I know it's close to the time-limit, but it's been a fair haul getting it all typed up. Advance disclaimers: Yes, it's probably not balanced -- it's a GM toy, not a player one. Yes, it's a syncretisation of various cults -- but that's in character, so bite me. Yes, I've taken all sorts of liberties -- it's a game aid, not a study in comparative religion.

STREET VOODOO

THE STORY

There are Gods, and there are gods, and it isn't always easy to tell the difference... But out on the street, you'll take any advantage you can get. No matter how fucked up it seems. Many years ago, on a Monday night, an old man found his way to the court of the Johannas. He told them a wild story, full of blood and fire and death: a wild story, about wild gods. The prince mocked him, as princes do. What room for gods is there in the battle for Downtown?

The old man was wrinkled and frail, and walked with a cane, but he smiled at the lieutenants who came to eject him, grinned as they grabbed his immaculate pin-striped suit, and -- once he had slipped from their grasp and slowly, deliberately mashed their heads together so hard that you could no longer see where the first skull ended and the next begun -- burst out laughing. Then he told another wild story, and this time the prince did not mock. Instead, the prince asked the only question he could ask. The old man named three times three members of the gang, and these were sent to him to learn; and he named three times thirty members of the gang, and these were sent to him to die; and when the learning was done and the dying was done, the old man returned to his home, and none saw him leave, because the loa do not come and go as men do.

Ever since, the princes of the Johannas have kept faith, and the members of the nine -- always three women; always six men -- have told their wild stories, and have taught the masses of rank and file how to draw power from their wild gods, and have taught the hundreds of devoted priests how to work the subtler magics, and have led them all in the great festivals... and because even secrets have a life of their own, no-one mocks. Not one.

And the loa are well pleased.

THE BACKGROUND

The Johannas keep it pretty secret, but they are not just a gang -- they are also a fully-functioning voudoun cult. For many members, the gang now exists to support the cult, rather than the other way around. Full members are initiated into the mysteries, sworn to silence, and adopted by one of the fourteen loa, who becomes the candidate's patron. Junior Johannas gangers, wannabes and affiliates are not initiated, so in a standard Johannas street gang, about a quarter of the gangers will be cult members (and the other half will be gagging for the chance to join). Each gang chapter has a temple, and members (100-200 people on average, split across the area's local gang groups) attend weekly ceremonies (either lunchtime or evening) presided over by a houngan (priest) or mambo (priestess), at which certain gang members may be possessed by their patron. Each priest has a parish of ten chapters to which he or she regularly ministers. Monday evenings are sacred, and the collected houngans and mambos gather in a grand lodge presided over by the nine, the elite of the cult. Once a month, each temple will kill a victim, captured in battle, by opening a vein and allowing him or her to bleed to death, and then painting the temple's sacred pillar with the blood. Operatives are particularly prized.

Aside from the central pillar, which the loa use to travel between the spirit world and our world, the temple will include sacred instruments, divination tools, and one or more "Veve" (a loa's personal sign/seal) painted on the floor. So long as the gang members take reasonable pains to keep the faith -- say their devotions in the morning, wear their patron's colours somewhere, obey any restrictions and so on -- then the loa will be with them. Third parties cannot break this connection through any action they may take. Ripping off a brother's colours or descrating or destroying the temple will just piss off the loa who sponsor/s that particular temple or member.

THE POINT OF ALL THIS

* To provide some fresh mysteries for the players to try to nose in on -- the cult is secretive, and any outsider who knows about it is scared of it, 'cos it _works_.

* To make standard gang members just a little bit tougher than expected.

* To give the GM an option of a significant threat from an extremely unexpected source.

* To provide a character with a recurring troublesome enemy (in the form of a pissed-off loa).

* When portraying this stuff, aim for a horror film feel, rather than an action feel.

