of community and communication. VoDoun Priests (Houngan), Priestess (Mambo), and Sorcerers (Bokor) all share a comon understanding that the worst sins among a community is dishonor and greed. The VoDoun power comes from their belief and communion with the Loa spirits. The eldest of which grant them gifts through their loyalty.
With the veil lifted and the many spirits now roaming the earth it is believed by many practitioners that the Loa not walk among them.
- can sense magical energies (Damballa)
- can speak any spoken language (Legba)
- can commune with nature (Loco)
- Can offer blessing to all aspects of life (Ayida-Weddo, Ayizan & Anaisa Pye)
- Grants “Precognitive Flashes” (Guédé)
Cost = Action Number + 3
With this power the Priest brings down the local Loa onto their target, granting them access to the physical world just enough to do as they please. This allows the Priest to alter aspects of the environment to their liking, this includes things like Turning the soles of someones shoes to glue, rapidly decaying a doorway to break it away, turning a small portion of dirt into a quicksand trap.
When the priest uses this power it allows them to change the nature of the world around them, or to give the Loa a chance to do it for them.
- Variable-range Chaotic energy attack Range: 4
- One Chaos effect per target
- Must describe effect
- Add extra energy for greater control
Cost = Action Number + 4
Ghede are the Guardian loa of death and the roads to the dead. They know all things living and dead and are willing to share them with the priest, should they be near their realm. This power gives the Priest great access to that realm.
- Communicate with the dead: Can speak with Spirits/Dead if they wish to talk
- “Read” corpses: Allows access to all the information about a corpse from birth to cause of death.
- Call Undead: Can command Spirits and Undead based on their “Health”
Cost = Action Number + 2
The Priest can directly summon a spirit to manifest. Spirits don’t like being summoned or controlled and will fight against the summoner if they have to. Unless you are summoning a creature you know by name, or are repeating a summon you will not know what you bring forth. you could summon a spirit or, if unlucky, you may capture a Demon. If you don’t want to risk losing control of a potentially deadly spirit or demon you can always invoke one of their abilities, either way is up to you. There are common restrictions to the way to summon.
- For duration, except when specified, you must add additional energy according to the duration section of the d&R. This energy does not count towards effect.
- For an increase in range or area of effect you must add energy, except when specified, according to the D&R chart. This energy does not count toward effect.
How To Summon
To summon a spirit or demon you must put forth as much energy into your summoning action as the spirit/demon’s durability. Since durability is usually the source of the spirit/demon’s power you are essentially creating a pool of power for the task you want them to preform. you will also need to spend energy for any specific abilities you want them to have, and against additional energy if you want a specific value to it.
You want a Spirit with a Durability 4 and a Force Field power. That will cost you 5 energy, but if you want him to have a force field power at a 4, that will cost you one extra.
Unless you are summoning a specific spirit/demon who’s name you know you are really creating it to your specifications. Summoners are advised to keep a list of known spirits/demons in their inventory for ease of use. Once you know the spirit/demon’s name you don’t need to specify for powers or abilities, only for durability. Names are power.
You can also split energy into summon multiple spirits/demons at the same time. If you put 3 energy into your summoning you can summon 1 spirit/demon with 3 durability, 2 spirits/demons with 1 and 2 durability or even 3 spirits/demons with 1 durability.
Once you’ve summoned a spirit/demon you must maintain control over them. This can be done through anything from the expenditure of more energy every so often, to sacrificing a pig once a week. This is the spirit/demon’s Control Factor. It is determined by the GM at time of summoning.
How to Bind
Binding a spirit/demon is on act of gaining permanent dominance over the spirit/demon To successfully bind a spirit/demon you must spend energy to exceed their Binding Factor. Be aware that binding factors can be very high and often times magical research is needed.
How to Invoke
Invoking the power of a spirit/demon is often much safer then trying to summon one. However, it can often times leave you wanting as the invoked spirit/demon can simply ignore you, take a great deal of time to respond, or just say no. If it does say yes however then you can use the power as if it were your own. You must pre-pay energy equal to the duration you wish to have the power. If instance if you are invoking a water spirits healing power for 3 sequences you will first need to spend 5 energy. 3 for the duration, 1 for the power, and 1 for the invoking itself.