TEXT: Reviewers: David Chart, Douglas Cole, Peter V. Dell’Orto, S.A. Fisher, Phil Masters,  
  Christopher R. Rice, Matt Riggsby, William H. Stoddard, and Antoni Ten Monrós
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  STEVE JACKSON GAMES
  Stock #37-0347 
  Version 1.0 – December 2018
  ®
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  GURPS Project Manager z STEVEN MARSH
  Managing Editor z MIRANDA HORNER
  Production Artist and Indexer z NIKOLA VRTIS
  GURPS FAQ Maintainer z VICKY “MOLOKH” KOLENKO
  Chief Executive Officer z PHILIP REED
  Chief Creative Officer z SAM MITSCHKE
  Chief Operating Officer z SUSAN BUENO
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
   Art Direction and Prepress Checker z NIKOLA VRTIS
  Written by  
  JASON “PK” LEVINE
  Edited by NIKOLA VRTIS
  Illustrated by  
  ALEX FERNANDEZ, 
  MICHAEL HARMON,  
  and NIKOLA VRTIS
  Additional Material by KENNETH HITE 
  and CHRISTOPHER R. RICE
  Monster 
  Hunters
  TM 6
  Holy Hunters
  TM
  
  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Respecting the Faith . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Recommended .Books .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  About .the .Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1 . comparatIve theology  .  .  .  .  .  .  .  .  .  .  .  .  .4
  The One True Way?  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  African .(Traditional .and .Diasporic) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Chinese .Traditional . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Christianity .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Other Faiths .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Hinduism . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Theology (Polytheistic) . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Indigenous .Animism .and .Shamanism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Other Native American Faiths . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Islam  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Judaism .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Neo-Paganism .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
   . Animistic .Neo-Paganism . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
   . Polytheistic .Neo-Paganism .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Torah  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  2 . mIracles  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .12
  Animated .Servitor . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Astral .Projection .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Servitor . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Divine .Vessel .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
   . Sample .Spirits .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
   . Vessel .Bond .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Instant .Karma .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Mysticism Skills . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Purifying .Incense  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Rapid .Cleansing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
   . Exorcised .While .You .Wait .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Mysticism or Magic? .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Totem .Bond . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  3 . unholy adversarIes  .  .  .  .  .  .  .  .  .  .  .  .  .  .17
  Abaddon .Locust  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  More Adversaries .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Huli .Jing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Ifrit . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Impundulu . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Jorōgumo . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Linnormr .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Rakshasa .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Linnormr Aren’t in the Bible .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Shamir . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .23
   
  Contents 
  2
  Contents
  About GURPS
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  begin .with .B .refer .to .that .book, .not .this .one .
  A man consists of the faith 
  that is in him. Whatever his 
  faith is, he is.
  – Bhagavad Gita
  
  The stench was cloying, as if it were trying to crawl down 
  Danielle’s throat. She had dealt with dead bodies before, even 
  seen bigger corpse piles than this, but never any this decom-
  posed. Aging gave them a tangy, sickly sweetness that somehow 
  made everything even worse. “Baron Samedi,” she muttered, 
  “please make my heart stone. Harden my senses. Just . . . don’t 
  let me puke.”
  “You okay in there?” Scott asked over the radio.
  “You and Everett just keep the cops busy, please.” She 
  reached down and touched what remained of a young man, 
  atop the pile. Images flashed in her mind: a smiling woman 
  and man, suddenly gone; out of nowhere, a lion’s paw slash-
  ing at the face, tearing it in half; darkness.
  “Guys, this doesn’t make sense.” Brad’s voice was break-
  ing up from distance. “I’ve spoken with two people who walk 
  by that house twice a day to the bus stop, and they never 
  smelled anything until today.”
  “Not possible,” Scott insisted. “I can barely stand it, and 
  I’m way across the street! Danni, please tell me you didn’t go 
  in there for nothing.”
  “I didn’t recognize The Enemy, but I will pray for  
  guidance – while taking a very long shower.”
  Stories of brave holy warriors, empowered by their faith 
  to fight the forces of evil, have long captured our hearts 
  and minds. Some of the most iconic supernatural threats 
  can be traced back to religious beliefs, like the demons of 
  Christianity and the zombies of Vudú. So it’s no surprise 
  that religion and monster hunting are intertwined. GURPS 
  Monster Hunters reflects this with the crusader and brother 
  templates, the mystic lens, and the Mysticism power – with 
  faiths broken down into three rough categories (Abrahamic, 
  Shamanic, and Voodoo).
  But GURPS Monster Hunters takes place in the real 
  world – a version of it, at least – and our wide range of faiths 
  is one of the things that makes this world so interesting and 
  diverse! A Hindu crusader may have a completely different 
  worldview from a Jewish one, yet both can devote their lives to 
  The Mission. And these religions offer new ideas for miracles 
  along with new threats to keep these holy warriors on alert. 
  It’s time to ramp up the battle between Good and Evil, with 
  GURPS Monster Hunters 6: Holy Hunters.
  Holy Hunters briefly presents the fundamental beliefs 
  of several faiths (or categories of faiths), with a particular 
  focus on why an adherent would take up arms against The 
  Enemy. Use the advice within to build a believable crusader, 
  or to add interesting religious flavor to a different kind of 
  champion. This includes expanding Mysticism – learn how 
  to animate objects via spirit possession, open up your heart 
  and share your body, or banish demons with a wave of your 
  hand. You’ll need it when facing the monsters drawn from 
  various cultures and beliefs, like the lightning-summon-
  ing impundulu, the demonic illusionist rakshasas, or the 
  stone-shattering shamir.
  Champions aren’t just fighting to save a world; they’re fight-
  ing to save ours. Holy Hunters is a way to drive that home by 
  making things a little more real – and a lot more fun!
  reCoMMended books
  This book requires the GURPS Basic Set and GURPS 
  Monster Hunters 1: Champions to use fully. There are 
  also several references to GURPS Monster Hunters 2: The 
  Mission, GURPS Monster Hunters 3: The Enemy, and 
  GURPS Monster Hunters 4: Sidekicks. Although it doesn’t 
  connect directly to GURPS Monster Hunters 5: Applied 
  Xenology, the two works are fully compatible – crusaders 
  can kick alien butt, too!
  Those without any GURPS Monster Hunters supplements 
  can still find inspiration here. The summaries of faiths will 
  help when creating any religious character, the new Mysticism 
  abilities can be easily adapted into other powers (in fact, one 
  already comes with a psi conversion), and the monsters are 
  fun to throw at any group.
  About tHe AutHor
  It’s no surprise that this work was written by a holy 
  man – Reverend “PK” Levine of the Church of the SubGenius. 
  In his time as the Assistant GURPS Line Editor, he created or 
  helped to launch several new series, including his two biggest, 
  GURPS After the End and GURPS Monster Hunters. When 
  he isn’t championing the apocalypse or throwing apocalypses 
  at champions, he maintains the website mygurps.com and 
  goes on dates with his amazing and loving wife.
   
  IntroduCtIon 
  3
  IntroduCtIon
  Respecting the Faith
  This work discusses real-world religions with millions 
  of active adherents or more, so it tries to ensure that each 
  is presented respectfully and accurately. However, the 
  need to summarize means that numerous details and sec-
  tarian differences have been condensed or omitted, and 
  each faith has been addressed in the context of GURPS 
  Monster Hunters – that is, less liturgy and more “kicking 
  butt in the name of a higher power.” If that sounds good to 
  you, you should enjoy this book.
  Go forth alone, you will soon find a stone on the road that you that you cannot pass. 
  – Zulu Proverb
  