THE NOTES

The cult distinguishes four main grades of member: from lowest to highest, these are Brothers and Sisters, Horses (members who the loa occasionally possess, or "Ride"), Houngans and Mambos, and the Nine. The benefits they get are listed below (feel free to revise numbers as you see fit -- but the Ops are unlikely to just run into a Houngan, or a fully transfigured Horse, even if they specialise in Johannas cases, but if they do take one on, the challenge level should be significant.)

A Johannas induction is the only way to get initiated into the cult, but once someone is a member, they do not have to stay with the Johannas to retain their ties to the loa. Of course, only the Nine can initiated a new Houngan or Mambo, and a Brother is either a Horse or is not -- if you have the ability, you will be Ridden by your patron during your first ceremony, so it's not something that you can learn -- so anyone who was in the cult will be stuck at the level they were at.

If you *really* want to allow a player to be a former Johannas cultist turned Op, (which I don't advise, but...) then being a Brother or Sister is a one-off 25-pt advantage, being a Horse is a one-off 100pt advantage, and being a Houngan or Mambo is a one-off 200pt advantage. You'll have to come up with daily rituals, standard taboos and so on that the PC _will_ have to stick to. Voodoo Cult Info can also be purchased as a skill if the player has a background as a Johannas member or affiliate -- r4 is enough to let a PC know to carry around an appeasement offering just in case.

The Ebb has no link to or influence over the loa and their works -- voodoo does not leave flux traces, and Horses cannot be exorcised or curses lifted -- but it does still work as usual. Well, unless the Ebon is trying to attack a transfigured Horse; the Ebb does not work on gods. Stigmartyr Agents and Monitors are able to negate all Voodoo powers, although if they cancel a loa's curse, the loa will almost certain reapply it as soon as the Stiggy has gone.

THE BENEFITS

ALL MEMBERS (i.e. Brothers & Sisters - Threat Level Below New Operative)

  • * A member's patron provides a stat or skill bonus that remains permanent while the member keeps faith. This is to be considered always active. Many loa offer more than one bonus; brothers and sisters are blessed with just one of them, and that one never changes.
  • * If he feels the need, the brother can also call upon his patron to lend extra help (skill check at rank 5)...
  • * ...Or to curse an enemy who has caused the member harm -- skill check at rank equal to the number of damage points the enemy has dealt to the member. If the attack is fatal, the curse will automatically succeed if the member has a second or so to compose it properly: GM choice, or 30% if you want to be random.

HORSES (about 1 member in 50 - Threat Level Hard Operative)

  • * All the benefits of being a Brother; plus:
  • * Considerable respect within the gang as an elite;
  • * First dibs on gang-collected SLA-grade weapons and armour;
  • * If the Loa has more than one enhancement bonus, the Horse gets all of them;
  • * The Horse can call upon his or her patron for enhanced help (r7);
  • * The Horse can set his patron's curse on anyone whether or not he's been injured (r6);
  • * If he is in genuine danger, the Horse can call his patron to possess him (r3 skill check outside of a formal ritual). On an 11+ roll, the Horse is possessed, speaks with his patron's voice (Viewer Stress: 2PS), is healed of all injury, and gains +15 Hits, +3 Strength, +2 Phases, +3 Sprint and +2 PV until the situation is past. On a 20+ roll (and only if the Horse has lost Hits), the Horse is physically transfigured and takes on the appearance of his patron (Stress: 4AS, 4PS), becoming physically impervious and strong enough to punch through walls (+150 Hits, +10 Strength, 2 actions every phase, +5 Sprint, +5 PV, immune to Ebb powers). Fortunately, few loa actually enjoy fighting -- they like being grovelled to -- so they generally start conversation, and they can be appeased (each have their own methods, plus any loa can be appeased by an immediate, expensive (ie. 100c+) gift of rum, cigars and chocolate, followed by the appeaser's promise to leave the Horse and his friends alone -- _not_ a promise to renege on);
  • * If a Horse sees one of his patron's enemies, the loa may spontaneously transfigure him to have words (or blows) with the enemy; and
  • * Anyone killing a Horse will earn an automatic curse, and become an enemy of the loa's. Enmity can be 'bought off' by performing that loa's personal appeasement in his or her name, but it isn't easy -- after the appeasement, roll 3 or less on a D10 to have appeased the loa. Failure means that the god is not impressed yet.

