The Full Wiki

Voodoo: Misc

  
  
  

DC Comics

Up to date as of February 01, 2010
(Redirected to Priscilla Kitaen (Earth-50) article)

From DC Database

Character Template Character Template
Real Name
Priscilla Kitaen
Current Alias

Identity

Alignment

Affiliation

Universe

Base Of Operations
Halo Corporation, Los Angeles, California; Halo Corporation, New York City, New York

Characteristics
Gender

Height
5' 10"

Weight
130 Ibs

Eyes

Hair

Unusual Features
Voodoo possesses distinctive dragon tattoos on her arms and legs.

Status
Citizenship

Marital Status

Occupation
Adventurer, former Exotic Dancer, Dance Student

Education
High School level, Voodoo magic training, Coda fighting training

Origin
Origin
Voodoo was born the decedent of a Human/Kherubim/Daemonite, making her a human/kherubim hybrid with daemonite ancestry

Place of Birth
Missoula, Missouri

Creators

First appearance

Contents

History

Priscilla Kitaen was an exotic dancer before being rescued by the WildC.A.T.s from the Daemonites. Voodoo possessed a unique ability known as "The Sight", which allowed her to perceive a being possessed by a Daemonite and exorcise it from its host body. She was therefore important to both sides in the war. Upon joining the WildC.A.T.s she developed more significant and powerful psychic abilities as well as animalistic powers. She was taken in for training by Zealot in Coda fighting techniques. She also began a long-term relationship with team leader Spartan. Eventually Voodoo was shot and went into a coma. Void using a computer entered her mind and found out she was descended from a Kherubim possessed by a Daemonite making her a Kherubim/Daemonite/Human Hybrid.

Kheran Truth

When the WildC.A.T.s later traveled to Khera, the Kherubim homeworld, Voodoo was placed in a Daemonite ghetto because of her heritage. It was here that she discovered the long war between the two races had ended centuries ago and the daemonites had lost. She also discovered that not all daemonites were evil as she was led to believe. The ones she was use to combating were fanatic militants, the ones she met on Khera were citizens. When she finally found the WildC.A.T.s, she confronted Zealot about the treatment of the daemonites, Zealot in turn told her she was of an inferior race in front of the Coda sisterhood. This put a great strain on their relationship, to the point Voodoo would have nothing more to do with her or Khera. She relented and helped the WildC.A.T.s stop the Coda from trying to assassinate Zealot, who then also turned away from Khera. When they returned to Earth Voodoo couldn't forget what she experienced and left the team.

Voodoo

Now living in New Orleans, Priscilla returned to exotic dancing. She began working a club called the Midnight Lounge, owned by a man named Christian Charles. She became good friends with a fellow dancer named Purity. A man she met while living there was Attibon he found her a place to stay at the Royale hotel. It is here she meant a former prostitute named Freeda and a former hitman named Saturday. They would then reveal themselves as Erzulie, Papa Legba and Baron Samedi. Priscilla' boss Christian was found to have been using his dancer in a voodoo blood ritual, killing them and bathing in their blood, in order to bring his dark magician father back from the dead. Priscilla along with police detective investigating the murders, lieutenant David Dove, came just in time to save Purity from Christian but he already absorbed enough blood to resurrect his father from the dead. Priscilla channeled Erzulie and fought Christian and his father, who were no match for her dance. Luring them back to the Royale, where Baron Samedi, Erzulie and Papa Legba forced them to bow to balance and walk through a door to face Damballa, which in turn blew up the Royale. The experience made Priscilla decide to learn more about voodoo magic and she became an apprentice to a mambo.

Priscilla & Jeremy

Several months later she rejoined the WildC.A.T.s briefly. She then left the team when it disbanded after the supposed death of Zealot. She moved in with Maul, but he became more extroverted the more she tried to get closer to him, locking himself away in his lab. Jeremy in truth had fallen in love with her and was trying to come up with a method to remove her daemonite genes. Unbeknownst to her she was being followed by a daemonite possessing a old man.