   
  CoMpArAtIve tHeology 
  4
  Danielle closed the book with an angry thump. The others 
  turned. “Nothing,” she sighed. “Nothing about werelions who 
  can mask smells, nothing about leonine in-betweeners who 
  devour flesh, nothing that helps us.”
  “And whatever did this is blocking my divination spell,” Brad 
  replied.
  “But you said there was no trace of magic anywhere in the 
  house,” Everett countered. “So that means . . . actually, I don’t 
  know what that means.”
  Anna cleared her throat. “I think it’s time to admit that we’re 
  stuck, and explore alternative options. I have a friend whose girl-
  friend knows this guy Minoru, a Shinto diviner who might be 
  able to help us –”
  “Shinto?” Danielle bristled. “You really think his little spirits 
  are gonna learn something that the loa couldn’t?”
  Brad frowned. “That hurts. Or did you forget that the ‘little 
  spirits’ of this Wiccan have saved your butt repeatedly?”
  “I know, but . . . that’s magic. It’s different. I wasn’t trying to 
  insult you.”
  “It may be magic, but it’s still all about faith. And none of us 
  have a monopoly on that.”
  Crusaders (GURPS Monster Hunters 1: Champions, 
  pp. 10-11) are empowered by faith – an unshakable belief in 
  their religion and deity or deities. Deciding on a fitting doc-
  trine is crucial, which is why this chapter looks at several 
  real-world creeds with an eye toward how each influences a 
  Monster Hunters crusader’s attitude and abilities.
  These are all active religions with countless devout follow-
  ers; as such, an in-depth analysis of just one could fill a library! 
  Thus, what follows are summaries that intentionally simplify 
  beliefs and tenets, and avoid going into the differences between 
  most denominations, so that someone new to the faith can 
  understand the basics without being overwhelmed. The result 
  is a mix of realism and fantasy – theologies that offer spiritual 
  enlightenment while also fueling Mysticism powers for hunt-
  ing vicious monsters.
  Most important, remember that, both in and out of game, 
  most religious folk do not believe in blatant, tangible supernat-
  ural things. For most modern believers, prayer is a show of 
  faith; demons or the equivalent are metaphorical (nothing but 
  the root of unwholesome urges); and things like lycanthropes 
  and aliens are frankly unbelievable. Obviously, a crusader 
  requires a very different mindset! Each summary in this chap-
  ter thus discusses the religion’s view of the supernatural; for 
  the more “rational” faiths, this includes which specific denom-
  inations may be more mystical or open-minded.
  Each summary comprises:
  Description: A brief treatment of the religion, including any 
  sects that make particular sense for a crusader.
  Theology Skill: The appropriate specialty – Abrahamic, 
  Polytheistic (p. 8), Shamanic, or Voodoo – for Theology and 
  Religious Ritual skills.
  Behavior: Some roleplaying tips along with specific disad-
  vantages that fit a typical practitioner.
  Training: Suggested skills for the crusader.
  Mysticism: Notes on how the faith views miracles and 
  spiritual power, followed by a list of particularly appropriate 
  Mysticism abilities. Unless the GM rules otherwise, the latter 
  is a suggestion; crusaders of all creeds have access to the 
  entire Mysticism power.
  AfrICAn (trAdItIonAl  
  And dIAsporIC)
  While the traditional religions of Africa vary from 
  region to region, they share enough in common to be 
  discussed as a whole. They believe in a distant, supreme 
  Creator, named differently in each language (e.g., 
  Bondye, Chukwu, Nyame, or Olorun). But rather than 
  worshiping this deity directly, they venerate the spirits 
  who serve as intermediaries between the mortal and the 
  divine. These spirits include ascended ancestors and cos-
  mic servitors, with the most powerful known as loa (this 
  term also varies by language).
  CHApter one
  CoMpArAtIve 
  tHeology
  The One True Way?
  A practitioner of Mysticism must have confidence in his 
  beliefs, but this does not automatically make him dogmatic 
  or intolerant! Many religions (or denominations within a 
  religion) are universalist, recognizing the validity of other 
  faiths – or at least believing that their true god(s) will forgive 
  and accept the “spiritually misguided.” And even religious 
  exclusivism can be spun as “my faith is the only valid choice 
  for me” rather than “my faith is the only valid choice.” That 
  said, Intolerance (Religious) is a valid crusader option, but 
  first make sure the other players are okay with it; it’s not a 
  disadvantage choice worth offending your friends over.
  
   
  CoMpArAtIve tHeology 
  5
  All traditional African religions started as oral tradi-
  tion, which kept them growing and changing – not fixed 
  institutions. As each new generation passed the knowledge 
  on, they incorporated new information about the world and 
  new concepts imported from other African religions. Upon 
  encountering new, radically different faiths (most notably 
  Christianity, pp. 6-7), they assimilated 
  compatible features from each new 
  belief system into their own (a process 
  known as syncretism), producing African 
  diasporic religions such as Candomblé, 
  Hoodoo, Santería, Vodun, and Vudú.
  Ideal practitioners are obedient to the 
  Creator by living in harmony with nature, 
  their community, and (via rituals and 
  offerings) the proper spirits. For most 
  diasporic religions, the latter include 
  saints imported from Catholicism. Some 
  African faiths believe in an afterlife, while others believe in 
  reincarnation – but neither is ever seen as a punishment 
  or reward, as both punishment and reward are things that 
  happen to a person in life. Murderers, thieves, practitioners 
  of black magic, and those who had an unnatural death or 
  improper burial are at risk of returning as an angry spirit.
  Virtually all African religions welcome the concept of a cru-
  sader; most communities have at least one person who divines 
  the future and mediates between the physical and spirit world. 
  Calling upon loa for mystical favors is a basic part of life. The 
  diasporic religions (most notably Hoodoo) tend to embrace 
  active supernatural power more openly, with many blurring 
  the line between “servant of the loa” and “wielder of arcane 
  energy.” As such, the witch (Champions, pp. 20-21) template 
  may fit a diasporic holy warrior even better than the crusader. 
  See Mysticism or Magic? (p. 16) for more on this.
  Theology Skill: Voodoo. This is a slang term used to describe 
  many different diasporic religions, not the proper name of any 
  particular religion.
  Behavior: You were taught to put your people and commu-
  nity before yourself, and also to live in harmony with the world 
  and its spirits. The former calls for Sense of Duty (Coreligion-
  ists) while the latter is Disciplines of Faith (Mysticism) – but 
  consider making one your moral code and taking the other as 
  a personal disadvantage. Further choices reflect your role as 
  the intermediary between your people and the spirit world: 
  Chummy or Gregarious, Code of Honor (Professional), Guilt 
  Complex, Truthfulness, and Workaholic. Many practitioners 
  are from marginalized minorities, suggesting a Social Stigma 
  and low Wealth.
  Training: A bokor might focus on Meditation for com-
  muning with the spirit world, Religious Ritual to appease 
  spirits, and then spend his remaining two options to raise 
  Exorcism (for when those spirits turn hostile) and Theology. 
  A houngan is often a healer, relying on Diplomacy to calm 
  others, Meditation to calm himself, and then Naturalist and 
  Pharmacy (Herbal) to cure ailments. Secondary skills tend 
  to be practical, such as Fast-Draw, Holdout, Intimidation, 
  Observation, Psychology, Stealth, and Tactics.
  Mysticism: Any effect that can be justified as the act of a 
  spirit fits your Mysticism. While this is loose enough to include 
  any miracle, the most appropriate are Animated Servitor 
  (pp. 12-13), Astral Projection (p. 13), Blessed, Eyes of the Dead, 
  Ghost Weapon, Instant Karma (p. 15), Spirit Channeling, 
  Spirit Communication, Spirit Empathy, Supernatural Sense, 
  and Turn Evil. Divine Vessel (pp. 14-15) deserves special men-
  tion for being common among traditional religions and nigh 
  ubiquitous among the diasporic ones; as such, it would be rea-
  sonable for the GM to insist that you take it!
  CHInese trAdItIonAl
  The traditional religions of China – popular folk religion, 
  Wuism, Confucianism, Taoism, and others – are inextricably 
  tangled together. (Buddhism, though also part of this mix, 
  is covered under Other Faiths, p. 6.) Although some schol-
  ars study them as discreet faiths, a crusader who follows one 
  will almost certainly incorporate parts of them all. They are 
  extremely common (followed by over 1/3 of the population) 
  in China and Taiwan, less widespread throughout the rest of 
  Southeast Asia, and rare elsewhere.
  Chinese folk religion does not venerate a personified 
  Creator; it instead considers both godly creation and human 
  creativity part of Tian (“Heaven” or “Sky”). Worship is instead 
  directed at shén (“small gods”): a mix of nature spirits, embod-
  iments of places and concepts, and former humans (ancestors 
  and cultural heroes) who have ascended to godhood. Daily 
  rituals and the occasional large festival – with one or more 
  wu (shamans) leading the rest of the village – keep these gods 
  appeased and willing to improve their worshipers’ lives. The 
  line between mortal and spirit is a thin one; worthy people 
  can attain apotheosis either in life or after death, and gods 
  commonly incarnate in mortal form.
  Confucianism believes that proper worship of shén allows 
  an understanding of Tian and the practitioner’s place in both 
  society and the universe, ultimately allowing him to over-
  come the limits of the self. However, Confucianism is more 
  of a philosophy (one which greatly influenced Chinese law) 
  than a religion; its primary focus is on real-world behav-
  ior and ethics, teaching that a person can eventually reach 
  perfection via constant virtuous behaviors. These include 
  humaneness, justice, ritualism, knowledge, integrity, loy-
  alty, respect for family and ancestors, self-restraint (conti-
  nency), and righteousness.
  While Taoism did not invent the concepts of yin/yang, qi 
  (“the breath of life”), or the five elements, it expands and 
  merges them: The world is constantly recreating itself 
  (Wood feeds Fire, Fire creates Earth, Earth bears Metal, 
  Metal enriches Water, and Water nourishes Wood) via 
  the condensing (yin) and expanding (yang) of qi. A Taoist 
  lives in harmony with the world and this cycle, taking 
  only “effortless action” to avoid disruption while practic-
  ing the “Three Treasures” of mercy or nonaggression, fru-
  gality or economy, and “daring not to put oneself first.”  
  Worship as though those ye worship stood 
  before you; worship the spirits, as though they 
  stood before you.
  – Confucius (Leonard A. Lyall, trans.),  
  The Sayings of Confucius
  