HOUNGANS & MAMBOS (about 1 member in 2000 - Threat Level Necanthrope)

  • * All the benefits of being a Horse; plus:
  • * Shed-loads of status as a holy man or woman;
  • * Skill check to call for cursing, enhanced help or possession is at r10;
  • * Remove a curse someone else has laid, providing that the loa concerned does not consider the cursed person an enemy;
  • * Any Houngan or Mambo can perceive the marks of a loa's enmity on a character;
  • * Given time, the Houngan can invoke the aid of his patron to magically bring about a result that falls within his patron's estate -- minor effects (make someone ill, get laid, avert Shiver attention, get 50u, &c) guaranteed with an evening's work; medium effects (cause hospitalisation, get laid by a specific person, keep a patrol safe on a risky mission, get 1000u, &c) require a week's work and are a r5 test; major effects (kill someone who you have a hair for, make someone fall permanently in love with someone, guarantee someone open access to a secure building, get 10,000u, &c) require a month's work, and are a r2 test. The loa can be fickle with requests that mean a lot of work for them;
  • * Standard member benefits (ie one enhancement, call for aid or curse) for two extra loa (the first of which will be Legba, if he is not already that person's Patron); and
  • * Favoured Houngan and Mambos (about half of them) will be blessed with their patron's Scary Shit power.

THE NINE (well, just the 9 of them, duh - Threat Level Stigmartyr)

  • * They're shit-hard. Don't even think about it. (All Houngan benefits for all loa, plus magic at r10, even the major stuff, plus more physical bonuses, all scary shit powers, and all sorts of other stuff you may want to add).

THE LOA

Name: Agoue
Estate: Sea, and the final journey of the soul between life and death Colours and Symbols: Blue and white; a boat, a sail, an anchor. Brief Description: Agoue is a sea-captain of middle years, with a no-nonsense manner and a strong line in foul language. He is Erzulie's husband. Stat/Skill Bonuses: +2 Dex; +2 Know; +3 Tracking
Basic Help: One enemy trying to harm the member finds that every time he contemplates killing the member, he is overwhelmed by thoughts of his own mortality and futility, and cannot take action.
Enhanced Help: All hostiles in the area think that the Horse is dead, and ignore him (until the Horse has escaped, or takes aggressive action)
Curse: Restlessness. The victim will find no peace settling in any place, and will be compelled to move home at least once a month, with all the expense and inconvenience associated. He will always feel restless, unsettled and dissatisfied (5 PS a week, plus effectively double rent costs, and it'll get a lot worse when the Dept of Housing gets fed up with this freak...)
Scary Shit: The Houngan can control the dreams of any person he has met, doing anything from giving the person hideous, screaming nightmares (2AS per nightmare); to appearing in the dreams and talking with the person; to preventing the person from dreaming all together (-5 to all rolls after the first two nights).
Appeasement: Beat Agoue at a contest of insults by making him laugh.

Name: Aida Wedo
Estate: Dawn and sky
Colours and Symbols: The rainbow, both as an image and as a spectrum of colours
Brief Description: A gentle, joyful woman. She is Damballah's wife.
Stat/Skill Bonuses: +3 Cool; +2 Cha; +3 to one artistic skill.
Basic Help: One person of the member's choice becomes calm -- and has to make a CONC roll at -6 to make an attack for the remainder of the scene.
Enhanced Help: Any fighting in which the Horse is involved comes to an end. No participants may take aggressive action.
Curse: Unease. The victim will always awake a half-hour before dawn, no matter how tired, and then stay awake for the day. He will feel no excitement or joy (it's worth 3PS daily).
Scary Shit: Control the emotions of a person, either to make them obsessively fixated on one thing, or to make them feel just grey, dreary depression. Either way, the person will not be interested in doing anything much other than sitting there.
Appeasement: Create something beautiful, dedicate it to Aida Wedo, and put it where others can see it. Obviously a promise to do this -- time frame and exact details to be haggled with the loa -- will defuse a transfiguration situation, but if the person reneges on the promise, Aida Wedo will get Ogun to come kill the offender. Each member of a group must create their own work.

