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Obeah and Vodoun for Pirates of the Spanish Main

-Savaged by HawaiianBrian
The Caribbean during the days of piracy is a
strange and dark place. Voodoo has begun to take
shape in the New World, reports of strange
creatures abound in the waters and jungles of
these unfamiliar isles, and it is said those who
have the desire can study and master small
incantations, at great risk to themselves.
This article is designed to be used for the
Pirates of the Spanish Main setting for Savage
Worlds. It introduces low-level dark magic which
can provide options for gamemasters wishing to
add an element of the supernatural, or even to
characters wishing to harness forbidden power.
While it describes real-world magical practices
used throughout the Caribbean, it does not
attempt to realistically portray such practices, nor
does it intend to endorse or condemn them.

forbidden rites which allow them to tap into the


power of the spirit world.
What follows is a brief summary of rituals,
as presented in Clint Black's "Rituals in Savage
Worlds," article from Shark Bytes Vol. 1, Issue 2
(Oct. 2004), and follows those rules except as
noted. For more details on these rules, readers are
referred to that excellent article.
Rituals are performed using a new skill,
called Knowledge: Rituals, based on Smarts. The
ritualist knows (and can begin play with) a
number of rituals equal to half their Knowledge:
Rituals die, but can cast unfamiliar rituals from
texts or other sources. New rituals must be
learned from texts or other teachers.
Casting rituals requires no expenditure of
Power Points on the part of the ritualist. Instead,
the ritual takes 10 minutes for 1 Power Point,
doubling with each increase. At the end of this
time, the check is made with a penalty equal to
the Power Point cost. Thus, Healing cast as a
ritual would take 40 minutes and impose a -3
penalty to the caster's Knowledge: Rituals roll.
A roll of a 1 on the Trait die for this check,
or as a result of penalties, results in the ritualist
becoming Shaken. He must make a Spirit roll
with the same modifier as the ritual or be forced
to roll a Fright result. If the Wild Die is also a 1

Rituals
Both vodoun, and its close cousin obeah, are cast
by the use of rituals, as opposed to the Miracles
Arcane Background. Perhaps this is due to the
waning of magical power from the world, or
simply due to the subtle power of the spirits that
give rise to them. Whatever the case, those who
wish to master these powers must learn intricate,

the ritual has backfired, resulting in a disastrous


effect to all participants.
The difficulty is also modified by the
intended effect. Rituals affecting humans are cast
at -2, rituals with a limited category (like
humans) take no penalty, rituals with a limited
category (the undead) are cast at +2, and rituals
for a specific category (zombies) are cast at +4.
Rituals targeting a specific individual are cast at
-4, and the ritualist must be able to see the target
or possess an item that belongs to them.
Rituals can be cast quick and dirty by
doubling all penalties, such as intended targets or
multiaction penalties. On the other hand, rituals
can also be cast by large groups by having all
participants make a Knowledge: Rituals check
(whether or not they have the skill) as per the
Cooperative skill check rules, but in this case the
leader can designate another participant to suffer
any backlash.
Powers with a duration beyond instant
are considered permanent, but are tied to a Focus
which, if destroyed, ends the effect (see below).
the dead to be stored in a govi, a ritually-prepared
vessel, from which they can advise the living for a
while before returning to the afterlife. Zombis are
created by stealing someone's gros-bon-ange,
turning him into a mindless being.
Hougan (mambo if female) are the priests
of vodoun, the chosen who speak with the Loa.
Beyond them, there exists no formal ranks, no
vodoun church. Every hougan interprets the
powers of the Loa in his or her own way, and
grows in power as he grows in the Loa's favor.
They may serve Old World Loa or New World
Loa, though not a combination of the two. The
only unifying trait all hougan share is the need to
perform a weekly ritual called the Great Caille
Ceremony, which maintains the bond between
hougan and Loa.
If hougan are like priests, bokor are witch
doctors, sorcerers who gain their powers from the
Loa not by making deals with them but by
tricking them and stealing their power. As such,
they are reviled by all except those who share
their disdain for life and propriety. When a bokor

Vodoun
Vodoun (popularly known as voodoo) is a bizarre,
and very new combination of African shamanism,
Arawak and Carib beliefs, and Catholicism.
Though it is very complex, simply put this new
religion states that the world is ruled by Loa,
powerful spirits which verge on being gods
themselves, but serve a larger creator. Those who
are willing to make deals with these beings can
wield their magic and curry their favor.
One of the principle tenets of vodoun is
the notion that all humans have two spirits within
them. The first is the gros-bon-ange, which is
similar to the concept of the soul, but exists
without concepts of morality. The second is the tibon-ange, which is the consciousness and moral
spirit of the individual. When a person dies, it is
their gros-bon-ange that carries on into the
afterlife, and the ti-bon-ange that stays around to
ensure its safe passage before fading away. A
particularly revered soul can be called back from

casts a ritual (called wanga), he is automatically


Shaken, as if the ritual had failed. In exchange, all
rituals cast by a bokor are treated as one Power
Point cheaper (minimum of 1). Bokor also
frequently deal with Djab, elemental spirits and
monsters not related to the gods. Through a
special ritual, similar to the hougan's Engagement
ritual, the bokor can ask a favor of a Djab.