   
  CoMpArAtIve tHeology 
  6
  At the extreme, balancing his own yin and yang via neidan 
  (“internal alchemy”) can grant amazing power and even 
  immortality. A Taoism-inspired crusader thus may wish to 
  draw upon the magic of GURPS Thaumatology: Chinese 
  Elemental Powers instead of Mysticism. For a template built 
  around this change, see “Elemental Xia Champions vs. the 
  Shenguai” from Pyramid #3/70: Fourth Edition Festival. (Note 
  that the xia there can use the godlike extra effort described 
  on p. 39 of Chinese Elemental Powers, with no fixed limit.)
  Theology Skill: Shamanic.
  Behavior: Your specific conduct will depend on which 
  religion you follow most closely. Folk practitioners put their 
  community first, with Sense of Duty (Coreligionists). A wu’s 
  constant negotiation with spirits is Disciplines of Faith 
  (Mysticism). Most Confucians will have Vow (Help those 
  in need who ask) to represent living a virtuous life, though 
  Sense of Duty is an option as well. Taoists vary in focus; Dis-
  ciplines of Faith suits mystics, while Vow may best represent 
  living in harmony with the world. Many Chinese mystics are 
  known for humble behavior [Charitable, Odious Personal 
  Habit (Dirty), Selfless, Vow (Never kill a human), and low 
  Wealth] or quirkiness (Absent-Mindedness, Bad Temper, 
  Curious, Gluttony, and Manic-Depressive).
  Training: Meditation is ubiquitous. Past that, divide your 
  priorities between leading your people (Diplomacy, Pub-
  lic Speaking, and Religious Ritual), herbalism (Naturalist, 
  Pharmacy, and raised Esoteric Medicine), and shamanism 
  (Religious Ritual and raised Exorcism, Occultism, or The-
  ology). Your secondary skills should reflect a harmoni-
  ous life and general awareness; consider Body Language, 
  Detect Lies, Leadership, Observation, Psychology, Stealth,  
  and Tactics.
  Mysticism: Chinese religion is comfortable with the idea 
  of divination, spirit favors, and personal qi focused into pow-
  erful abilities. However, the two most Mysticism-friendly 
  faiths are Wuism (for anything involving spirits) and Taoism 
  (for displays of prowess), with divination and protection from 
  evil monsters fitting them all. Fitting miracles are Astral 
  Projection* (p. 13), Armor of Faith*†, Blessed*†, Divine Ves-
  sel (pp. 14-15)*†, Eyes of the Dead*, Ghost Weapon*, Heroic 
  Feats†, Lay on Hands†, Mind Shield*†, Mystic Coincidence*, 
  Purifying Incense† (p. 15), Rapid Cleansing* (pp. 15-16), 
  Resistant to Evil Supernatural Powers*†, Spirit Channel-
  ing*, Spirit Communication*, Spirit Empathy*, Supernatural 
  Sense†, and Visualization†. Abilities with a * particularly fit 
  Wuism while those with a † suit Taoism.
  CHrIstIAnIty
  Christianity teaches that humanity, although created by 
  God the Father, is flawed and estranged from God, but Jesus 
  Christ, the Messiah and Son of God, was sent to bring us back. 
  He permitted himself to be crucified as a sacrifice, to “pay” for 
  humanity’s sins (mistakes that further distance a person from 
  God); as such, anyone who accepts him as Lord and Savior 
  is saved, their sins forgiven. Continuing to pray to and follow 
  the teachings of Jesus helps a person stay free from sin. After 
  death, the faithful enter Heaven, while the unrepentant are 
  condemned to Hell, ruled by the evil Satan.
  The holy text of Christianity, the Bible, comprises the 
  Old Testament (shared with Judaism, pp. 10-11) and New 
  Testament; the latter focuses on Jesus’ life and teachings and 
  is thus more emphasized. Jesus spread a message of respect, 
  love, and peace; Christians are expected to be charitable and 
  humble, helping other people and treating each other kindly.
  otHer fAItHs
  “Why didn’t you include [insert religion] here?”
  The beliefs in this supplement were chosen based on 
  three factors: their number of adherents in the real world, 
  their popularity as a source of mystical strength in fiction, 
  and whether their worldview supports the idea of a cru-
  sader. Sadly, that meant leaving out countless interesting 
  religions, including . . .
  Bahá’í Faith: This modern religion teaches its adherents 
  to be pragmatic, “unfettered by superstition or tradition,” 
  which leaves little room for miracles or even believing 
  in the supernatural enough to take up arms against it. A 
  devoted Bahá’í who overcame his skepticism to become a 
  champion would use a different (non-crusader) template 
  with the clergy lens (Champions, pp. 7-8).
  Buddhism: Buddhists do not believe in a higher power, 
  which makes them ineligible for Mysticism. A Buddhist 
  champion makes sense, just not a Buddhist crusader. 
  Instead, the warrior template (Champions, pp. 19-20), 
  with as many cinematic skills as possible, is particu-
  larly fitting. (Exception: Many adherents blend their 
  Buddhism with Chinese traditional religion, pp. 5-6,  
  Hinduism, pp. 7-8, or Shinto, p. 9, and would follow 
  those guidelines instead.)
  Jainism: While many religions preach pacifism as a 
  theoretical ideal but are willing to break out the weap-
  ons when necessary, non-violence is a crucial tenet of 
  Jainism. A truly devoted Jain cannot take up arms, even 
  against evil.
  Sikhism: The Gurus spoke at length against pursuing 
  supernatural power, cautioning that miracles “delude 
  fools only, who have no God in their hearts.” Just as 
  important, Sikhism does not believe in supernatural ene-
  mies; its only “demons” are human vices such as selfish-
  ness. That said, few religions are as concerned with justice 
  and fighting evil as Sikhism is. A Sikh whose eyes were 
  opened to The Mission would likely become a champion, 
  just one with a template other than crusader, psi, or witch; 
  a kirpan-wielding warrior is thematically appropriate.
  And All the Others: Most other religions were left out 
  due to underrepresentation in the real world and mon-
  ster-hunting fiction. There’s no reason a crusader can’t 
  follow Cao Dai or Zoroastrianism, but they simply fell 
  outside the scope of this work.
  
   
  CoMpArAtIve tHeology 
  7
  Christianity is the largest religion; one-third of the world’s 
  population is Christian. It is a common faith everywhere 
  except for northern Africa, the Middle East, and Asia (with the 
  exception of Russia). Most Christians are Catholic or Orthodox, 
  though Protestants are common in the Americas and north-
  ern Europe; the first two denominations 
  heavily emphasize the role of the 
  church and formal rituals while the 
  latter focuses on a parishioner’s per-
  sonal relationship with Jesus the Son  
  and God the Father.
  Crusaders for Christ are likely 
  to be in one of a few sects. Even in 
  the modern age, the Catholic Church 
  retains much knowledge of and belief 
  in the supernatural; many Catholic 
  priests are trained in exorcism and 
  spiritual warfare. (Popular fiction 
  has painted the Church’s Opus Dei 
  as a supernaturally powerful group 
  with access to secret archives full of 
  holy relics.) Many Southern Baptists and 
  Pentecostals preach that our world is a literal battleground 
  between demons and the faithful; they perform exorcisms 
  and seek closeness to God via a variety of holy acts, such as 
  speaking in tongues and (in a few Pentecostal churches) han-
  dling snakes. Gnosticism is a far less visible (many say hereti-
  cal!) offshoot of Christianity that shuns the material world 
  in favor of the mystic one, channeling their faith to achieve 
  direct divine revelation and other minor miracles; they reject 
  the Old Testament, believing that this sinful world was cre-
  ated by the demiurge (Satan or a different, flawed god) and 
  that Jesus empowered us to save it. And Christian Kabbalah 
  is very similar to the Jewish (pp. 10-11) version, but layered 
  over a different set of beliefs.
  Theology Skill: Abrahamic.
  Behavior: The Christian ideal is a combination of humil-
  ity and unwavering faith. The New Testament teaches Chris-
  tians to utterly reject all things evil (particularly demons), 
  but focuses more on saving other people and administering 
  to those in need. As such, your moral code should be rep-
  resented by Sense of Duty (Coreligionists) if you put your 
  flock first or Vow (Help those in need who ask) if your con-
  cern is for humanity as a whole. Other disadvantages are 
  likely to reflect various commandments: Fanaticism (Reli-
  gious), Honesty, Selfless, Truthfulness, and Vow (Never kill 
  a human). Christianity is an exclusive religion; see The One 
  True Way? (p. 4).
  Training: A traditional preacher has Diplomacy for reas-
  suring the flock, Meditation for prayer, Public Speaking for 
  sermons, and Religious Ritual for everything from baptisms 
  to last rites. Secondary skills should focus on understand-
  ing people and supporting the team, with apt choices being 
  Armoury, Body Language, Detect Lies, Interrogation, Intimi-
  dation, Leadership, and Psychology.
  Mysticism: A Christian crusader does not take credit for 
  Mysticism; all miracles are performed by Christ and merely 
  channeled through the champion. Any ability that protects 
  you or others, staves off evil creatures, or benefits you in a 
  subtle way is appropriate. The Bible is full of blatant miracles, 
  however, so you have a lot of leeway! Especially appropriate 
  abilities include Armor of Faith, Extra Life, Instant Karma 
  (p. 15), Lay on Hands, Mind Shield, Mystic Coincidence, Puri-
  fying Incense (p. 15), Prayer, Rapid Cleansing (pp. 15-16), 
  Resistant to Evil Supernatural Powers, Smite, Turn Evil,  
  and Visualization.
  HInduIsM
  The third-largest religion in the world, and arguably the 
  oldest existing one, Hinduism grew out of the varied cultural 
  traditions of India – organically, without a central prophet, 
  god, or tenet to direct it. As such, it comprises many con-
  flicting denominations. Some worship a single deity, oth-
  ers are polytheistic or pantheistic, and a few are agnostic or 
  even atheistic! As well, followers of any of them may practice 
  Buddhism (Other Faiths, p. 6) alongside Hinduism. This sum-
  mary focuses on dualistic Hinduism (belief in independent, 
  personified deities), as this best fits a crusader.
  A Hindu follows several paths to align his soul (Ātman) 
  with the supreme divine force which underpins Creation 
  (Brahman): Dharma requires living a virtuous life, true to the 
  self and in harmony with the world; Kāma is desire, passion, 
  love, and enjoying life; Artha is improving social position and 
  standing in life; and yogas are various mental and physical 
  techniques to improve spiritual focus. Hinduism believes in 
  karma and reincarnation (samsāra); those who live properly 
  will reap rewards, both in this life and in their next. The ulti-
  mate reward is moksha – to leave the cycle of reincarnation 
  behind, achieving true spiritual purity. These are detailed in 
  Hinduism’s holy texts, which include the Bhagavad Gita and 
  the ancient Vedas, which helped unify India’s cultures.
  The Hindu pantheon comprises a vast number of deities. 
  Most major denominations worship a specific one as the 
  Supreme Being while acknowledging the existence of the 
  others (as lesser gods). However, adherents will often pray to 
  whichever deity most befits the situation; e.g., a Hindu may 
  worship Vishnu above all others, yet still pray to Surya for 
  a sunny day. Brahma is the Creator of the universe, whose 
  four faces each spoke one of the Vedas; He is rarely wor-
  shiped directly, however, but is instead folded into the gen-
  eral reverence for Brahman. The pale-blue Vishnu, “Preserver 
  and Protector,” is the most commonly revered Indian deity; 
  His four arms hold a lotus flower, mace, conch, and dis-
  cus. Shiva “the Destroyer” is also “the Transformer” who 
  reveals truths and encourages progress; He holds a trident 
  and has a third eye and/or crescent moon on His forehead.  
  
