The creatures of the Other World are all around us. Some were once alive. Some were created by human imagination. And some are completely inhuman but thirst for our souls. GURPS Spirits is a complete guide to the spirit realm and its inhabitants. It includes a catalog of spirits from around the world: GURPS Basic Set,Third Edition, Revisedand Compendium I: angels, demons, djinn, dryads, ghosts, Character Creationare requiredto loas, manitou, raksasha, and many, use this supplement in a GURPS many more. It is also a campaign campaign. The material in GURPS Spiritscan be used with any rules guide for characters who system. see spirits, serve them, use them . . . or fight them! THE LOST SOULS: Also included: an expanded version of the ritual magic Written by Stephen Kenson rules first seen in GURPS Edited by Janice M. Sellers Voodoo, as a system for Cover by Philip Reed spirit-mediated magic. Illustrated by Paul Daly, No horror roleplaying David Day, Tom Fowler, campaign is complete without and Sean Murray a ghostly apparition, the rattle of chains in the dead of night, or Additional Illustrations by Gerinaldo Colon a malevolent spirit wreaking and Zach Howard havoc. And the creatures of GURPS Spirits can be used in many other types of campaigns, too – from the questing knights of old to the FIRSTEDITION paranormal investigators of today to the PUBLISHEDJUNE2001 galactic explorers of tomorrow! ISBN 1-55634-516-X 9!BMF@JA:RSTPUUoY`Z]ZgZnZ` ® STEVE JACKSON GAMES SJG02295 6537 Printed in the www.sjgames.com USA The creatures of the Other World are all around us. Some were once alive. Some were created by human imagination. And some are completely inhuman but thirst for our souls. GURPS Spirits is a complete guide to the spirit realm and its inhabitants. It includes a catalog of spirits from around the world: GURPS Basic Set,Third Edition, Revisedand Compendium I: angels, demons, djinn, dryads, ghosts, Character Creationare requiredto loas, manitou, raksasha, and many, use this supplement in a GURPS many more. It is also a campaign campaign. The material in GURPS Spiritscan be used with any rules guide for characters who system. see spirits, serve them, use them . . . or fight them! THE LOST SOULS: Also included: an expanded version of the ritual magic Written by Stephen Kenson rules first seen in GURPS Edited by Janice M. Sellers Voodoo, as a system for Cover by Philip Reed spirit-mediated magic. Illustrated by Paul Daly, No horror roleplaying David Day, Tom Fowler, campaign is complete without and Sean Murray a ghostly apparition, the rattle of chains in the dead of night, or Additional Illustrations by Gerinaldo Colon a malevolent spirit wreaking and Zach Howard havoc. And the creatures of GURPS Spirits can be used in many other types of campaigns, too – from the questing knights of old to the FIRSTEDITION paranormal investigators of today to the PUBLISHEDJUNE2001 galactic explorers of tomorrow! ISBN 1-55634-516-X 9!BMF@JA:RSTPUUoY`Z]ZgZnZ` ® STEVE JACKSON GAMES SJG02295 6537 Printed in the www.sjgames.com USA D E N I Z E N S O F T H E OT H E RWO R L D By Stephen Kenson Edited by Janice M. Sellers Illustrated by Paul Daly, David Day, Tom Fowler, and Sean Murray Additional Illustrations by Gerinaldo Colon, Zach Howard and Dan Smith Cover by Philip Reed Special thanks to ArtToday for the beautiful Edmund Dulac artwork. GURPSSystem Design Steve Jackson GURPS Line Editor Sean Punch Production Manager Gene Seabolt Production Artist Heather Oliver Production Assistance Remi Treuer Print Buying Paul Rickert Art Direction Philip Reed GURPS Errata Coordinator Andy Vetromile Lead playtester:Matthew Michalak Playtesting and additional ideas:David Ackermann, SD Anderson, Roland Bailey, CJ Beiting, Frederick Brackin, Michael Brewer, John Buczek, David Cary, Benedict Chapman, Richard Cochener, Mark Cogan, Brandon Cope, Nelson Cunnington, Lee Davis, Peter Dell’Orto, Thomas Devine, Christopher Dicely, Robert Dorf, David Edelstein, Christopher Emerson, Travis Foster, John Freiler, Richard Gadsden, Andrew Garman, Jeremiah Genest, Daniel Glass, Brian Gross, Scott Harris, Joanna Hart, Kenneth Hite, Leonardo M. Holschuh, Daniel Howard, Bob Huss, “Malachias Invictus,” Anthony Jackson, Hunter Johnson, Christopher Kirk, K. David Ladage, Jonathan Lang, Shai Laric, MA Lloyd, James Maliszewski, Peter Martin, Phil Masters, Nigel McCarty-Eigenmann, Beth McCoy, Ian McDonald, David Morgan-Mar, Ben Morley, Michael Newton, Remington Nobles, Nygaard, Stephanie Pennington, Richard Persky, Jeff Raglin, Daniel Rice, Craig Roth, Charles Saeger, Andrea Scarpetta, Curtis Shenton, Scott Simpson, Emily Smirle, Brian Smithson, Brian Sniffen, Adam Solis, David Spitzley, William Stoddard, David Stroup, David P. Summers, Ralf Tschulena, Chad Underkoffler, Earl Wajenberg, Joseph Weinmunson, and Simon Whateley. Special thanks to:C.J. Carella, David Edelstein, Matthew Michalak, Sean Punch, and Janice Sellers for their contributions and hard work, and to Christopher for putting up with me the whole time. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramidand Illuminati Online and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Spiritsis copyright © 2001 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com. ISBN 1-55634-516-X 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES C O N T E N T S INTRODUCTION . . . . . . . . . . . . . . .4 SPIRITANDSYMBOLISM . . . . . . . . . . . . . . . .12 Shamanism . . . . . . . . . . . . . . . . . . . . . . .13 About GURPS . . . . . . . . . . . . . . . . . . . . . .4 Shamanic Initiation . . . . . . . . . . . . . . . . .13 Shamanic Duties . . . . . . . . . . . . . . . . . . .14 1. THENATUREOFSPIRITS . .5 Shamanic Trance . . . . . . . . . . . . . . . . . .14 THEROLESOFSPIRITS . . . . . . . . . . . . . . . . .6 HISTORYOFSPIRITS . . . . . . . . . . . . . . . . . . .14 Animating Force . . . . . . . . . . . . . . . . . . . .6 Earliest Beliefs . . . . . . . . . . . . . . . . . . . .14 Guiding Force . . . . . . . . . . . . . . . . . . . . . .6 Western Beliefs . . . . . . . . . . . . . . . . . . . .14 Higher Power . . . . . . . . . . . . . . . . . . . . . .6 Gnosticism . . . . . . . . . . . . . . . . . . . . . . . .15 Archetype . . . . . . . . . . . . . . . . . . . . . . . . . .6 Eastern Beliefs . . . . . . . . . . . . . . . . . . . .16 Servant . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Avatars . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Spirit Seers . . . . . . . . . . . . . . . . . . . . . . . . .7 Australia . . . . . . . . . . . . . . . . . . . . . . . . . .16 Advisor . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Africa . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . .7 The Americas . . . . . . . . . . . . . . . . . . . . .17 Psychopomp . . . . . . . . . . . . . . . . . . . . . . .7 The Middle Ages . . . . . . . . . . . . . . . . . .17 Monster . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Hierarchies of Spirits . . . . . . . . . . . . . . .17 The Age of Reason . . . . . . . . . . . . . . . . .18 Inner Spirit Worlds . . . . . . . . . . . . . . . . .26 The Age of Industry . . . . . . . . . . . . . . . .18 The Faerie Veil . . . . . . . . . . . . . . . . . . . .27 The Modern World . . . . . . . . . . . . . . . . .18 Spiritual Time Travel . . . . . . . . . . . . . . .27 TODAY’SSPIRITS . . . . . . . . . . . . . . . . . . . . .18 Multiple Afterlives . . . . . . . . . . . . . . . . . .29 Religious Spirits . . . . . . . . . . . . . . . . . . .18 Net Shamans . . . . . . . . . . . . . . . . . . . . . .30 Magical Spirits . . . . . . . . . . . . . . . . . . . .18 CAMPAIGNSEEDS . . . . . . . . . . . . . . . . . . . .31 Psychological Spirits . . . . . . . . . . . . . . .19 Death Is Only the Beginning . . . . . . . . .31 Literary Spirits . . . . . . . . . . . . . . . . . . . . .19 The Dreamers . . . . . . . . . . . . . . . . . . . . .31 CAMPAIGNSEED: ONCEWEWEREGODS .19 Adventures in Godshome . . . . . . . . . . .31 Pseudoscientific Spirits . . . . . . . . . . . . .19 Morphogenesis . . . . . . . . . . . . . . . . . . . .19 3. SPIRITABILITIES . . . . . . . . . . .32 2. WORLDSOFSPIRIT . . . . . . .20 FORMANDFUNCTION . . . . . . . . . . . . . . . . .33 Attributes . . . . . . . . . . . . . . . . . . . . . . . . .33 THENATUREOFSPIRITWORLDS . . . . . . . .21 Spirit Abilities . . . . . . . . . . . . . . . . . . . . .33 TYPESOFSPIRITS . . . . . . . . . . . . . . . . . . . . . .8 One Realm or Many? . . . . . . . . . . . . . . .21 MOTIVATIONANDROLE . . . . . . . . . . . . . . . .36 Nature Spirits . . . . . . . . . . . . . . . . . . . . . . .8 You Can’t Get There From Here . . . . . .21 Free-Willed Spirits . . . . . . . . . . . . . . . . .36 Totemism . . . . . . . . . . . . . . . . . . . . . . . . . .8 Mutable or Fixed? . . . . . . . . . . . . . . . . . .21 Servitor Spirits . . . . . . . . . . . . . . . . . . . . .36 Celestial Spirits . . . . . . . . . . . . . . . . . . . . .9 Prison Worlds . . . . . . . . . . . . . . . . . . . . .22 Mindless Spirits . . . . . . . . . . . . . . . . . . . .36 Animism . . . . . . . . . . . . . . . . . . . . . . . . . . .9 ENTERINGANDLEAVINGSPIRITWORLDS . .22 SPECIALPOWERS . . . . . . . . . . . . . . . . . . . . .36 Human Spirits . . . . . . . . . . . . . . . . . . . . .10 The Shamanic Worlds . . . . . . . . . . . . . . .23 Attributes . . . . . . . . . . . . . . . . . . . . . . . . .36 Alien Spirits . . . . . . . . . . . . . . . . . . . . . . .10 Methods of Spirit World Travel . . . . . .24 Advantages . . . . . . . . . . . . . . . . . . . . . . .37 Afterlife and Reincarnation . . . . . . . . . .11 OUTERANDINNERWORLDS . . . . . . . . . . . .25 New Advantages . . . . . . . . . . . . . . . . . . .39 Souls and Resurrection . . . . . . . . . . . . . .11 Outer Spirit Worlds . . . . . . . . . . . . . . . . .25 Disadvantages . . . . . . . . . . . . . . . . . . . . .40 Apotheosis . . . . . . . . . . . . . . . . . . . . . . . .12 No Outer Spirit World . . . . . . . . . . . . . .26 New Disadvantages . . . . . . . . . . . . . . . .43 Sustaining Spirits . . . . . . . . . . . . . . . . . .12 Where Spirits Live . . . . . . . . . . . . . . . . . .26 Other Disadvantages . . . . . . . . . . . . . . .43 Spirit Disadvantage Table . . . . . . . . . . .43 Innate Spells . . . . . . . . . . . . . . . . . . . . . .43 Inherent Magic (Knacks) . . . . . . . . . . . .44 Magical Spirits . . . . . . . . . . . . . . . . . . . .44 Psionic Spirits . . . . . . . . . . . . . . . . . . . . .44 Ultra-Tech Spirits . . . . . . . . . . . . . . . . . .45 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 FINETUNING . . . . . . . . . . . . . . . . . . . . . . . .45 Taboo Traits and Features . . . . . . . . . . .45 Quirks . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 Spirits That Aren’t . . . . . . . . . . . . . . . . . .45 4. SPIRITTEMPLATES . . . . . . . .46 ANGEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 ANIMALSPIRIT . . . . . . . . . . . . . . . . . . . . . .48 APPARITION . . . . . . . . . . . . . . . . . . . . . . . . .49 ASCENDEDSPIRIT . . . . . . . . . . . . . . . . . . . .50 DEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . .51 2 CO N T E N TS DJINN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Zar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 ELEMENTAL . . . . . . . . . . . . . . . . . . . . . . . . .55 Air Elemental . . . . . . . . . . . . . . . . . . . . .56 Earth Elemental . . . . . . . . . . . . . . . . . . . .56 Fire Elemental . . . . . . . . . . . . . . . . . . . . .56 Water Elemental . . . . . . . . . . . . . . . . . . .56 FAERIE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57 GHOST . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59 PERSONIFICATION . . . . . . . . . . . . . . . . . . . . .59 SPIRITOFPLACE . . . . . . . . . . . . . . . . . . . . .60 THOUGHTFORM . . . . . . . . . . . . . . . . . . . . .61 ULTRATERRESTRIAL . . . . . . . . . . . . . . . . . . .62 Ancient One . . . . . . . . . . . . . . . . . . . . . .63 Minion . . . . . . . . . . . . . . . . . . . . . . . . . . .63 5. CHARACTERS . . . . . . . . . . . . .64 CHARACTERTEMPLATES . . . . . . . . . . . . . . .65 Sorcerers . . . . . . . . . . . . . . . . . . . . . . . . .81 7. CAMPAIGNS . . . . . . . . . . . . . .110 Channeler/Medium . . . . . . . . . . . . . . . . .65 Ritual Magic Terms . . . . . . . . . . . . . . . .81 Charlatan . . . . . . . . . . . . . . . . . . . . . . . . .66 LEARNINGRITUALMAGIC . . . . . . . . . . . . .82 CAMPAIGNSTYLE . . . . . . . . . . . . . . . . . . .111 Occultist . . . . . . . . . . . . . . . . . . . . . . . . . .66 Magical Traditions . . . . . . . . . . . . . . . . .82 Realistic . . . . . . . . . . . . . . . . . . . . . . . . .111 Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Ceremonial vs. Improvised Magic . . . .82 Cinematic . . . . . . . . . . . . . . . . . . . . . . . .111 Seer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68 LEARNINGTHEPATHS . . . . . . . . . . . . . . . . .83 Superhuman . . . . . . . . . . . . . . . . . . . . . .111 Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Syncretism . . . . . . . . . . . . . . . . . . . . . . . .84 Silly . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111 Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . .68 Ritual Magic Defaults . . . . . . . . . . . . . .84 GENRE . . . . . . . . . . . . . . . . . . . . . . . . . . . .111 Spirit Combat . . . . . . . . . . . . . . . . . . . . .69 Ritual Aptitude . . . . . . . . . . . . . . . . . . . .84 Fantasy . . . . . . . . . . . . . . . . . . . . . . . . . .112 Spirit Hunter . . . . . . . . . . . . . . . . . . . . . .69 Horror . . . . . . . . . . . . . . . . . . . . . . . . . . .113 CONDUCTINGRITUALS . . . . . . . . . . . . . . . .84 Spirit Warrior . . . . . . . . . . . . . . . . . . . . . .70 Illuminati . . . . . . . . . . . . . . . . . . . . . . . .113 RITUALELEMENTS . . . . . . . . . . . . . . . . . . .85 SPIRITCHARACTERS . . . . . . . . . . . . . . . . . .70 Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Supers . . . . . . . . . . . . . . . . . . . . . . . . . . .113 NEWSUPER-POWER . . . . . . . . . . . . . . . . . .72 Roleplaying Rituals . . . . . . . . . . . . . . . . .85 Steampunk . . . . . . . . . . . . . . . . . . . . . . .113 Spirit Tech . . . . . . . . . . . . . . . . . . . . . . .114 Mystic Symbols . . . . . . . . . . . . . . . . . . . .86 Cyberpunk . . . . . . . . . . . . . . . . . . . . . . .114 Sacred Space . . . . . . . . . . . . . . . . . . . . . .87 Space . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Material Components . . . . . . . . . . . . . . .88 Time Travel . . . . . . . . . . . . . . . . . . . . . .115 Resistance Rolls . . . . . . . . . . . . . . . . . . .88 Mixed or Multigenre . . . . . . . . . . . . . .115 Combined Rituals . . . . . . . . . . . . . . . . . .89 Conditional Rituals . . . . . . . . . . . . . . . . .89 DEFININGSPIRITS . . . . . . . . . . . . . . . . . . . .115 Types . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Multiple Target Modifiers . . . . . . . . . . .89 The Spirit World . . . . . . . . . . . . . . . . . .115 COMBINEDEFFORTS . . . . . . . . . . . . . . . . . .90 Spirits or Races? . . . . . . . . . . . . . . . . . .115 AREAANDDURATIONMODIFIERS . . . . . . . .91 Keeping It Mysterious . . . . . . . . . . . . .116 Area Effect Modifiers . . . . . . . . . . . . . . .91 Forms . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Duration Effect Modifiers . . . . . . . . . . .91 Power Level . . . . . . . . . . . . . . . . . . . . .116 MAGICITEMS . . . . . . . . . . . . . . . . . . . . . . .91 Interactions . . . . . . . . . . . . . . . . . . . . . . .117 Sample Magic Items . . . . . . . . . . . . . . . .91 Special Powers . . . . . . . . . . . . . . . . . . .117 Charms . . . . . . . . . . . . . . . . . . . . . . . . . . .92 USINGSPIRITS . . . . . . . . . . . . . . . . . . . . . .117 Fetishes . . . . . . . . . . . . . . . . . . . . . . . . . . .92 Quantity and Rarity . . . . . . . . . . . . . . .117 Foci . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 Spirit Servitors . . . . . . . . . . . . . . . . . . . .118 RITUALS . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 God Does Not Play at Dice . . . . . . . .118 The Path of Cunning . . . . . . . . . . . . . . .92 Location . . . . . . . . . . . . . . . . . . . . . . . . .119 Creating New Paths . . . . . . . . . . . . . . . .93 Spirits and Society . . . . . . . . . . . . . . . .119 The Path of Dreams . . . . . . . . . . . . . . . .94 Spirits and Magic . . . . . . . . . . . . . . . . .120 The Path of Health . . . . . . . . . . . . . . . . .95 Spirits and Technology . . . . . . . . . . . .120 Physical Effects . . . . . . . . . . . . . . . . . . . .96 SPIRITFOES . . . . . . . . . . . . . . . . . . . . . . . .120 The Path of Knowledge . . . . . . . . . . . . .96 Monsters . . . . . . . . . . . . . . . . . . . . . . . .120 The Path of Luck . . . . . . . . . . . . . . . . . .97 Minions . . . . . . . . . . . . . . . . . . . . . . . . .121 The Path of Nature . . . . . . . . . . . . . . . .100 Villains . . . . . . . . . . . . . . . . . . . . . . . . . .121 The Path of Protection . . . . . . . . . . . . .101 ADVANTAGES . . . . . . . . . . . . . . . . . . . . . . . .72 Magic and Ritual Magic . . . . . . . . . . .103 Antagonists . . . . . . . . . . . . . . . . . . . . . .121 NEWADVANTAGES . . . . . . . . . . . . . . . . . . .75 Creating New Rituals . . . . . . . . . . . . . .104 SPIRITHEROES . . . . . . . . . . . . . . . . . . . . . .121 Psionics . . . . . . . . . . . . . . . . . . . . . . . . . .76 Improvising Rituals . . . . . . . . . . . . . . . .104 No Spirit PCs . . . . . . . . . . . . . . . . . . . .121 Passing Beyond . . . . . . . . . . . . . . . . . . .121 DISADVANTAGES . . . . . . . . . . . . . . . . . . . . .78 The Path of Spirit . . . . . . . . . . . . . . . . .104 All-Spirit Campaigns . . . . . . . . . . . . . .122 SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78 Ritual Modifiers Table . . . . . . . . . . . . .106 Mixed Groups . . . . . . . . . . . . . . . . . . . .122 SPIRITSPELLS . . . . . . . . . . . . . . . . . . . . . .106 6. SPIRITMAGIC . . . . . . . . . . . . .80 EXAMPLESOFRITUALSINPLAY . . . . . . . .109 BIBLIOGRAPHY . . . . . . . . . . . . .123 TYPESOFMAGICIANS . . . . . . . . . . . . . . . . .81 Adolphus . . . . . . . . . . . . . . . . . . . . . . .109 Priests . . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Little Chango . . . . . . . . . . . . . . . . . . . .109 Shamans . . . . . . . . . . . . . . . . . . . . . . . . . .81 Psionics and Ritual Magic . . . . . . . . .109 INDEX . . . . . . . . . . . . . . . . . . . . . . .126 CO N T E N TS 3 INTRODUCTION About GURPS Steve Jackson Games is committed to full support of the GURPSsystem. Our address is GURPS Spirits is the continuation of work begun in a number of SJ Games, Box 18957, Austin, TX 78760. excellent GURPS books, particularly GURPS Voodoo and GURPS Please include a self-addressed, stamped Undead, both of which presented information on spirits and the spirit envelope (SASE) any time you write us! world for GURPS. But the scope of both books prevented them from Resources include: being guides to spirits and spiritual phenomena in general: Voodoofocus- Pyramid (www.sjgames.com/pyra- es on the particular campaign setting of the Shadow War, while Undead, mid/). Our online magazine includes new not surprisingly, focuses solely on spirits like ghosts and specters. Spirits GURPSrules and articles. It also covers Dun- is a generic guide for including spirits of all kinds in your GURPSgames geons and Dragons, Traveller, World of – ghosts, angels, demons, elementals, faeries, and many other incorpore- Darkness, Call of Cthulhu, and many more al beings. This book also includes an expansion of the popular ritual top games – and other Steve Jackson Games magic rules introduced in GURPS Voodoo, breaking them away from the releases like In Nomine, INWO, Car Wars, Shadow War setting and broadening them to include spirit magic through- Toon, Ogre Miniatures, and more. Pyramid out history and diverse human cultures, making