Name: Baba Luaye
Estate: Disease
Colours and Symbols: Yellow, purple and black; dogs and crutches.
Brief Description: A weak, sickly-looking man in tattered clothing. Baba Luaye coughs and wheezes a lot, and speaks slowly and feebly.
Stat/Skill Bonuses: Immune to diseases and poisons; +3 Phys
Basic Help: One person is struck by a wave of weakness, and temporarily loses 3 Str and 3 Dex.
Enhanced Help: All enemies lose 3 Str and 3 Dex temporarily, and have to make a PHYS roll at -8 to avoid losing a further 3 Str and 3 Dex. Anyone reduced to 0 falls unconscious.
Curse: Pestilence. The victim is struck down by an incurable wasting disease that reduces a stat by a point a fortnight (choose randomly each time) until the victim hits 0 in something and dies. The victim gives off a faint stench of decay that cannot be masked. Note: a PC earning experience quickly enough can keep developing enough to stay ahead of the disease... in theory...
Scary Shit: Inflict anyone with any natural disease; make a person's limb wither and become useless.
Appeasement: Slit the throat of a healthy child and drink all* of its blood, fresh from the wound. (* well, nearly all will do). If a group, one person must volunteer to do this. Doing this in cold blood is more than most people can cope with -- 2AS 4PS for catching the child, 4 AS 4PS for killing it, and 4AS 10PS for drinking the blood.

Name: Baron Samedi
Estate: Death.
Colours and Symbols: Black; a top hat, a black cross
Brief Description: A tall, bald, powerfully-muscled man in a formal dress-suit and top hat. Baron Samedi speaks in a strong, confident voice, and is proud and stern. Baron Samedi will fight if pissed off, and anyone he touches (even through armour) has to make a natural PHYS save at -8 or go comatose for a week.
Stat/Skill Bonuses: +10 Hits; +3 DAM (all attacks); +2 Phys
Basic Help: The member's next attack is at +5 PEN, +5 DAM.
Enhanced Help: The member cannot be taken below 1 Hit for the duration of the scene -- the Baron simply will not let him enter his domain.
Curse: One Foot In The Grave. The victim takes twice as long to respond to healing drugs / ebb as usual, and only gets half the benefit.
Scary Shit: If the Houngan is killed, he comes back to life again thirty seconds later, fully healed, totally uninjured and free of all bonds and restraints. This is a 2AS stress check if the corpse was relatively uninjured, up to a 6AS stress check if a badly mutilated body is suddenly whole again. The Houngan may still die of old age and natural diseases.
Appeasement: The group must decide unanimously upon one member, who is given to the Baron. The nominee dies, and cannot be revived or LAD'd. Note that the nominee does not have to agree with his or her nomination, just so long as the rest of the group agrees, and if the group is deadlocked (or two people) the Baron will pick someone for himself. If it is just a lone person, they are automatically nominated. Ten innocents may be offered in the nominee's place, if the group has 10 innocents it can round up at a moment's notice.