   
  CoMpArAtIve tHeology 
  8
  (Some consider Brahma, Vishnu, and Shiva to be a unified 
  trinity, the Trimūrti.) Ganesha is the elephant-headed god of 
  wisdom and new beginnings. Shakti is the personification of 
  feminine energy and motherhood, often paired with the simi-
  lar (but masculine) Shiva. The four-armed Kali brings destruc-
  tion to evil beings. Surya is the god of the sun and astrology. 
  Countless others exist, some as separate beings but many as 
  incarnations – new forms taken by existing gods. For example, 
  Rama and Krishna, though both worshiped on their own, are 
  actually incarnations of Vishnu.
  A typical Hindu crusader will either worship one of the 
  above deities or follow the Smarta tradition, which venerates 
  several of them equally. Most will practice yoga – the ancient 
  spiritual training, not the modern stretching! – which is said 
  to unlock power within the practitioner. Classic Hinduism 
  recognizes supernatural beings, classifying them as divine 
  spirits (devas), nature spirits (yaksha), or evil spirits (raksha-
  sas, pp. 21-22) like demons, ghosts, and ogres. A crusader 
  looking for help may thus find others who believe simi-
  larly – but also plenty of modern Hindus who consider such 
  things allegorical.
  Theology Skill: Polytheistic; see above.
  Behavior: While ideal behavior varies by denomination, 
  every Hindu is expected to live a virtuous life. Though this 
  includes respect for the social order, Hindus are not supposed 
  to follow mindlessly; several Vedas emphasize the need to 
  question authority. Choose Sense of Duty (Coreligionists) if 
  your Dharma is to quietly support your community or Vow 
  (Help those in need who ask) if you prefer good deeds. Further 
  disadvantages usually focus on proper behavior, like Chari-
  table, Code of Honor (Professional), Honesty, Stubbornness, 
  Truthfulness, and Workaholic. Vow (Vegetarianism) and the 
  quirk “Reverence for cows” are common, as the cow is a sym-
  bol of holy virtue and harmony; the latter includes abstaining 
  from beef, maintaining a high-dairy diet, and keeping cattle 
  safe (e.g., not using them as bait for a monster).
  Training: Take Diplomacy to defuse difficult social situa-
  tions, Religious Ritual for proper prayer ceremonies, either 
  Meditation or Public Speaking based on whether you’re an 
  introvert or extrovert, and raise either Occultism or Theology 
  depending on how broadly you’ve studied. Secondary skills 
  should mix human understanding and unobtrusiveness, like 
  Holdout, Interrogation, Leadership, Observation, Psychology, 
  and Stealth.
  Mysticism: Your abilities may come from yoga, from treat-
  ing reality as a mere illusion (maya), or from being a weak 
  incarnation of a deity. Abilities should draw upon your inner 
  strength or ability to manipulate reality, such as Armor of 
  Faith, Divine Vessel (pp. 14-15), Extra Life, Ghost Weapon, 
  Heroic Feats, Lay on Hands, Mind Shield, Purifying Incense 
  (p. 15), Rapid Cleansing (pp. 15-16), Resistant to Evil Super-
  natural Powers, Shock and Awe, Smite, and Visualization.
  IndIgenous AnIMIsM  
  And sHAMAnIsM
  As an indigenous people’s culture develops, so does their 
  traditional religion. This is often supplanted by a new faith 
  later on, but sometimes the indigenous religion survives to 
  the present day (or is given new life through a mod-
  ern revival). Though each is unique, these belief 
  systems share a surprising degree of similarity. In 
  particular, indigenous faiths are often animistic, 
  shamanic, or both.
  Animists consider everything – every bird, 
  every tree, every rock – to have a type of spiritual 
  or divine essence. Some believe that this essence 
  empowers the creature or thing, giving it a soul 
  and thus a purpose and sense of self. Others con-
  sider the spiritual spark separate from its host; in 
  other words, this rock doesn’t have a soul or awareness, but 
  it’s inhabited by a bonded spirit who does. Either way, this 
  means the world around the animist must be treated with 
  respect and reverence. Animals, objects, and sometimes 
  even phenomena like the weather are all sentient beings (or 
  are inhabited by sentient spirits) to be bargained with and 
  appeased. While most indigenous religions also believe in 
  some form of Creator, Creators, or a creative force, it is usu-
  ally seen as distant and unapproachable.
  In a shamanic religion, some or all of the religious lead-
  ers (the equivalents of priests) are shamans who have learned 
  how to go into a trance to commune with the spirit world. 
  From there, they can parley (or battle) with spirits and per-
  form divination and faith healing. Some shamans want their 
  path, while others have it forced upon them (either by circum-
  stances of birth or being “chosen by the spirits” later in life). 
  Many indigenous shamanic faiths are animistic (see above) 
  and call upon nearby animals or objects as “spirit guides”; 
  others believe in an active spirit world all around them, just 
  not one where the spirits are connected to physical beings 
  and things. A champion who focuses exclusively on sha-
  manism and spirit-workings may be better built as a witch 
  (Champions, pp. 20-21) than as a crusader.
  Dreamtime, the creation myth and beliefs of the Australian 
  Aborigines, teaches that groups of people “descended from” 
  mountains, lakes, and other features of the landscape. Their 
  shamans (“clever men/women”) often enforce tribal law.
  Many Native American faiths have shamans (“medicine 
  men/women”) who act as teachers, healers, and spiritual lead-
  ers, in addition to communicating and dealing with spirits. 
  Some traditions follow a type of animism known as totemism, 
  in which the life and fate of a practitioner and an animistic 
  spirit are linked (or sometimes an entire tribe is bound to a 
  single, powerful spirit).
  Traditional Māori beliefs take a “tiered” approach to ani-
  mism, where both people and objects contain a certain rank 
  of spiritual power (mana); tribal members of a given “mana 
  rank” won’t touch objects from a lower or higher rank. Their 
  priests (tohunga) are not shamans; they maintain the tribe’s 
  holiness by ensuring that no spiritual taboos are violated.
  Theology (Polytheistic)
  This new specialty (also valid for Religious Ritual) encom-
  passes belief in a pantheon of multiple deities – even if a typical 
  practitioner worships only one. For the purposes of Know Thy 
  Enemy (Champions, p. 16), it can be used to answer questions 
  about demons and free-willed spirits.
  