Brutal Attack

Priscilla was later given a credit card from the Halo Corporation under the name Marlowe. She was then attacked by the serial killer Samuel Smith, the grandson of Slaughterhouse Smith. Samuel was trying to kill Jacob Marlowe and all his relatives. Jacob had defeated Slaughterhouse sometime in the past, and now Samuel wanted revenge. He surprise attacked her and used his powers to brutally injure her. Cutting off her legs and cutting open her throat. Spartan (who was Jack Marlowe) and Grifter were instrumental in Smiths demise. It was at this time that Grifter convinced Maul that trying to get rid of her daemonite genes may not be what Voodoo wants.

Daemonite Training

Recuperating in the hospital, the medical staff was amazed at how fast her throat injury healed. It wasn't long that she discovered a daemonite among the medical staff. Soon she was confronted by the daemonite. He explained that he was a rare conscientious objector among the daemonite military fanatics of earth, he also claimed to be her grandfather. He taught her how to use her daemonite powers: time manipulation, and regeneration in only a few hours, she had fully regrown her legs. He told her it would be in her best interest to start a relationship with Jeremy, then he left.

Mental States

The relationship became problematic, when Voodoo's telepathic powers started to increase with the amount of physical intimacy she had. Voodoo wishing to further the development of this situation, was willing to even go so far as to sleep with other men. Jeremy couldn't handle the situation at all. They would constantly fight about it. Priscilla then intentionally angered him, causing him to grow in size and therefore decrease in intellect until he forgot the reason they were fighting. Giving her the opportunity to leave the relationship.

WildC.A.T.s Reborn

Priscilla once again became an exotic dancer, for high end clients, such as oil shieks and billionaries. Hadrian would come and ask her to rejoin the team, and despite the amount of time that had passed between their relationship and superhero days, they still were very attracted to each other and they ended up sleeping together. She came back as an employee of the Halo Corporation, getting paid triple her former salary.

World's End

Priscilla has become a more calm and understanding individual. Using her mental abilities to keep the peace in the horrible post-apocalypse the team now lives in. She is seen conforting both Spartan and Maul alike whether she has an relationship other then friendship with either of them is unknown.

Powers and Abilities

Powers

Kherubim Ancestry: Kherubim resemble humans in appearance, but are physically far stronger and more durable and extremely long-lived, nearly immortal. However an evolutionary drawback to their near-immortality is that Kherans are almost infertile, only very rarely will a Kheran produce offspring. This effect is seen in real world natural environments, as longer living organisms will have fewer offspring than organisms with short lifespans. This is a natural check against overpopulation.

The Sight: Voodoo possess highly advanced telepathic abilities that were limited only by the fact that she had not received any formal training and mainly had naturally developed them. Named, 'The Sight' as most of these powers revolved around her ability to perceive things beyond ones normal sight, they are the focus of her prime abilities. The ones developed due to her status as a Kherubim/Human Crossbreed. The primary power in the Sight is the ability for her to perceive hidden truths. Shape-shifters have no solace from her. She can see a Daemonite possessing a human as it is. No disguise can hold up to this powerful ability, and it is exactly because of this, that the Daemonites wanted her so badly during the beginning and would occasionally target her specifically during later events. Hers are the eyes that cannot be fooled.

The specific abilities that The Sight grants Voodoo are as follows:

  • 'Telepathy: Voodoo is a neophyte telepath in that she is quite capable of perceiving the thoughts of others. Be it the thoughts in a crowd, or receiving specific thoughts from individuals. She can read and manipulate the thoughts and emotions of others, and even shut off people's minds. Her powers increase proportionate to physical intimacy, enabling her greater ability to psychically manipulate and read others.
  • Psi-Blast: Voodoo is powerful enough to focus her psionic energies into a very painful and direct attack. This, psi-blast was powerful enough to effect the Kherubim Lord Entropy. While perhaps, not as developed as say, Threshold's or Lynch's. A non-psi would be temporarily crippled by such an assault as their mind flares with a feeling like acid being poured upon it.
  • True Sight: Voodoo is capable of seeing things as they are. She perceives things as the truth. No disguise holds up to her. No shape-shifter can hide from her powers and no Daemonite is safe when she is present. This power is infallible and so strong she need not be present with the person as she can apparently detect a Daemonite even over television and perhaps via photo's as well. She is capable of perceiving if someone is lying to her, as an older version of Voodoo was capable of reading the soul of Ripclaw and determining the truth from falsehood.
  • Mental Separation: Voodoo has the ability to separate psyche's and manipulate such psionic patterns that she may perform literal 'separations'. Be it forcing a Daemonite to leave it's host, or purging a willing individual of unwanted parts of their soul and psyche, or separating and restoring damaged and trapped psyche's within others. Usually she does this via touch, however she can do this from a distance as well. Regardless, whenever she does it she is usually left drained and very vulnerable. Such as when she forced the Daemonite from Richtoffen's body, or when she separated Major Diane Lasell of Stormwatch's, psyche from S'yrn. She lacked the power to free Alexander Shaw. Usually very intense pain is involved for one or at times, both of the participants in a depossession and separation attempt. More often then not, the staggering and draining effect is shared by both Voodoo and her target as she, via her natural empathic abilities, seems to feel what they feel temporarily.
  • Mind Lock: Voodoo has the ability to literally seize control over someone's mind, temporarily freezing and mentally controlling them. The less psionically resistant someone is, the easier it is for her to do this obviously. This is still a powerful ability as she was temporarily able to seize control over Spartan at one point during a training exercise. However, he later forced her out and the current version of Spartan is completely psi-immune. Voodoo is also able to enter minds, and manipulate an individuals powers and abilities from the outside. Which is how she shrinks Maul down whenever Maul loses control.
  • Mental Illusion: Voodoo is capable of very minor telepathic illusions, used to briefly distract and deter and opponent. She is powerful enough to effect even the highly developed mind of a Kheribum Lord like Entropy,with illusions so believable, they are staggering.
  • Empathy: Voodoo seemingly has slight empathic abilities that generate a magnetic attraction about her that members of the opposite sex can't help but notice her. If she's in a room chances are someone will pick her out or have their eyes drawn to her. She is naturally appealing, this power enhancing her already considerable beauty.

Voodoo Sorcery: Voodoo has been receiving training in the arts of voodoo sorcery. What this may amount to in the future, remains to be seen.

Daemonite Ancestry: A very tiny portion of Voodoo actually has Daemonite genes within them. Ages ago, one of her Kherubim ancestors was crossed with a Daemonite during a very dark and powerful ritual. The Kherubim half took over and escaped to rejoin his people, and his descendent's usually possessed powers which were slight, until Voodoo. Her abilities are mainly revolving around her psychic ones, but she has demonstrated the ability to transform into a pseudo human/daemonite cross, during times of stress and anger. While in this form she seems to not possess her psychic abilities, but has enhanced strength and speed. The transformation cannot be easily controlled though and rarely occurs. She is getting better with it over time.

  • Superhuman Strength
  • Superhuman Speed
  • Claws: Her claws are capable of easily shredding flesh, even the super-hard flesh that is possessed by a Kherubim.
  • Time-Manipulation
  • Regeneration: able to regenerate limbs with relative ease.
  • Magnetic Control: control magnetic fields, and can move and manipulate ferrous metals with her mind. Her precision is so great, that she can even control the trace amounts of iron in a person's bloodstream. Voodoo can even focus her magnetic power into waves of energy that can strike a target with devastating force

    Abilities

Expert Martial Artist: Zealot has trained her in the martial arts of The Coda.

Occultist: She was also mentored in the use of Voodoo magic by a High Voodoo Priestess.

Talented Dancer

Trivia

  • Described as the most gifted of gifted ones. Voodoo is perhaps one of the more powerful crossbreeds and SPB's around. She possess extreme potential and her powers when all added together, coupled with her coda training, and now potential training in the arts of voodoo magic. Make her one of the most fearsome individuals in Wildstorm, anyone would have to face. Her abilities cover a wide range and in the past she was limited only by her lack of experience and conviction. Now that she has both, she is a force to be reckoned with.