Name: Damballah
Estate: The World
Colours and Symbols: White and green; a snake
Brief Description: A strong middle-aged man in flowing robes, with knowing eyes. Damballah is wise and confident.
Stat/Skill Bonuses: +2 Know; +3 Cool; +3 to any one practical non-combat skill.
Basic Help: Rank 10 in any one combat skill for the duration of the fight.
Enhanced Help: All attacks made against the Horse are at a -6 penalty.
Curse: Lack of Vision. The victim's eyesight is damaged, and he cannot make out anything much more than fifteen feet away. Ranged attacks are at -8, and driving is inadvisable.
Scary Shit: To know a person's secrets (although not the precise content of those secrets) -- so the Houngan would know that you knew a particular access code, or that you had hidden your last victim's corpse, but would not know what the code was, or where the corpse had been hidden.
Appeasement: Give up knowledge as a sacrifice -- permanently lose 40 points worth of skills (or all the members of a group must give up 15 points each).

Name: Erzulie
Estate: Love
Colours and Symbols: Red and blue; jewels, a pregnant woman
Brief Description: A beautiful young woman dressed in diaphanous robes. Erzulie is sensual, with an earthy sense of humour and a low, husky voice. She will fight viciously and without mercy in the defense of a woman, and any hit she makes on a man will inflict two extra wounds.
Stat/Skill Bonuses: +3 CHA, +3 Seduction (female followers only), +2 medical skills.
Basic Help: +5 to Persuasion, and enemies will stop fighting to listen to the persuade attempt.
Enhanced Help: One enemy immediately teams up with the horse until the danger is past -- all other loyalties are forgotten -- and ever afterwards, the two will feel friendly toward each other. If they are of opposite sexes, there will also be mutual attraction. Love is a two-edged sword.
Curse: Broken Heart. The victim falls deeply in love with someone who will never love them back (1AS every day). If the object of affection moves out of the picture -- is killed, is relocated, whatever -- then the victim will fall in love with someone else who will never love them.
Scary Shit: To make a woman six weeks pregnant by her most recent lover (regardless of when she last had sex); to shrivel a man's genitals and make it impossible for him to become erect; to inflame someone with sexual desire so strong that they will do nothing except screw anyone or anything to hand for the next hour.
Appeasement: Make a permanent, significant change for the better in one woman's life -- make her wealthy, get rid of an abuser, whatever. As with Aida Wedo, the exact appeasement can be negotiated, and does not necessarily have to be immediate, but should _not_ be undone.

Name: Legba
Estate: Communication
Colours and Symbols: Red and black; a cross-roads, an eye, crossed swords. Brief Description: A frail-looking old man in a neat suit, walking with a crook-topped cane. Legba can also appear as a laughing child with a shepherd's crook. In either form, his voice is mischievous and his eyes twinkle with humour. Legba is sneaky and cunning, and loves practical jokes, particularly ones which cause injury. In his child form, Legba will fight (and kill) gleefully for something as petty as a questioning glance; in his old form, he will fight if pushed. Legba's attacks ignore all armour.
Stat/Skill Bonuses: +3 to any one communication skill; +3 to hit; +2 phases per round; +3 to all computer skills
Basic Help: +5 Strength for the rest of the combat
Enhanced Help: Double damage and +3 PEN for the rest of the combat
Curse: Bad Luck. Any time the victim is in a situation in which he might injure himself by accident (as opposed to being attacked by someone), he gains Bad Luck Rank 10.
Scary Shit: Inflict a fully-immersive hallucination that the Houngan directs on someone; remove someone's ability to use and understand spoken language until sunset or sunrise; offer faustian bargains.
Appeasement: Use a knife to permanently blind yourself in your left eye. The damage will be permanently irreperable (even if the whole eye is replaced). If a group, Legba will select the person who is to perform the sacrifice.