the system truly generic subscribers also have access to playtest files and applicable to any campaign. online! Spirits contains guidelines for adding a spiritual dimension to any New supplements and adventures. setting, from traditional and urban fantasy to horror and even futuristic GURPS continues to grow, and we’ll be science fiction. The spirit templates in this book can be used for NPC spir- happy to let you know what’s new. A current its or as player characters in a spirit-based campaign. There are also tem- catalog is available for an SASE. Or check out plates for mortal characters who deal with spirits, from magicians to spirit our Web site (below). hunters and more – everything needed to make spirits a part of your Errata. Everyone makes mistakes, GURPScampaigns. including us – but we do our best to fix our errors. Up-to-date errata sheets for all GURPS releases, including this book, are available from SJ Games; be sure to include an SASE. Or download them from the Web – see below. Gamer input. We value your comments, for new products as well as updated printings of existing titles! Internet.Visit us on the World Wide Web at www.sjgames.com for an online catalog, Using this Book errata, updates, Q&A, and much more. GURPS has its own Usenet group, too: To skip right to the rules part of the book, go to Chapter 3 for infor- rec.games.frp.gurps. mation on the abilities of spirits and how they’re represented in GURPS. GURPSnet.This e-mail list hosts much of Chapter 4 has racial templates for many different kinds of spirits, allow- the online discussion of GURPS. To join, e- ing you to put them to use quickly. Chapter 5 has templates for mortal and mail [email protected] with “subscribe spirit characters, along with new advantages, disadvantages, and skills for GURPSnet-L” in the body, or point your Web mortal characters. Chapter 6 has a complete system of magic for GURPS, browser to gurpsnet.sjgames.com. ritual magic, harnessing the forces of the spirit world. To use Spiritsas a The GURPS Spirits web page is at source book, check out the information in Chapters 1 and 2 for discus- www.sjgames.com/gurps/books/spirits/. sions about spirits and the spirit worlds, then see Chapter 7 for how to include spirits in your campaign and some of the issues to consider Page References regarding them. Then look over the other chapters for the rules on spirits and characters involved with them. See GURPS Compendium I, p. 181, for a full list of abbreviations for GURPS titles. About the Author Any page reference that begins with a B refers to GURPS Basic Set Third Edition Revised; Steve Kenson has been a freelance RPG writer since 1994 and has e.g., p. B144 refers to page 144 of Basic Set. contributed to numerous game lines including FASA’s Shadowrun and CI refers to Compendium I, CII to Com- Earthdawn, Last Unicorn Games’ Star Trek, White Wolf’s Aberrantand pendium II, G to Grimoire, H to HorrorSec- now GURPS. He has also contributed many articles to Pyramid. GURPS ond Edition, M to MagicSecond Edition, P to Spiritsis his first GURPSbook. Steve has been an avid gamer since 1981. Psionics, R to Religion, and VO to Voodoo. His other interests include comic books and working with a local youth group. Steve lives in Merrimack, New Hampshire with his partner, Christopher Penczak. 4 I N T RO D U C T I O N Chapter 1 NATURE THE SPIRITS OF In the beginning, God created the heavens and the earth. And the earth was without form and void; and darkness was upon the face of the deep. And the spirit of God moved upon the face of the waters. And God said, “Let there be light: and there was light.” – Genesis 1:1 TT he term “spirit” refers to an entity that is incorporeal, not a being of matter, although many spirits are tied to the material world or are capable of assuming material form. Some spirits interact with the physical world, while others are far removed from it, appearing only to those who leave the physical world behind. Spirits come in many different types, and every human culture has some beliefs about them. They point toward realms beyond the physical and to the possibility of a much larger universe. T H E N AT U R E O F S P I R I TS 5 The Roles of Spirits their descendants, although they can also become angry and vengeful as a result of past or present slights. People turn to the spirits for advice, aid, and guidance in times of need. Although spirits in RPGs are generally associated with Spirits are also viewed as guardians of morality, particu- magic, spirit is an intensely religious concept. The terms larly when they are agents of a higher power. The faithful peti- “religion” and “spirituality” are often used interchangeably tion these spirits for aid and guidance to follow their moral today. Modern psychological models of spirits acknowledge examples and to protect them against temptation – or the lure their religious roots. In a campaign, it is important to know of evil spirits. the different roles spirits play. Higher Power Animating Force Raised above