See Also

Links and References

  • None.

Footnotes


This article uses material from the "Priscilla Kitaen (Earth-50)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Voodoo
File:Voodoo.png
effects: Immediate:
+2 Agility
+3 Luck
+20% Damage Resistance
+25% Critical Chance
After 30 minutes:
-2 Agility
-3 Luck
-20% Damage Resistance
-25% Critical Chance
addiction: 20% Chance of Addiction
weight: 0
value: N/A
The following is based on Fallout Tactics and some details might contradict canon.
Voodoo is a tribal concoction, made from the left-over byproducts of various critters. It imbues the user with greater agility and a sense of invincibility.

Voodoo is a Fallout Tactics drugs.

Notes

  • Using this chem 4 consecutive times is dangerous, a fifth dose is lethal.
Fallout Tactics consumables

This article uses material from the "Voodoo" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

GTA

Up to date as of February 09, 2010

From Grand Theft Wiki

A Voodoo in GTA Vice City (Rear quarter view).

The Voodoo is a two-door lowrider in Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas, Grand Theft Auto: Vice City Stories, Grand Theft Auto IV and Grand Theft Auto: Chinatown Wars. It is especially favored for its low ground clearance, which allows for the wheels to be protected to an extent.

Contents

Design

GTA Vice City — GTA Vice City Stories

In GTA Vice City and GTA San Andreas, with its panoramic windshield and distinctive sideways tail fins, the Voodoo strongly resembles a 1960 Chevrolet Impala. Where the Impala has triple-taillights, however, the Voodoo uses paired taillights, like those seen on the Chevrolet Bel Air and Biscayne.

In GTA Vice City the car is only available in red (with the exception of one black version seen in the mission Two Bit Hit; see #Variants), and has hydraulics instead of a horn. In GTA San Andreas, it is seen in many different colors. The fuel cap is behind the rear license plate of the car, and if it is shot, the car will explode. In GTA Vice City Stories, the Voodoo has a distinctive engine sound, and can be resprayed in different colors. The hydraulics are also replaced with a car horn.

The car has been repeatedly adopted as a gang car, first by the Haitians in GTA Vice City, then the Grove Street Families (and, in some missions, by other gangs) in GTA San Andreas. While reappearing in GTA Vice City Stories, the car is driven by standard drivers instead.

Being a two-door, the Voodoo is only capable of seating two and can be used in the lowrider competitions in GTA San Andreas.

GTA IV

A Voodoo in GTA IV (Rear quarter view).

In GTA IV, the Voodoo retains much of its visual cues and two-door design from previous games, and, according to police radio chatter, bears the Declasse brand. It remains a lowrider, however hydraulics are no longer available. The car now has the Chevrolet Impala's trademark 6 tail lights, and its rear is still designed after the 1960 Impala; however the grille is similar to a 1964 Impala (but "H" shaped like a 1965 Rambler Classic, 1968 Plymouth Roadrunner, etc, however the front's resemblance is closer to the 1964 Impala, the grille just appears to be altered). The roof and windows also resemble those of the 1963 or 1964 Impala. The Voodoo also has a chrome strip running down the trunk, similar to a 1959 Impalas. The Voodoo is seen with both one-tone and two-tone body colors, and all Voodoos feature "S.S." and "Limited Edition" badging, as well as a heart-shaped hood ornament.

The Voodoo in GTA Chinatown Wars appears to be exclusively used by local "African American" gangs (presumably M.O.B. and the North Holland Hustlers), appearing in territories under their control. The car is only available with a white-and-blue body color, but is otherwise similar in design as the GTA IV Voodoo.

Performance

In GTA Vice City and GTA San Andreas, it is speedy, with smooth handling for a car of its size, and thanks to its low center of gravity, it will generally not flip unless the hydraulics are jacked up. In GTA Vice City Stories, the Voodoo's speed is slow, and it struggles to climb steep inclines; after a collision, it may take a while until the Voodoo gets going again.