Name: Marasa, the Twins
Estate: Wealth
Colours and Symbols: Blue; pots
Brief Description: Twin children, brothers named Taebo & Kainde, dressed wealthily. They speak in perfect synchronisation with one voice, which is a 4PS freak-out. The Twins' Horses always come in pairs, and are Ridden or Transfigured simultaneously.
Stat/Skill Bonuses: +3 to any one business related skill; +2 Conc
Basic Help: The member's equipment suddenly functions as a more expensive version of the same basic thing -- a kitchen knife becomes a Mac Knife, a CAF pistol becomes a FEN, a padded jacket becomes Body Blocker, and so on.
Enhanced Help: Equipment that enemies are using suddenly fails -- guns jam, weapons are unpowered, power armour seizes, unpowered armour does not stop blows.
Curse: Poverty. Bills pile in from all sorts of coincidental sources until the victim has no savings remaining, and the bills outweigh his income. Scary Shit: The Houngan may split himself into two identical but independent selves for a time. (A 3AS freak-out).
Appeasement: Each of the twins requires 10,000 unis in cash for the loa to be appeased. Note also that if the appeaser offers rum, cigars and chocolate, a full offering must be made to each twin.

Name: Obatala
Estate: Creative wisdom
Colours and Symbols: White; a fly-whisk
Brief Description: A quiet person of indeterminate age and sex and average appearance, dressed in contemporary clothes, coloured white. Obatala speaks in a quiet voice.
Stat/Skill Bonuses: +2 Dia, +2 Conc, +3 to any one creative skill
Basic Help: The member becomes aware of a viable escape route.
Enhanced Help: As above, the member spots an escape route, and also has their run rate increased to 12.
Curse: Stupidity. All the victim's DIA skills are capped at 4, and he is aware that his thoughts are sluggish.
Scary Shit: To remove the power of thought from someone completely for a day.
Appeasement: Dedicate all your XP to learning a new creative skill until the skill is at r5.

Name: Ogun
Estate: War
Colours and Symbols: Green and black; a sword, an iron pot, an anvil
Brief Description: A tall, powerful warrior with immense physical presence, wearing a tiger-skin. Ogun speaks in a voice boiling with fury, and loves fighting. Ogun's attacks always do double damage.
Stat/Skill Bonuses: +4 Pen; +4 PV; +3 to all combat skills
Basic Help: All of the member's attacks will be successful for the fight.
Enhanced Help: +5 actions per round, and all successful attacks do at least 3 damage (even after drugs, damage reduction and so on)
Curse: Vulnerability. Every attack made against the victim is at +2 to hit.
Scary Shit: The Houngan can summon a Loup-Garou (a demon, not a werewolf), and order it to kill someone that he has a totem (personal possession, bit of clothing, bit of hair) for. The Loup-Garou is largely intangible -- it flies and can pass through walls -- and tough, and attacks with long, sharp claws. It can only abide in darkness (doesn't have to be total -- moon-bright is fine), and howls and groans as it travels. Light will drive it off, but it will stay somewhere dark, waiting until the victim is in darkness again, and it may kill friends and relatives of the victim's to pass the time. Ph: 1-5, r8 to hit, 5 DAM, 20 PEN, 0 AD, 50 Hits, takes 1/4 damage from hand weapons and 1/8 damage from fire-arms, explosives and Ebb, can pass through solid objects at will.
Appeasement: Kill someone of Ogun's choice -- a fellow group member, a loved one, a worshipper of Shango, an enemy of the Horse's, an innocent, whatever; depends on how cross Ogun is with the offender/s.

Name: Osain
Estate: Healing
Colours and Symbols: White and green; a bell-laden staff carved with a top in the shape of a bird.
Brief Description: A small, withered little man missing his left leg, his left arm and his left ear. He hops about like a bird, leaning on his staff and smoking a pipe. His voice is light and pleasant, but he is fiercely proud.
Stat/Skill Bonuses: +3 to any one healing skill; +12 Hits; Never receives wounds
Basic Help: Heal the member of all damage.
Enhanced Help: Instantly heal the Horse of all damage as it occurs, providing that he takes no aggressive action.
Curse: Insomnia. The victim can't get more than two or three hours sleep a night, and is perpetually exhausted. All skill rolls are at -2, and Stress breaking point is lowered by 10.
Scary Shit: Instantly cure any mutilation, injury or deformity, providing that the victim is in good standing with his loa.
Appeasement: Dedicate all your XP to learning a new medical skill until the skill is at r6.