The Engagement Ritual


A special type of ritual, the Engagement
Ritual allows the hougan to ask a Loa, or some
other dark spirit, for favors in exchange for
sacrifices. The hougan draws a verver (a special
design unique to each Loa) on the ground and
offering the sacrifice. The exact nature of this
sacrifice depends on what the hougan is
requesting: for minor favors an offering of rum,
sugar, coins, valuables, or the blood of a beast
will do. For major favors, the blood of a human or
the destruction of an expensive object is required.
After the sacrifice, the hougan performs the ritual
and makes his Knowledge: Rituals roll to
determine the outcome.
Gamemasters must decide for themselves
whether or not the Loa will grant a favor, what
pact (if any) will be asked, and what the effect
might be. Minor favors generally involve a
specific person, whether to spare them from a
terrible fate or to inflict one upon them. Major
favors generally involve large populations, like a
village or ship, or even a whole island.

Vodoun Rituals
Aside from the rituals below, hougan and bokor
have access to the ones listed in the Rituals
section below.
The Great Caille Ceremony
Probably the most important rite known to
the hougan, the Great Caille Ceremony allows the
hougan and all the faithful to commune with the
Loa. During the ritual, one of the participants
(perhaps even the hougan himself) is selected
bythe Loa for possession, an act called riding.
While possessed, the victim's gros-bon-ange is
displaced from her body and the Loa fully
controls it using the Puppet Power.

The Zombi Ritual


Creating a zombi requires an extended
ritual, and uses the Puppet Power. However,
vodoun uses a live individual for this ritual, and
so is considered quite evil in most circles. Only a
bokor will perform such a ritual. It steals the
gros-bon-ange from the target, turning them into a
mindless servant. The spirit of the victim is
trapped forever in a Focus, which is usually a
skull or jar, kept safe by the bokor.

The Loa
The Loa are divine spirits, similar to Catholic
saints (in fact, their identities are often merged).
Each Loa comes from one of two traditions: the
Old World or New World.
Agw, the Lord of the Sea (Old World):
Patron of sailors and husband of Erzulie.
Ashedeh Boco, the Hidden Fire (New
World): The patroness of those with a burning
inner fire those who seek to rebel or destroy, or
to create art.

Ayida Wedo, the Rainbow (Old World):


The wife of Damballah, Ayida was the rainbow
who was born with the first rainfall, and is such
the patron of rain.
Baron Samedi, the Zombi Lord (New
World): The most feared of all Loa, Baron
Samedi is an evil master of death and undeath. He
can be unpredictable but offers great power.
Carrefour, the Lord of the Midnight
Crossroads (New World): Carrefour is the New
World opposite of Legba, a fearsome Loa who
deals in doomed souls and gives demons passage.
Congo Zandar, the Lord of the Scarlet
Fields (New World): The patron of agony, hard
work, and agriculture, Congo Zandar looks over
the toiling slave and provides strength.
Damballah, the Serpent (Old World): A
force of primordial good, Damballah is the creator
of the heavens and the Earth. He is considered
one of the original Loa.
Dan Petro, the Worker (New World):
Patron of freedom and individuality, Dan Petro is
a hedonistic but good-natured Loa.
Erzulie, the Queen of Beauty (Old World):
The patron Loa of perfect beauty and of love,
Erzulie is pampered by servants and seeks
unattainable perfection.
Legba, the Lord of the Crossroads (Old
World): Legba watches over the transition of
souls into the afterlife, represented by the sun. He
is an old man who walks with a cane.
Ogun, the Lord of Fire (Old World): The
patron of both warriors and blacksmiths, Ogun is
the patron of those who seek knowledge and
power. He hates thieves and pirates.

obeah, it is growing in popularity among sailors


and pirates. Obeah is practiced throughout the
Caribbean, especially in Anglophone colonies like
Jamaica or Trinidad, but is generally secret.

obeah

The Evil Eye


Power: Fear
Difficulty: -6
Trapping: Glaring at the victim with a baleful
expression in the eyes.

Hexes and Charms


Below are a list of common hexes and charms
practiced by those who know obeah and vodoun.
The term hexes most often refers to rituals cast
in order to harm or hinder someone, where
charms most often refers to rituals cast to
protect or bolster the caster. While most rituals
take some time to do right, a few of the most
popular hexes and charms are made to be cast
quick and dirty using little more than a gesture.
A sampling of known hexes and charms
follows, along with the most common gestures or
other trappings for that ritual. Penalties are
calculated into the Difficulty for ease of
reference, and assume the target is a human. If the
target is a supernatural entity, like a ghost or
zombi, the ritual becomes a little easier to cast.
This is why rituals are most often cast to ward
against evil spirits. Please see the Rituals section
above for a complete explanation on calculating
difficulty.

