Although Voodooists profess belief in one supreme god, the effective divinities are the Loa also identified as deified ancestors. The Loa demand ritual service and attach to themselves to individuals or families. Like guardian angels they act as helpers, protectors and guides. The Loa communicate with the individual devotee in dreams or in the cult services by possessing him during a trance state in which supernatural counsel or special feats exhibit the incarnate presence of the spirit.

A D'arquemancer is someone who taps into and uses D'arque magic from the Shadowscape. D'arquemancers maybe members of the Voodoo religion but this is not a strict prerequisite.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Artifacts
Knowledge Astral
Knowledge Demons
Knowledge Geomancy
Knowledge Magic
Knowledge Planar
Step 3: Abilities
D'arquemancers gain all the following free;

Spellcast - The first sphere the mancer learns from is free and must be from D'arque, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from any sphere of magic and in any combination (except Divine). This is one of the few mages who can learn nearly any spell. Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Sanity save at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. +1 Willpower save at levels 2, 5, 8, 10, 13, 16 and 20. +1 Toxin save at levels 4, 7, 11, 14, 17 and 19. +1 Spell Bonus at levels 4, 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19. Spell rolls, strength and saves are at -1 outside on a sunny day and +1 at night or in darkness. There are no penalties or bonuses in a gloomy area.

Additionally D'arquemancers start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Contact 5 The player may have 1 contact per 5 CHA and this may be in any country. The player should determine this with the GM. Add an equal amount of contacts each time rebought. The contacts should be followers of the D'arque and Loa.
Control Shadows 5 The character can affect normal shadows and indirectly light as well. He can shift the location and size of normal shadows. He can form them into two-dimensional images that can do D6 damage per 2 WIS to real targets, +D6 per level. The character can also see through these shadow constructs eyes, but they must remain within a range of WIS x1 metre. He can create one shadow construct per 2 WIS, +1 per level.
D'arque Speech 5 This power allows the hero to speak to someone he knows by talking through the recipient's shadow. This is auditory only, there is no visual. However if the hero prefers he need not speak and instead just listen in to what's going on near the recipient. Range is line of sight or within a 1 kilometre radius per WIS. However, the recipient must have a shadow present for this to work. He can also see into an area by looking through that person's shadow.
D'arque Vision 5 The character can see in absolute darkness at a distance equal to his normal sight. 
Damage Bonus 10 +1 or +25% damage to spells each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
Hide in shadow 5 Can merge with any size shadow becoming a part of it. However strong light (300 watts) will force him out of the shadow. Once in the shadow he can ride along in it whereever the person goes.
Range Boost 10 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
Shadow Familiar 5 The mancer may summon and permanently psionically link with a shadow companion of the character's choice. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in Demonology, etc).

 

 

Modern Classes