   
  CoMpArAtIve tHeology 
  9
  Several religions of the Yup’ik (indig-
  enous to Siberia, Alaska, and Canada) 
  are shamanic and somewhat animistic, 
  treating animals as spiritual messen-
  gers and harbingers of omens. Some, 
  like the Caribou Inuit, add a blend of 
  ancestor worship and reincarnation; 
  each newborn is given the name of a 
  recently deceased relative, who then 
  shares his soul with the child for added 
  strength and wisdom.
  Shinto (the traditional Japanese reli-
  gion) is not formally considered an ani-
  mistic or shamanic faith, but these terms 
  suffice for game purposes. It teaches 
  that kami (which means both “spirits” 
  and “divine essence”) can be found in 
  the things around us. This dualism is 
  intentional, implying both “spirits exist 
  around us” and “divine wonder is found 
  in all things.” Adherents worship kami, 
  including ascended ancestors, by pray-
  ing at shrines and undertaking purifica-
  tion rituals to clear spiritual pollution 
  from themselves and the area.
  Theology 
  Skill: 
  Shamanic – even 
  for those that are animistic only. The  
  specialty encompasses both concepts.
  Behavior: Unless you came here via Neo-Paganism (p. 11), 
  you don’t really see this as a “religion” – there’s no church to 
  attend, sect to join, etc. – it’s just your people’s way of life. 
  As a spiritual leader (and possibly shaman), your job is to 
  keep the spirits happy (or cowed). In most cases, the spirits 
  are demanding, requiring constant supplication via endless 
  minor rituals; your moral code is likely Disciplines of Faith 
  (Mysticism). If the spirits are quieter (or subjugated), Vow 
  (Help those in need who ask) can let you focus on the living. 
  Your other choices should reflect your connection to the spirit 
  world rather than the material one, such as Absent-Minded-
  ness, Loner, Nightmares, Odious Personal Habit (Dirty), Self-
  less, and low Wealth.
  Training: A true indigenous practitioner has Diplomacy for 
  negotiating with people and spirits, Meditation for focus and 
  insight, Naturalist for awareness of the spirit vessels around 
  him, and Pharmacy (Herbal) for traditional cures. A Shinto 
  or Neo-Pagan leader swaps Pharmacy for Religious Ritual, 
  to better focus on leading prayers and rituals. Secondary 
  skills tend toward the “primitive” and practical, like Armoury 
  (Melee Weapons), Body Language, Interrogation, Intimida-
  tion, Leadership, Psychology, and Stealth.
  Mysticism: Your abilities all come from the spirits with 
  which you surround yourself. You’ve worked out arrangements 
  with them so that, in a pinch, you command and they obey. 
  The GM should feel free to throw little “quirks” into how your 
  abilities play out (e.g., your Lay on Hands sometimes leaves a 
  small scar symbolizing the spirit who empowered the healing), 
  as long as these are as useful (on average) as they are annoy-
  ing. Consider Animated Servitor (p. 12-13), Armor of Faith,  
  Astral Projection (p. 13), Blessed, Divine Vessel (pp. 14-15), 
  Eyes of the Dead, Ghost Weapon, Lay on Hands, Mystic Coinci-
  dence, Prayer, Rapid Cleansing (pp. 15-16), Spirit Channeling, 
  Spirit Communication, Spirit Empathy, Supernatural Sense, 
  Totem Bond (p. 16), Turn Evil, and Visualization.
  IslAM
  Islam is a firmly monotheistic and exclusive religion (see 
  The One True Way?, p. 4) that preaches submission to God 
  (Allah) in all aspects of life. Its holy book, the Qur’an, is con-
  sidered the verbatim word of God as revealed to the prophet 
  Muhammad. Further holy texts, the Sunnah, collect sec-
  ondhand accounts (hadiths) of Muhammad’s teachings. It is 
  the second-largest religion; almost a quarter of the world is 
  Muslim, with the majority of adherents found in the Middle 
  East, North Africa, and Southeast Asia. They are split between 
  the Sunni and Shia sects, who disagree about Muhammad’s 
  line of succession but agree on Islam’s core tenets.
  A Muslim (Islam practitioner) follows the “Five Pillars of 
  Islam”: testifying under oath at least once that “There is no 
  god but God and Muhammad is the messenger of God”; pray-
  ing five times daily; giving alms (often levied as an income tax 
  in Islamic countries); fasting from dawn to dusk during the 
  month of Ramadan; and making at least one pilgrimage to the 
  holy city of Mecca in Saudi Arabia. A Muslim is also expected 
  to follow Sharia, a set of laws derived from the holy texts pre-
  scribing hygiene, diet (halal), male-female interaction, dress 
  code, and more – all with a focus on modesty, propriety, and 
  avoiding impure things (najis) such as pork, alcohol, and 
  lustful thoughts. Finally, Jihad (“striving, struggling, perse-
  vering”) refers both to striving internally to serve God and an 
  external, physical struggle against the enemies of God (for a 
  crusader, this is The Enemy). After death, all souls are held 
  by God until Qiyāmah, the day of resurrection when human-
  ity will be judged – by how well they followed these laws, but 
  also by their good or bad deeds in general – and sorted into 
  Paradise or Hell.
  otHer nAtIve AMerICAn fAItHs
  Monster hunters of Native American descent are particulary popular in 
  fiction, especially in the urban fantasy and Weird West genres (two notable 
  examples include Patricia Briggs’ Mercedes Thompson series and C.E. Mur-
  phy’s The Walker Papers series). Players or GMs interested in running Monster 
  Hunters campaigns featuring Native American crusaders have a wide variety 
  of folklore and beliefs to draw from – too much for this supplement to cover. 
  Native beliefs run the gamut of animistic, monotheistic, polytheistic, and 
  combinations of these; for some traditions, Polytheistic (p. 8) may be a better 
  specialty for Theology and Religious Ritual. For instance, Wakan Tanka (the 
  Great Mystery – sometimes referred to as the Great Spirit) is the term for 
  a supreme divine being or force despite the fact that the Lakota have other 
  beings that they worship. The Diné (Navajos) believe in an entire pantheon 
  of beings with angelic-like messengers. There are even examples of syncretic 
  belief systems fusing native mythology with Western beliefs, with the prime 
  example of this being the Ghost Dances in the later 19th century.
  Native American mythology is ripe with gods, monsters, witches, and spir-
  its that beg to be used as fodder for campaigns. From the small to the large, 
  there is much a GM could find inspiring about Native American beliefs. As 
  just one interesting example, the Cherokee raven mocker is part witch, part 
  evil shapeshifting spirit (typically an elderly looking shape) who feasts on the 
  life force of their chosen prey – something that can take days or weeks.
  
   
  CoMpArAtIve tHeology 
  10
  A Muslim crusader is likely to practice Sufism (Islamic mys-
  ticism). This is not a separate sect (like the Sunni/Shia split) 
  but is instead one of the paths that any Muslim may follow. A 
  Sufi seeks to purify his heart and soul, rejecting materialism 
  and turning away from everything else but God. Many practice 
  asceticism and sequester themselves for long periods of time, 
  praying and chanting the many names of God. Others join one 
  of the many Sufism schools to learn from others. Some, known 
  as Dervishes, engage in enthusiastic physical activity such as 
  “whirling” (a spinning dance). Certain Sufis believe that the 
  cosmos is made of wujūd (divine essence) “borrowed” from 
  God – a force that may very well empower a crusader.
  Theology Skill: Abrahamic.
  Behavior: It’s possible to take an extreme position on Sha-
  ria law: avoiding any conversation with the opposite sex, rit-
  ually washing your hands for minutes if you even suspect 
  something you touched was impure, refusing to enter any 
  restaurant where alcohol is served, etc. If so, this is effectively 
  Disciplines of Faith (Mysticism); if not, it isn’t strict enough 
  to be your holy code, but add Disciplines of Faith (Ritualism) 
  as a personal disadvantage. (The names aren’t very accu-
  rate – you’re neither a mystic nor ritualist – but the game 
  effects match up well enough that you should always have one 
  or the other.) If you still need a moral code, take Sense of 
  Duty (Coreligionists) if tradition will get you into Paradise or 
  Vow (Help those in need who ask) if good deeds will. Other 
  disadvantages reflect your commitment, like Code of Honor 
  (Professional), Fanaticism (Religious), Guilt Complex, Hon-
  esty, Stubbornness, and Workaholic.
  Training: A Sufi wants Meditation for inner strength, Reli-
  gious Ritual for spiritual ceremonies, and increased Medi-
  tation and Theology for enlightenment. A mullah (religious 
  scholar) has Diplomacy for guiding fellow Muslims, Medi-
  tation for quiet reflection, Public Speaking for reading the 
  holy texts before a crowd, and Religious Ritual (plus Law 
  as a background skill) for following Islamic law. Secondary 
  skills often focus on keeping the peace; consider Armoury 
  (either), Fast-Draw, Intimidation, Leadership, 
  Psychology, Soldier, and Tactics.
  Mysticism: Even the most enlightened 
  Sufi credits God with the miracles, worked 
  on the Muslim’s behalf. Appropriate abili-
  ties favor the defensive, except where evil 
  demons and spirits are involved – in which 
  case, go on the offensive! Fitting examples 
  include Armor of Faith, Extra Life, Ghost 
  Weapon, Instant Karma (p. 15), Mind 
  Shield, Mystic Coincidence, Prayer, Puri-
  fying Incense (p. 15), Rapid Cleansing 
  (pp. 15-16), Resistant to Evil Supernatural 
  Powers, Shock and Awe, Smite, Supernat-
  ural Sense, and Turn Evil.
  JudAIsM
  According to Judaism, God created the universe and gave 
  humanity the free will to choose between right and wrong. 
  God chose the Jews as pioneers of religion and piety, leading 
  by example to provide moral guidance to the rest of the world. 
  Judaism does not focus on afterlife judgment; most sects 
  believe that, because God is all-loving, everyone eventually 
  ends up in Heaven. Instead, the results of virtue in this life 
  are far more important. As such, while Judaism states that no 
  deity exists except God, it is universalist (The One True Way?, 
  p. 4) in its acceptance that God cares more about whether 
  people are moral than if or how they believe in Him.
  The religion’s holy texts – the Hebrew Bible (which forms 
  the basis of the Old Testament of Christianity, pp. 6-7) and 
  Talmud (teachings from ancient rabbis) – present Halakha, 
  the holy laws by which God wishes the Jews to live. These 
  include revering God and the Torah (p. 11), respecting and 
  doing good deeds (mitzvahs) for others, keeping a specific diet 
  (kosher), maintaining sexual fidelity and morality, and reserv-
  ing Saturday (Shabbat) for rest and prayer.
  “Jew” is both a religious and ethnic descriptor; nearly 
  all who follow the faith are descended from the Hebrews of 
  Israel. Jews do not proselytize; outsiders (gentiles) who wish to 
  convert must demonstrate faith in and knowledge of the reli-
  gion and Halakha. The largest denominations of Judaism are 
  Orthodox, who consider the rules of Halakha strictly binding 
  and maintain a traditional, separate Jewish culture; Reform, 
  who favor personal interpretation of the Torah and believe 
  Jews should integrate with local culture; and Conservative, 
  who fall somewhere between these two views.
  The mystical tradition of Kabbalah (also Cabala or Qabala) 
  studies the Written Torah using Hebrew numerology to reveal 
  secrets about God and the universe. Kabbalists believe that 
  the 10 interlocked Sephiroth are the means by which God sus-
  tains the universe; the Pillar of Mercy on the right serves as a 
  direct channel for divine energy, the Pillar of Severity on the 
  left focuses this energy into understandable forms, and the 
  Pillar of Balance in the middle equalizes and combines them. 
  (For more on this, see GURPS Thaumatology, pp. 253-254.) 
  The goal of a Kabbalist is to become a Tzadik, one who has 
  replaced his “animal” side with true holiness – an apt descrip-
  tion of a Jewish crusader!
  The Sephiroth empower Ritual Path magic as well; for 
  more on this, see Mysticism or Magic? (p. 16).
   