In GTA IV, the Voodoo still has a low center of gravity, but is much slower (one of the slowest-accelerating cars in the game), heavier, and less maneuverable. Its weight and bulk, however, make it resilient to damage. The performance of the car in GTA Chinatown Wars appears to have improved drastically, with good acceleration, top speed and cornering, and average brakes.

Variants

  • In GTA Vice City, a unique black Voodoo appears during "Two Bit Hit" in a funeral gathering for the Haitian gang. As they arrive at the funeral, players may steal and store the Voodoo first before focusing on the target fleeing in a Romero's Hearse.
  • in GTA IV, a special "Jamaican Flag" (black and green with gold chrome) Voodoo, further distinguished by its side twin exhaust pipes and rear fender skirts, is driven by members of Little Jacob's posse. Its performance is no different from those of regular Voodoos.
  • Standard Voodoos in GTA IV may also come with similar chrome parts; one Voodoo color scheme, a black and red combination, comes with gold chrome, while a dark candy red Voodoo (occasionally confused as being all-black) comes with duller bronze chrome parts. Although the former's overall coloration resembles the gang cars of the Spanish Lords, it is not affiliated with any gang.
  • A Voodoo requested by Stevie's Car Thefts, parked in front of the LC24 Tower in East Island City, Dukes, features an all-emerald body with black trims and rims. The car can be taken and stored at a safehouse, as another Voodoo will respawn again at the LC24 Tower until the player delivers it to A+B Auto.

Modifications (GTA San Andreas)

Modification of the Voodoo in GTA San Andreas can only be performed at Loco Low Co. Like the Tahoma, the Voodoo's choices of customization is far more limited than most other lowriders.

The modifications include:

  • Colors (Only one, for the body color ($150).)
  • Wheels (Four types: Twist ($1,200), Wire ($1,560), Virtual ($620) and Access ($1,140).)
  • Bass Boost ($100)
  • Hydraulics ($1,500)
  • Nitrous (Three types: 2x ($100), 5x ($500) and 10x ($1,000).)

Trivia

  • The Voodoo made a cameo appearance in Manhunt 2.
  • The Voodoo plays the following radio stations by default when entered:
  • The Voodoo is the second fastest low rider in the game.

Locations

GTA Vice City
GTA San Andreas
GTA IV
GTA Chinatown Wars

This article uses material from the "Voodoo" article on the GTA wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Recipes

Up to date as of February 13, 2010

Recipes Wiki, the recipe cookbook YOU can contribute to!

Ingredients

Directions

Layer each ingredient. Tia Maria first, then rum cream and lastly 151 proof rum.

Contributed by

The Bartending School


This article uses material from the "Voodoo" article on the Recipes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

ST Expanded

Up to date as of February 07, 2010

The Star Trek Expanded Universe Database is for fanon and related content. See Memory-Alpha.org for the canon Star Trek wiki.

Voodoo was the callsign of a Federation Starfighter Corps pilot assigned to the USS Remington. His ECO was Dozer. (Star Trek: Remington: "Inceptum I") He participated in the recon mission into Kellarian space. ("Inceptum III")

Main characters of Star Trek: Remington
Main crew
Boswell | Trevak | Howe | Pagad | Daltrey | Dalar | Donahugh | Caine
Other crew
Daniels | Carlin | K'Tan | Reiykaln | Thras | T'Pen | "Voodoo"
Other notable characters
Castillo | Crowe | Demetriou | Ishiguro
See also:
List of personnel

This article uses material from the "Voodoo" article on the ST Expanded wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

A Sayormi voodoo doll

Voodoo was a ritual practice of the Sayormi in the Dead Forest on Kashyyyk, used to curse their enemies, including the Wookiees of the Kerritamba Village. These rituals involved the use of voodoo dolls.

Appearances

  • Star Wars Galaxies: Rage of the Wookiees

External links


This article uses material from the "Voodoo" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







Got something to say? Make a comment.
Your name
Your email address
Message