Name: Orunmila
Estate: Destiny
Colours and Symbols: Green and Yellow; a cowrie shell
Brief Description: A calm man of middle years who seems to be perpetually gazing off into the distance. He speaks as if slightly distracted.
Stat/Skill Bonuses: +2 Dia; +3 Cool; +3 Tactics and Evaluate Opponent
Basic Help: The next three attacks made against the member will miss.
Enhanced Help: All attacks against the member for the duration of the combat are made at a penalty of -5, and do 3 less damage.
Curse: Bad News. Personal misfortune and minor tragedy afflict the victim -- at least two pieces of bad news a week.
Scary Shit: The Houngan can answer yes/no questions about future events accurately using an oracular means of his choice -- cowrie shells, ifa board, whatever. (As accurately as any prediction can be in an RPG, anyway)
Appeasement: Guard someone nominated by Orunmila until his or her life has been saved. Orunmile is unlikely to divulge the nature of the danger, nor the immediacy of the threat.

Name: Saint Expedite
Estate: Sorcery and Zombies
Colours and Symbols: Red and black; a skull
Brief Description: A tall, thin man with wild, tangled hair and an unholy light in his eyes. Saint Expedite speaks in a hollow, unearthly voice, and wears a human skull around his neck on a thong. Saint Expedite will gleefully fight, and anyone he kills reanimates as his ally (see enhanced help, below).
Stat/Skill Bonuses: +3 Forensics, +3 Dam
Basic Help: The member gains regeration of 1 Hit a phase for the remainder of the combat.
Enhanced Help: Any dead bodies in the area -- including dead enemies -- are reanimated as zombies for the combat and will fight in defense of the Horse with their former skills and equipment. These corpses act in phases 1, 3 and 5, and have 40 hits. This is a serious stress check for anyone unused to Saint Expedite's ways -- 2AS 4PS, or 6AS if one or more of the zombies was previously a friend.
Curse: Weakness. The victim's strength is halved.
Scary Shit: Raise a dead human permanently as a zombie.
Appeasement: Kill thirteen humans, and leave their corpses somewhere that a Honguan may plausibly find them -- ie in Johannas territory. The corpses should be from outside that territory.

Name: Shango
Estate: Thunder
Colours and Symbols: Red & white; a double-bladed axe, a lightning bolt, a drum Brief Description: A tall, handsome man with an arrogant smile. Storms flicker behind his eyes. He likes to have fun -- women, dancing and drumming -- but he is also a proud braggart who provokes violent situations. In combat, Shango is very difficult to hit; attacks against him are at -10.
Stat/Skill Bonuses: +3 Seduction (male followers only), +3 to hit, +2 Str
Basic Help: Any successful attack the member makes additionally inflicts electrical damage -- 5 DAM, 30 Pen, 0 AD.
Enhanced Help: The Horse gains a bonus action in every phase, along with the electrical damage of the basic help.
Curse: Ridicule. Members of the same sex think the victim is weak and pathetic on sight; members of the opposite sex think the victim is ugly and impotent. Friends are also affected, but less so; partners will lose sexual interest. This is worth at least 2AS a day.
Scary Shit: The Houngan can call a lightning bolt from a cloudy sky (handy on Mort...) If this is directed against someone, it manifests next phase, and does 10 Dam which ignores armour and combat drug damage reduction. In sealed areas -- buildings, lower downtown &c -- the lightning manifests as an electrical discharge from some suitable nearby wiring or appliance.
Appeasement: Capture a worshipper of Ogun, cut off his genitals, offer them up to Shango, and then consume them, fresh and raw. If a group are trying to appease Shango, they have to find one of Ogun's children each.

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