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PIRATES OF THE SPANISH MAIN
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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. 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, 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 1
Transcript
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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.

RitualsBoth 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,

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

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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).

VodounVodoun (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 ti-bon-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

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

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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.

Vodoun Rituals

Aside from the rituals below, hougan and bokor have access to the ones listed in the Rituals section below.

The Great Caille CeremonyProbably 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 Engagement RitualA 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.

The Zombi RitualCreating 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 LoaThe 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.• Agwé, “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.

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• 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.

obeahObeah 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

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.

Hexes and CharmsBelow 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 EyesPower: ObscureDifficulty:-2Trapping: A stabbing motion with two fingers.

The Evil EyePower: FearDifficulty: -6Trapping: Glaring at the victim with a baleful expression in the eyes.

JinxPower: StunDifficulty: -6Trapping: Cutting the fingertip, then flicking the blood while speaking a quick incantation.

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PoppyshowPower: PuppetDifficulty: -8Trapping: Twiddling the fingers as if controlling a marionette.

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

Common Charms

Blood and IronPower: SmiteDifficulty: -6 (affects humans)Trapping: Commingling the caster's own blood (a small cut will do) with an iron weapon.

InterferencePower: Environmental ManipulationDifficulty: -4 (any affects apply to humans only)Trapping: A quick series of hand gestures.

Pierce JujuPower: DispelDifficulty: -8Trapping: Flicking the fingers thrice at the target. Cancels effects of rituals or other magic in place.

Shield of the FaithfulPower: ArmorDifficulty: -2 (affects only undead)Trapping: Making the sign of the cross.

ViewingPower: Detect ArcanaDifficulty: -4 (mystical creatures or magic effects)Trapping: Sliding fingers across closed eyelids.

Walk Through FirePower: Environmental ProtectionDifficulty: -6 (affects humans)Trapping: Entering a quick trance and saying a prayer to the loa or other spirits.

DroguesA 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.

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

Duppy EyePower: Detect ArcanaDifficulty: -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.

Jumbie WardPower: BarrierDifficulty: +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.

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

Ship's GuidePower: 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.

Shrunken HeadPower: FearDifficulty: -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.

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

Turn-BladePower: DeflectionDifficulty: -4 (attacks from humans only)Focus: A gold coin on a cord around the neck.

Voodoo DollPower: PuppetDifficulty: -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.

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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