material concerns, spirits may have great In most belief systems throughout history there is an power. In many belief systems, the dividing line between a extra “something,” an integral component of living things, “spirit” and a “god” is blurred. All noncorporeal beings are spir- that is the difference between living and nonliving matter. It its, even the most omnipotent of gods. Such powerful spirits is an intangible force that gives life to all things. Early scien- may be anthropomorphic, animistic, or not personified at all. tific efforts to prove the existence of a “life force” studied the In general, GURPS Spiritsdeals with spirits that can be difference in weight between a living creature and a dead quantified in game terms. one, in the belief that something departed from a living being Spirits often serve a “higher power.” This includes the when it died. vast hierarchies of angels and demons found in Christian In an animistic belief system, spirits are present every- mythology, Odin’s Valkyries, and the innumerable spirit where, even in inanimate matter such as rocks or buildings. courtiers of the Celestial Bureaucracy in Chinese myth. There Items are imbued with spiritual or living properties. It is pos- may be many different levels of spirits, ranging from the most sible to contact, and even communicate with, the spirits of ani- powerful and exalted to the weakest and most “earthly.” mals, places, and items. In other belief systems, the presence Mortal servants of a higher power may receive aid from these of spirit is limited to only living things, only animals but not spirits, or be granted the ability to summon or command them. plants, or only certain types of living things (e.g., humans). Spirits can sometimes be directed to enter into normally life- Archetype less matter in order to animate it or to bring a dead creature back to life (or animate it as undead). Spirits can also be seen as archetypes. Plato’s philosophy included a realm of Ideals, which contained the perfect arche- type of everything in the physical world. Psychologist Carl Jung described spirits as archetypes from the universal uncon- Unless defenses exist against them, spirits are scious. Likewise, a spirit may embody a particular idea, con- cept, or thing – “jealousy,” “America.” Often this is just a nearly perfect spies, able to go metaphor, but spirits are associated with different archetypes. anywhere and observe or influence A spirit that embodies an archetype often has great power within its particular field but serious limitations out- events without being seen. side it. The spirit may also be tied to the strength of its arche- type; its power increases or decreases as belief in the concept waxes or wanes. Servant Guiding Force Spirits are often shown as servants, particularly in fanta- In addition to its role as animating force, spirit is often sy literature, where powerful wizards command legions of seen as a guidingforce, directing people, creatures, and events elementals, demons, or similar creatures. Spirits may be ser- toward a particular purpose. Many beliefs claim spirits direct vants of higher powers or they may be summoned (or even everything: the development of life, the destiny of humanity, created) by mortals to serve them. and natural phenomena like the weather and the movement of Dealing with spirits (particularly demons) is a dangerous the sun and the moon. In other beliefs they are limited to business, as evidenced by Mephistophilis in Christopher Mar- affecting only certain things. Spirits may also be part of the lowe’s Doctor Faustus. The djinn of Arabian myth were often “divine plan” of an even greater spirit or spirits, in which case bound to grant their summoner wishes or other services but, they are guided as much as anyone else. like demons, could be treacherous servants. One example of spirits as a guiding force is the venera- Unless defenses exist against them, spirits are nearly per- tion of the spirits of one’s ancestors. Many cultures believe fect spies, able to go anywhere and observe or influence ancestor spirits (both human and nonhuman) watch over their events without being seen. descendants. They have an interest in protecting and aiding 6 T H E N AT U R E O F S P I R I TS Spirit Seers The ability to see, hear, and interact with spirits has usually in the form of blight and plague. Although the long been considered a special gift (or curse). Spirits are church condemned them, the Benandanti maintained they normally invisible and intangible to the material world. The were not evil and that they were doing God’s work against ability to see them is relatively rare and usually indicates a the forces of evil. Only under torture did any of the person with the potential to become a magician of some Benandanti confess to being in league with the Devil. sort. Advantages that allow characters to see and interact The Benandanti may have had the Astral Projection or with spirits are described in Chapter 5. Spirit magic is Spirit Projection