  Theology Skill: Abrahamic.
  Behavior: It’s possible for an 
  Orthodox Jew to follow the rules 
  of Halakha with such rigor that it 
  becomes his holy code, effectively 
  Disciplines of Faith (Mysticism). 
  This is uncommon, however; in 
  fact, while Jews may take the cor-
  responding Disciplines of Faith 
  (Ritualism), they aren’t required 
  to. Far more likely is Vow (Help 
  those in need who ask), reflecting 
  God’s decree to aid others and do 
  good deeds. Additional disadvan-
  tages should continue this theme, 
  such as Charitable, Code of Honor 
  (Professional), Selfless, Truthful-
  ness, and Vow (Never kill a human).
  Training: A rabbi’s primary skills include Diplomacy for 
  reassuring his congregation, Meditation for prayer, and 
  Public Speaking for sermons and lectures. A less-social 
  Kabbalist might instead take Meditation and Religious Rit-
  ual, and then raise Occultism and Theology, all in pursuit 
  of becoming (or remaining) Tzadik via closeness to God.  
  
   
  CoMpArAtIve tHeology 
  11
  Either way, secondary skills are likely to reflect a life 
  well-lived, as Jews celebrate God by experiencing His 
  creation. Thus, all options fit, including more “worldly” 
  ones like Interrogation, Intimidation, Leadership, 
  Observation, Psychology, and Soldier.
  Mysticism: Even if you eschew Kabbalah, other 
  Jews will likely call you Tzadik – if they believe that 
  you’re channeling God’s will and that this isn’t some 
  trick. Most of your miracles will empower you to deal 
  with a problem rather than fixing it for you, such as 
  Animated Servitor (pp. 12-13), Armor of Faith, Blessed, 
  Ghost Weapon, Heroic Feats, Instant Karma (p. 15), 
  Mind Shield, Mystic Coincidence, Prayer (with the 
  understanding that it’s a last-ditch effort), Purifying 
  Incense (p. 15), Rapid Cleansing (pp. 15-16), Resistant to Evil 
  Supernatural Powers, Supernatural Sense, and Visualization.
  neo-pAgAnIsM
  This is not a single belief system, but a category of faiths 
  that draw inspiration from ancient religions no longer in 
  common use. Some follow the old ways as closely as possible 
  (though often with minor editing to remove racism, sexism, 
  etc.), while others blend reconstructed faiths with modern 
  ideals to create a new, unique religion (a process known as 
  syncretism). For simplicity, the following focuses on animistic 
  and polytheistic Neo-Paganism.
  Many Neo-Pagan faiths overlap with the New Age move-
  ment, which teaches practitioners to look within themselves, 
  not to the gods, for spiritual enlightenment. A champion who 
  follows a syncretic New Age/Neo-Pagan blend is more likely to 
  use magic than Mysticism; see p. 16.
  Animistic Neo-Paganism
  Many Neo-Pagan religions are based on the indigenous 
  faiths of tribal societies, who are seen as further removed 
  from the modern world and thus more closely connected to 
  the mystical one. Many such faiths are direct reconstructions 
  of the old ways and need no further elaboration; e.g., notes 
  about Dreamtime apply to both Aboriginal descendants and 
  Dreamtime Neo-Pagans from the West. Thus, these follow the 
  guidelines, skills, behaviors, etc. under Indigenous Animistic 
  and Shamanic (pp. 8-9) rather than those below.
  Polytheistic Neo-Paganism
  These faiths worship the deities of ancient pantheons, such 
  as the Celtic, Egyptian, Greek, and Norse gods. Many focus on 
  a single Goddess – either a specific figure from the pantheon 
  in question or an unnamed “universal” Goddess who rep-
  resents the feminine power that gave birth to Creation – but 
  encourage prayer to the other deities regarding situations that 
  fall within their demesnes.
  There are as many examples as there are ancient religions. 
  Celtic Reconstructionism worships deities like the horse god-
  dess Epona, the bull god Tarvos, the healing goddess Brighid, 
  and the triple battle goddess known as the Morrígan. (The 
  similar Neo-Druidism worships the same gods but also 
  Nature as a whole, with some variants being effectively ani-
  mistic; see above.) Ásatrú or Heathenry is a Nordic faith that 
  venerates the god-king Odin, war god Thor, fertility goddess 
  Freyja, et al. Kemetism revives Ancient Egyptian deities, like 
  the sun god Ra, the goddess of motherhood and magic Isis, 
  and the guardian of the afterlife Osiris.
  Other faiths are syncretic and unique, such as the Egyptian-
  themed Thelema, developed by Aleister Crowley on the princi-
  ple, “Do what thou wilt shall be the whole of the Law. Love 
  is the law, love under will.” (That is, follow your own path in 
  life and embrace love over hate.) Thelemites worship the sky 
  goddess Nuit, the sun god Hadit, and the war god Heru-ra-ha.
  The more recent Wicca reveres the Moon Goddess and 
  Horned God, aspects of femininity and masculinity. However, 
  many Wiccans pray to deities from a variety of panthe-
  ons; e.g., one might ask the Hindu Kali for strength and the 
  Egyptian Thoth for wisdom. The faith’s central tenet is the 
  Wiccan Rede: “An ye harm none, do what ye will.” It openly 
  embraces the concept of magic; a Wiccan champion should 
  review Mysticism or Magic? (p. 16).
  Theology Skill: Polytheistic (p. 8).
  Behavior: Ideal behavior varies significantly from faith to 
  faith, but there are a few commonly recurring themes: be com-
  passionate, be true to yourself, respect the world and Nature, 
  and try not to initiate violence against other people (monsters 
  are fair game). This is best represented with Vow (Help those 
  in need who ask), though if you engage in ritual prayer and 
  focus more on appeasing nature spirits, Disciplines of Faith 
  (Mysticism) makes sense. These religions encourage individu-
  alism, so choose your disadvantages freely, though Thelemites 
  might tend toward Curious, Loner, Nightmares, and Stub-
  bornness while Wiccans are more likely to have Charitable, 
  Easy to Read, Guilt Complex, and Vow (Never kill a human).
  Training: You’re all about a return to the old ways, which 
  means Meditation for prayer and focus, Naturalist for getting 
  around in the outdoors, and Pharmacy (Herbal) for curative 
  blends. Then add Diplomacy if you lead a circle, raise Exor-
  cism if you purify areas, or raise Occultism if you’re a syn-
  cretist. Much like disadvantages, secondary skills can vary 
  greatly, though consider Body Language, Holdout, Psychol-
  ogy, and Stealth.
  Mysticism: Even if you draw your power from a potent 
  central Goddess, you have the flexibility of calling on a vari-
  ety of deities. As such, focus on versatility (lots of low-cost 
  abilities) instead of power (fewer high-cost ones): Animated 
  Servitor (pp. 12-13), Astral Projection (p. 13), Blessed, Divine 
  Vessel (pp. 14-15), Ghost Weapon, Heroic Feats, Mind Shield, 
  Mystic Coincidence, Purifying Incense (p. 15), Resistant to 
  Evil Supernatural Powers, Spirit Channeling, Spirit Commu-
  nication, Spirit Empathy, Supernatural Sense, Totem Bond 
  (p. 16), Turn Evil, and Visualization.
  Torah
  Judaism uses the term Torah in a few different ways, which 
  can confuse the unaware. The Written Torah is the word of 
  God as recorded by Moses in the first five books of the Hebrew 
  Bible, and the Oral Torah is another term for the Talmud. The 
  term Torah with no qualifiers can mean two very different 
  things; it’s usually a synonym for the Written Torah, but may 
  also refer to the entirety of Jewish religious knowledge, of 
  which the Written Torah is but a subset.
  