Common Hexes
Cloud the Eyes
Power: Obscure
Difficulty:-2
Trapping: A stabbing motion with two fingers.

Obeah is a type of spiritual magic distantly related


to vodoun. Unlike its cousin, however, it is closer
to the original African shamanism from which
both sprang. Consequently, it is more rare and less
recognizable to outsiders.
Obeah is generally cast by individuals who
often receive payment for their services, much
like a witch. Because of the accessibility of

Jinx
Power: Stun
Difficulty: -6
Trapping: Cutting the fingertip, then flicking the
blood while speaking a quick incantation.

Poppyshow
Power: Puppet
Difficulty: -8
Trapping: Twiddling the fingers as if controlling a
marionette.

Drogues
A few rituals are for the the creation of drogues
(sometimes called gris-gris), small objects that
hold a vodoun or obeah spell. A ritual cast into a
drogue is effectively permanent, although the
effects end if the drogue is destroyed or dispelled
through the use of the Pierce Juju charm or a
similar ritual. It is not unusual to find a ritual cast
into a carving hanging around a pirate's neck or
from the highest yard arm.
Drogues tend to be for protection, rather
than direct attacks. Drogues that offer benefits
such as Quickness, or that are designed to attack a
target, only hold work one time and then are
rendered useless (though they may be used again
for the same purpose if the ritual is re-cast).
Because the creation of a drogue involves the
spirits, the ritualist can only have one drogue of
each type active at a time. They are precious
possessions and no one would ever part with one
willingly, unless for a significant reward.
A few common drogues are listed below,
with their casting difficulty and focus. Creating a
drogue is a long process, and cannot be cast
quick and dirty, though changing the intended
target might increase or decrease the difficulty.

Vexation of the Spirit


Power: Lower Trait (Spirit)
Difficulty: -6
Trapping: Blowing across the hand as though
blowing powder onto the victim.

Common Charms
Blood and Iron
Power: Smite
Difficulty: -6 (affects humans)
Trapping: Commingling the caster's own blood (a
small cut will do) with an iron weapon.
Interference
Power: Environmental Manipulation
Difficulty: -4 (any affects apply to humans only)
Trapping: A quick series of hand gestures.
Pierce Juju
Power: Dispel
Difficulty: -8
Trapping: Flicking the fingers thrice at the target.
Cancels effects of rituals or other magic in place.

Candle of Weakness or Confusion


Power: Lower Trait (usually Smarts or Strength)
Difficulty: -4 (affects humans)
Focus: A black candle which never burns down.

Shield of the Faithful


Power: Armor
Difficulty: -2 (affects only undead)
Trapping: Making the sign of the cross.

Duppy Eye
Power: Detect Arcana
Difficulty: -2 (affects supernatural creatures)
Focus: A human skull. When any supernatural
creature comes within viewing range of the skull,
the teeth begin to chatter. This won't stop until the
supernatural entity has left the skull's range.

Viewing
Power: Detect Arcana
Difficulty: -4 (mystical creatures or magic effects)
Trapping: Sliding fingers across closed eyelids.
Walk Through Fire
Power: Environmental Protection
Difficulty: -6 (affects humans)
Trapping: Entering a quick trance and saying a
prayer to the loa or other spirits.

Jumbie Ward
Power: Barrier
Difficulty: +1 per section (affects all undead)
Focus: A jar of rice left by the door, or a chalk
line. Prevents undead from passing the threshold.

Magic Bullet
Power: Smite
Difficulty: -4 (affects humans)
Focus: A pistol or musket ball carved with
mystical symbols or the verver of a revered Loa.

Spirit Lamp
Power: Light
Difficulty: -3 (anyone can see the light)
Focus: Traps a passing spirit in a lantern, causing
it to glow with an unearthly, greenish light.

Ship's Guide
Power: Boost Trait (Boating)
Difficulty: -4 (any human piloting the ship)
Focus: Cast into the figure head at the prow of the
ship, this drogue aids in navigation. This ritual
traps a benevolent spirit inside the figure head.

Turn-Blade
Power: Deflection
Difficulty: -4 (attacks from humans only)
Focus: A gold coin on a cord around the neck.
Voodoo Doll
Power: Puppet
Difficulty: -5 (affects humans)
Focus: A specially-created doll made to resemble
the victim with a lock of the victim's hair or other
personal item attached. There is no range limit to
its use, though characters with the Doubting
Thomas Hindrance get a +2 to resist the effects.

Shrunken Head
Power: Fear
Difficulty: -4 (affects humans)
Focus: Preparing a head for shrinking requires the
right combination of salts and oils. Resistance
rolls are at -2 if the viewer knew the victim.

I hope you enjoy this Netbook. It is distributed freely for use, as long as the contents are not altered.
This game references the Savage Worlds system, available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.
Artwork and photos are in the public domain and are by unknown creators.
This document is copyright 2007 by Brian Reeves. Version 3, April 27, 2010.

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