abilities (see Chapter 5), allowing their discussed in Chapter 6. spirits to roam far from their sleeping forms. A fantasy cam- paign can be based on a group of Benandanti (who might The Benandanti live some distance from each other in the physical world). A group of spirit seers existed in medieval Italy. Cler- They work together on certain nights of the month to pro- gymen there stumbled upon a folk tradition of people called tect their unsuspecting neighbors from the hazards lurking the Benandanti (meaning “good walkers” or “doers of in the spirit world, while avoiding the notice of the church, good”). Each of these people was born “under the caul,” that which would surely condemn them for heresy. is to say, with an intact amniotic sac covering his face or Animals and Spirits head. This indicated they were Benandanti, and most of them kept part of their caul as a talisman. From the ages of Animals are often accorded the ability to sense spirits, 20 to 40, the Benandanti were sometimes summoned in domestic animals in particular: dogs begin barking, cats hiss their sleep to travel in spirit form to a distant place. and arch their backs, and so forth. This is usually the case They fought enemies called the Malandanti (“evil with “unnatural” spirits like ghosts (p. 59), but it may extend walkers”), including witches, werewolves, and other crea- to other types of spirits as well. This ability may result from tures of the night. The spiritual Benandanti wielded fennel spirits with the disadvantage Frightens Animals (p. CI97) or stalks as weapons. Their battles helped drive away evil certain animals having advantages like Awareness (p. CI33), influences and ensured the harvest would be a good one. but the ability of animals to detect them may simply be When the Benandanti lost a battle, misfortune occurred, considered a Feature for some spirits (see p. 45). Advisor Many people believe they have a “guardian angel” or similar spirit that watches over them, and the ancient Romans believed As beings beyond the physical, spirits may have great in the concept of the geniusor personal guardian spirit. wisdom or insight. Mortals call on spirits to ask their advice, such as shamans seeking spirits while in trance. Psychopomp Spirits are also known to visit mortals and impart impor- tant information, such as messages from God. Such messages A “psychopomp” is a guide and guardian of the spirits of are not always clear, often being couched in riddles or cryptic the dead. Able to bridge the gap between the physical and metaphors. Spiritual messages may also be contradictory, at spirit worlds, spirits often guide the souls of the dead to the least on the surface. Evil and mischievous spirits have been afterlife. The Norse Valkyries took the spirits of brave war- known to trick the unsuspecting into believing lies (or jokes). riors to Odin’s hall of Valhalla, angels guided souls to heaven Even in a world where spirits exist, people can also have delu- while demons dragged sinners down to hell, and the spectral sions or visions, believing they are in contact with spiritual boatman Charon rowed the spirits of the dead across the River messengers when they are not. Styx in Greek mythology. Shamans (living and dead) also serve as psychopomps. Guardian Those able to travel into the spirit worlds may be able to speak with the spirits of the departed and possibly even bring A spirit may be assigned to protect them back into the world of the living (if not back to life). a particular person, place, thing, or even concept. Spirits may protect the priests Monster or faithful of a religion, watch over an important family, guard a sacred reli- In some stories, particularly in fantasy literature, spirits gious site, or protect an ideal in the are simply terrible monsters for heroes to overcome, from physical world. Spirit guardians of lost ghosts and specters to demons and elementals. These spirits temples and other sites are common in exist primarily as obstacles for the heroes of the story. The fantasy literature and mythology. Ring-Wraiths from Tolkien’s The Lord of the Ring are an Ancestor and totem spirits often guide example of such monstrous spirits, as is Sauron, their and protect particular families or tribes. demigod master. T H E N AT U R E O F S P I R I TS 7 Types of Spirits Totemism Spirits can be classified according to place of origin and Totemism is the veneration of the embodiment of a then further by purpose and abilities. Nature spiritsare tied to primordial ancestor or patron spirit. It is particularly com- the Earth and natural phenomena. Celestial spiritscome from mon in tribal cultures that practice ancestor worship. The a realm outside of Earth (heaven, hell, Asgard, etc.), often totem is represented by a physical symbol, either a craft- seen as “above” or “below” the physical world. Human spir- ed object (like a carving or statue) or a living animal or its are the spirits of human beings (and, perhaps, of other plant. In the latter case, the living