   
  MIrACles 
  12
  The young Japanese man nodded as Everett finished explain-
  ing. “Wow, that sounds pretty intense. And terrible. Sorry.”
  “Thanks. We were hoping you might help us figure out what 
  did this and how to track them down.”
  Minoru nodded. “Yeah, I can totally reach out if you want. 
  Just call it a favor? You guys can get me back some time.”
  Danielle shot an “I told you so” look to Anna, who pretended 
  not to see it. “That sounds great,” Anna said. “I know we’re all 
  on the same side here.”
  “Cool, cool. Just lemme get into character here.” Minoru took 
  off his blazer. “Can you keep that picture up on your tablet so he 
  can see it?”
  “Who?” Brad asked, but Minoru was already meditating, so 
  he complied.
  A few moments later, the room seemed to light up, and a soft 
  breeze carried the salty scent of ocean air. Minoru looked up, but 
  with dark, piercing eyes and a countenance that commanded 
  attention. “The beasts responsible for this slaughter must face 
  justice!”
  The team shared a glance. Scott asked, “Which beasts?”
  “Rakshasas. Flesh-eating demons. Masters of illusion. They 
  can mask even the strongest scent, take on the appearance of 
  humans, and kill with clawed paws. Swear to me that you will 
  punish them!”
  Anna spoke quickly, “We swear! We swear! It’ll be taken care 
  of, I promise.”
  Minoru closed his eyes, took a few deep breaths, and then 
  opened them. The intensity was gone. “Hey, don’t mind Susanoo. 
  He just gets really passionate.” He grinned. “But he’s definitely 
  smarter than me when it comes to this stuff.”
  These new Mysticism abilities dovetail with those on 
  pp. 43-45 of GURPS Monster Hunters 1: Champions, giving 
  crusaders and mystics access to more “miracles on demand.” 
  Comparatively, these new abilities are more complex, but you 
  wouldn’t be reading this if you didn’t want to better tools to 
  use in spiritual warfare, right?
  Champions offers the option of replacing Mysticism with 
  the unique power framework of GURPS Powers: Divine 
  Favor. However, it’s not strictly necessary to choose! Divine 
  Favor’s “learned prayers” can all be used as Mysticism abil-
  ities as-is, because the Divine limitation from Divine Favor 
  is identical to the Mysticism PM. (And the reverse is true, as 
  every Mysticism ability is also a ready-made “learned prayer.”) 
  Between these three books, your crusaders shouldn’t run out 
  of options anytime soon.
  AnIMAted servItor
  Variable
  By empowering a spirit, you allow it to possess and ani-
  mate an object. Examples include the tsukumogami (ani-
  mated tool or object) of Shinto and Buddhism, the golem 
  (animated statue) of Judaism, the zombi (animated corpse) 
  of African diasporic religions, and the assorted nature gods 
  (animated earth, trees, etc.) of the animistic (and related 
  Neo-Pagan) religions. The GM should work with the crusader 
  to determine what type of object the spirits can animate, and 
  come up with an appropriate 0-point lens if necessary; see 
  p. 13 for some examples.
  You must spend 1d seconds (rolled secretly by the GM) con-
  centrating on your communion with the spirit, after which 
  you may attempt your summoning roll. If that roll fails, you 
  may try again, but at a cumulative -1 until a day has passed. 
  Once the spirit animates the object, it will stick around until 
  the end of the day (when you sleep) or until injuries force it to 
  -1¥HP, at which point it vanishes and cannot be summoned 
  until the next day (when it will be fully healed). It will not 
  automatically follow your orders, however; you must make 
  a reaction roll, with a bonus equal to your Mysticism Talent 
  and another +3 if you have Spirit Empathy. Alternatively, 
  you may make an Influence roll using Theology, with the  
  same bonuses.
  The cost of this ability depends on your summoning roll, 
  but also upon your power level – because the relative potency 
  of this servitor is much greater for a 200-point gifted than it is 
  for a 400-point crusader! A “N/A” means you don’t have to roll; 
  just pray for 1d seconds and the spirit will come.
   Power Level 
  9 or less 
  12 or less 15 or less N/A
   200-249 points 
  21 
  42 
  63 
  84
   250-299 points 
  16 
  32 
  48 
  63
   300-349 points 
  11 
  21 
  32 
  42
   350-399 points 
  9 
  17 
  26 
  34
   400-499 points 
  7 
  13 
  19 
  26
   500-599 points 
  6 
  11 
  16 
  22
   600+ points 
  5 
  9 
  13 
  17
  Once your point total is high enough to reach the next tier, 
  the cost of this ability drops! When that happens, you have two 
  options. You can retain the same summoning roll, at a lower 
  cost, in which case the GM will refund the difference – but 
  you must spend those refunded points on other Mysticism 
  abilities (which can include additional servitors, see below).  
  CHApter two
  MIrACles
  To one who has faith, no explanation 
  is necessary. To one without faith,  
  no explanation is possible.
  – Thomas Aquinas
  
   
  MIrACles 
  13
  Or you may transition to a higher summoning roll; if that 
  means a cost increase, you are now in “point debt” and must 
  devote at least half of all earned character points to this ability 
  until the debt is paid.
  Example: Dara is a 248-point hero with Animate Servitor 
  (Golem; 12 or less) [42]. She earns four character points, 
  which puts her into a higher power-level tier. She can keep the 
  same summoning roll, as Animate Servitor (Golem; 12 or less) 
  [32], in which case the GM will refund her 10 character points 
  to spend on more Mysticism. Or she could transition to Ani-
  mate Servitor (Golem; 15 or less) [48], in which case she’s in 
  “point debt” for six character points and will need to spend at 
  least two of those four earned points on this ability, and then 
  half of all future earned points until its cost is fully covered.
  You may take this ability multiple times (all at full cost) for 
  the ability to summon multiple servitors. Your communion 
  time remains a flat 1d seconds, not 1d seconds per spirit.
  Statistics (200 points): Ally (Servitor; Built on 150%; 9 or 
  less; Accessibility, Requires proper type of object, -10%; 
  Conjured, +100%; Minion, +50%; PM, -10%; Takes 
  Extra Time 2, -20%) [21], (12 or less) [42], (15 or 
  less) [63], or (Constantly) [84].
  Statistics (300 points): Ally (Servitor; Built on 
  100%; 9 or less; Accessibility, Requires proper type 
  of object, -10%; Conjured, +100%; Minion, +50%; 
  PM, -10%; Takes Extra Time 2, -20%) [11], (12 or 
  less) [21], (15 or less) [32], or (Constantly) [42].
  Statistics (400 points): Ally (Servitor; Built on 
  75%; 9 or less; Accessibility, Requires proper type 
  of object, -10%; Conjured, +100%; Minion, +50%; 
  PM, -10%; Takes Extra Time 2, -20%) [7], (12 or 
  less) [13], (15 or less) [19], or (Constantly) [26].
  Statistics (600 points): Ally (Servitor; Built on 
  50%; 9 or less; Accessibility, Requires proper type 
  of object, -10%; Conjured, +100%; Minion, +50%; 
  PM, -10%; Takes Extra Time 2, -20%) [5], (12 or 
  less) [9], (15 or less) [13], or (Constantly) [17].
  In-between statistics were interpolated.
  AstrAl proJeCtIon
  28 or 52 points
  You can fall into a trance, sending your soul 
  on a journey outside of your body. At level 1, this 
  requires a full 10 minutes of concentration, after 
  which you may travel for up to 30 minutes before 
  your soul automatically snaps back into your body. 
  At level 2, it takes only one minute of concentration 
  and you may stay out for up to an hour.
  While projecting, you are invisible and inaudi-
  ble to the real world, though you and other spirits 
  can easily see each other. If you have some super-
  natural means of communicating with substantial 
  people (telepathy, a Path of Mind charm, etc.), 
  you may use it normally. You pass through solid 
  objects, and do not have to hold your breath while 
  doing so, but you are affected by any wards, psy-
  chotronics, etc. that target spirits. None of your 
  gear comes with you!
  This suits most faiths described by Theology (Shamanic 
  or Voodoo), and some that use Theology (Polytheistic). The 
  GM may also allow this as a new ability for psis, either 
  as part of ESP or as its own Astral Projection power; just 
  change the PM.
  Statistics: Level 1 is Insubstantiality (Ghost Air*, +10%; 
  Immediate Preparation Required, 10 minutes, -45%; Max-
  imum Duration, 30 minutes, -25%; PM, -10%; Projection, 
  -50%; Substantial Communication†, +40%) [16] + Invisibil-
  ity (Accessibility, Only on the astral plane, -30%; PM, -10%; 
  Substantial Only, -10%; Temporary Disadvantage, Mute with 
  Substantial Only, -22%) [12]. Level 2 modifies Insubstantiality 
  by changing Immediate Preparation to 1 minute (-30%) and 
  Maximum Duration to 1 hour (-10%) for a net +24 points.
  * The entire astral plane is considered “air” for you, even 
  within solid objects, though you can still be suffocated or 
  strangled by hostile spirits.
  † You may use supernatural communications abilities, 
  despite lacking the Affect Substantial enhancement.
  servItor
  ST: 25 [150] 
  HP: 25 [0] 
  Speed: 6.00 [-10]
  DX: 13 [60] 
  Will: 12 [10] 
  Move: 6 [0]
  IQ: 10 [0] 
  Per: 12 [10]
  HT: 13 [30] 
  FP: N/A 
  SM: 0
  Dodge: 10 
  Parry: 12 
  DR: 6 [30]
  Kick (14): 2d+5 crushing. Reach C, 1.
  Punch (16): 2d+4 crushing. Reach C.
  Advantages: Combat Reflexes [15]; Doesn’t Breathe [20]; Doesn’t 
  Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; 
  Immunity to Metabolic Hazards [30]; Indomitable [15]; Injury 
  Tolerance (No Blood; No Brain; No Eyes; No Vitals; Unliving) 
  [40]; Sealed [15]; Striking Surface [1]; Unfazeable [15].
  Disadvantages: Fragile (Unnatural) [-50]; Hidebound [-5]; Low 
  Empathy [-20]; Mute [-25]; No Sense of Humor [-10]; Repro-
  grammable [-10]; Social Stigma (Monster) [-15]; Unhealing 
  (Total) [-30]; Wealth (Dead Broke) [-25].
  Skills: Brawling-16 [8]; Forced Entry-15 [4]; Lifting-12 [1]; Obser-
  vation-12 [2]; Stealth-14 [4].
  Notes: Neither has nor uses fatigue. Affected by Path of Spirit 
  magic.
  Lenses
  Golem (+0 points): Change Injury Tolerance to Injury Toler-
  ance (Homogenous; No Blood; No Eyes) [50], raise Will to 13, and 
  remove Combat Reflexes (lowering Dodge to 9 and Parry to 11). 
  For animal statues, also see Tsukumogami, below.
  Nature God (+0 points): Change Injury Tolerance to Injury Tol-
  erance (Homogenous; No Blood; No Eyes) [50] and lower DR to 4.
  Tsukumogami (+0 points): No changes unless the object resem-
  bles an animal more than a humanoid, in which case raise Move 
  to 7 and add Extra Legs (Four Legs) [5] and Horizontal [-10].
  Zombi (+0 points): Raise Will to 15 and add Appearance (Mon-
  strous) [-20] and Single-Minded [5].
  