totem is considered intelligent creatures). sacred. It is forbidden to kill a living totem, or it is per- mitted only under certain ritual circumstances, where the Nature Spirits totem is eaten to take in its special qualities. This may grant the consumer special abilities in some campaigns. A nature spirit is one that springs from the natural or In some cultures totems are shared among family physical world, or that dwells primarily in the physical world. members and everyone knows what totem spirit is associ- Nature spirits are the most common spirits found in myth and ated with what tribe or family. In others, totems are high- legend. They are especially common in animistic belief sys- ly individual, and each person must go on a quest to find tems, which invest every part of the world with some kind of his own. This “vision quest” usually takes the form of a spirit. Nature spirits are often seen as willful and flighty. solitary spiritual journey into the wilderness. There the questor undergoes rituals of fasting, trances, and purifica- Animal and Plant Spirits tion and may use sacred herbs or other hallucinogens to Since they are already alive, it is a small step to invest ani- spark visions. The quest continues until a totem spirit mals and plants with spirit. Many cultures believe all living appears, and questors who fail often die in the wilderness. things possess a spirit, and that animals and plants are no Those who return home without a totem spirit are often different from humans in this respect. Some beliefs draw a considered dead anyway. distinction between animals and plants, or between animals A totem may be considered a vital secret; speaking and humans, but belief in animal and plant spirits is common. openly about it offends the totem spirit, which departs. Animal and plant spirits are often called on to provide food Knowing a person’s totem may serve as a source of mag- and other necessities. People honor the spirits when hunting and ical power or influence over that person (or simply a harvesting, and shamans speak with the spirits to ensure the sur- source of blackmail, if he believes his totem may abandon vival of the tribe. Animal and plant spirits are often portrayed as him). In other cultures, totems are talked about openly. anthropomorphic, having near-human (or better) intelligence, a In campaigns where totem spirits are real and grant humanlike form, or both. Powerful animal and plant spirits may benefits to their people, characters should take the appro- be totems in a culture (see Totemism, right). priate advantages related to their totems. See Chapter 5 for more information. Elementals Elementals embody the essence of the primal elements of nature. In Western mythology, the major elements are earth, oddly colored skin. Faeries are strongly associated with the air, fire, and water. In Eastern thought they are fire, water, natural world and with humans and human habitations (e.g., earth, metal, and wood. An elemental may embody a specific brownies and other spirits that dwell with people). Most cul- subset of an element, such as storms, lightning, rivers, tures consider faeries proud and capricious. They must be streams, etc. Elementals typically have personality traits asso- treated with proper respect and ritual or they can become ciated with their element – fire elementals are passionate and angry and vengeful. Faeries are known for playing elaborate literally hot-tempered, while earth elementals are slow and pranks, as well as for abducting mortals into their realm, ponderous but patient and nurturing. Elementals are associat- which usually lies hidden inside a natural formation like a ed with primal nature spirits like dryads, sylphs, and similar tree, hill, or lake. beings. Modern literature and RPGs have considered the exis- tence of elementals of technological things like concrete, Personifications steel, glass, and electricity. Animistic cultures sometimes attribute human qualities to Faeries natural forces, personifying them in the form of spirits. Ele- mentals (above) can be considered a kind of personification, “Faerie” is a broad term for a wide variety of anthropo- anthropomorphizing the elements. Personifications can morphic nature spirits. It usually refers to nature spirits from embody nearly anything, from natural features to abstract Indo-European cultures, particularly the Celts, but its use in ideas or emotions. They are seen as humanlike in thought and this book covers similar spirits from cultures all over the emotion and often in appearance as well. They exist primari- world. ly to support and further whatever they embody, so disease Faeries are generally humanlike in appearance, although spirits spread illness, spirits of desire inflame mortal hearts, they may be much larger or smaller. They often have animal etc. Powerful personifications may be considered deities (see or elemental traits, such as fur, horns, leaves instead of hair, or Celestial Spirits). 8 T H E N AT U R E O F S P I R I TS