   
  MIrACles 
  14
  dIvIne vessel
  Variable
  You share a spiritual bond with a loa, powerful spirit, or 
  a lesser embodiment (avatar) of a deity. You may commune 
  with this being for spiritual guidance, or even open your soul 
  and allow it to possess (“ride”) your body. As usual, Mysticism 
  Talent adds to all rolls below.
  Communion requires half an hour of quiet contemplation, 
  followed by a Meditation roll. Success puts you in touch with 
  the spirit, at which point you can ask for general guidance 
  or for insight regarding a particular topic. Note that you can 
  choose the topic but cannot demand answers to specific ques-
  tions; such spirits are fickle and see themselves as teachers 
  bestowing wisdom, not as equals to be interrogated. Roll 
  against Theology, at +5 if your Meditation roll was a critical 
  success, to interpret the spirit’s answer. (For simplicity, roll 
  this first, and then the GM will use that, along with his esti-
  mation of how knowledgeable your spirit is on this particular 
  topic, as a guideline for how cryptic to be.) Succeed or fail, 
  communion may be attempted only once per day per spirit.
  Possession may be done as often as you wish – every spirit 
  enjoys the novelty of having flesh and blood for a while – but 
  physically taxes your body. The “rider” does not push your 
  mind out; instead, you both share your body, giving you access 
  to your traits – including all of your other Mysticism abili-
  ties – and those of the spirit. To initiate this, you must spend 1 
  FP, take a Concentrate maneuver, and successfully roll against 
  Religious Ritual; if you fail, you may try again. After that, it 
  takes 5 seconds for the spirit to settle in, during which you can 
  act normally (it doesn’t require 6 seconds of constant concen-
  tration). The “ride” lasts for three minutes, after which you 
  may pay 1 FP for every additional six minutes of duration. The 
  possession ends automatically if you fall unconscious.
  If the “rider” has a skill or leveled trait that you already 
  have, add the points together to determine the final level; e.g., 
  if both you and the spirit have 1 point in Broadsword and Bad 
  Temper (12) [-10], together you have 2 points in Broadsword 
  and Bad Temper (6) [-20]. Where this is not possible or traits 
  conflict, adjust the spirit’s template as necessary and then use 
  the rules below to figure its new cost.
  Several sample spirit templates appear below. To create 
  new ones, sum the cost of the positive and negative traits, mul-
  tiply by 0.9, round up, and then add 21.
  If you are a vessel for multiple divine entities, only pay full 
  price for the most expensive one, plus a flat 21 points for each 
  additional one.
  This ability fits many religions, but not 
  those covered by Theology (Abrahamic), as 
  they emphasize the division between mortal-
  ity and godliness.
  Statistics: Loa (PM, -10%; Reduced Time 
  1, +20%) [17 + 90% of spirit template’s cost] 
  + Oracle (PM, -10%; Reduced Time 1, +20%) 
  [4]. Notes: Loa is a Shapeshifting variant 
  from GURPS Horror: The Madness Dossier. 
  Oracle is an alternative ability to Loa. The 
  need for three separate skills to make use of 
  this ability offsets the benefit of being able to 
  pick a topic for Oracle.
  Sample Spirits
  Chango (39 points): Santería/Vodun loa of fire and light-
  ning. Grants Bad Temper (12) [-10], DR 5 (Tough Skin, -40%) 
  [15], DR 5 (Limited, Energy, -20%; Tough Skin, -40%) [10], 
  Lecherousness (12) [-15], and Striking ST 4 [20].
  Geb (41 points): Ancient Egyptian god of earth and father of 
  snakes. Grants Double-Jointed [15], Flail* (H) DX+1 [8], Jeal-
  ousy [-10], Lecherousness (12) [-15], and Striking ST 6 (Acces-
  sibility, Only when standing on earth or stone, -20%) [24].
  Kali (57 points): Four-armed Hindu goddess, destroyer of 
  evil and protector of the innocent. Grants Extra Arms 2 [20], 
  Extra Attack 2 [50], Social Stigma (Monster) [-15], and Vow 
  (Protect everyone from any deadly threat) [-15]. Note: The 
  Social Stigma is due to the extra arms, which simply manifest 
  (clothing and armor adapting) as if they’d always been there.
  Koxinga (40 points): Chinese pirate and general, a folk-
  hero ascended to godhood. Grants Broadsword* (A) DX+1 [4], 
  Charisma 4 [20], Leadership (A) IQ+5 [4], Overconfidence (12) 
  [-5], Tactics (H) IQ+1 [8], and Vow (Never surrender) [-10]. 
  Note: Leadership includes +4 for Charisma.
  Morrígan (38 points): Celtic goddess of doom and fate on 
  the battlefield. Grants Odious Personal Habit (Strikes everyone 
  as creepy, dark, and wrong) [-15], Ridiculous Luck (Aspected, 
  Combat, -20%) [48], and Trickster (12) [-15]. Note: For sim-
  plicity, track Morrigan’s Luck recovery separately from your 
  own innate Luck, if any.
  Ogun (47 points): African/Candomblé/Vodun loa of the 
  forge and sword. Grants Bloodlust (12) [-10], Broadsword* (A) 
  DX+3 [12], DR 7 (Tough Skin, -40%) [21], Odious Personal 
  Habit (Constant profanity) [-10], Overconfidence (12) [-5], and 
  Striking ST 4 [20].
  Rama (42 points): Hindu avatar of archery and strength. 
  Grants Bow (A) DX+3 [12], Charitable (12) [-15], Striking ST 
  6 [30], Strongbow† [1], and Vow (Never leave a companion 
  behind) [-5].
  Susanoo (44 points): Brave, impetuous Shinto warrior-god 
  of sea and storms, whose footsteps are like thunder. Grants 
  Broadsword* (A) DX+3 [12], Enhanced Parry 2 (Broadsword*) 
  [10], Impulsiveness (12) [-10], Manic-Depressive [-20], Noisy 1 
  [-2], Striking ST 4 [20], and Unfazeable [15].
  Thunderbird (45 points): Thunder and lightning totem 
  common to many Native American faiths. Grants Disturbing 
  Voice (Harsh, loud rumbles) [-10], Divine Curse (Actions tend 
  to cause collateral damage) [-10], Penetrating Voice [1], Strik-
  ing ST 4 [20], and Thunderclap‡ [25]. Note: If you have Voice, 
  you lose it as the Thunderbird; this lowers its cost to 36 points.
  Closer is He than breathing,  
  and nearer than hands and feet.
  – Alfred, Lord Tennyson,  
  “The Higher Pantheism” 
  
   
  MIrACles 
  15
  Xuanwu (39 points): Chinese/Taoist god of dark mys-
  tery, who sacrificed his organs for immortality. Grants 
  Chameleon 2 [10], Frightens Animals [-10], Injury Toler-
  ance (No Vitals; Unliving) [25], Silence 2 [10], and Weird-
  ness Magnet [-15].
  * You may replace this with the crusader’s melee 
  weapon of choice.
  † You can use a bow of up to +2 ST above your own.
  ‡ As an attack, you can strike your arms together to pro-
  duce a loud clap of thunder. This costs 2 FP. Roll a Quick 
  Contest of your Will vs. the HT of everyone within 4 yards; 
  anyone who loses is stunned, and can roll against HT on sub-
  sequent turns to recover. Anyone who loses by 5+ or critically 
  fails is also deafened for (margin of loss) minutes. Statistics: 
  Affliction 1 (HT; Area Effect, 4 yards, +100%; Costs Fatigue, 2 
  FP, -10%; Emanation, -20%; Hearing-Based, -20%; Malediction 
  1, +100%; Nuisance Effect, Cannot use if arms restrained, -5%; 
  Secondary Disadvantage, Deafness, +4%) [25].
  Vessel Bond
  14 points/spirit
  Prerequisites: Divine Vessel 
  and Spirit Empathy.
  This ability is a power-up 
  for Divine Vessel. You are so in 
  tune with your bonded spirit(s) 
  that you can align your souls 
  almost instantly. Communion 
  takes you only two minutes 
  (instead of 30), and being rid-
  den is now a free action – you 
  can do it at the start of a turn and 
  (if successful) gain immediate access to your spirit’s traits.
  Vessel Bond costs 14 points per spirit; e.g., if you have 
  Divine Vessel (Chango) [21] and Divine Vessel (Ogun) [47], 
  you could spend 14 points for a Vessel Bond with one of them 
  or 28 points for both.
  Statistics: Divine Vessel becomes Loa (PM, -10%; Reduced 
  Time 5, +100%) [29 + 90% of spirit template’s cost] + Oracle 
  (PM, -10%; Reduced Time 5, +100%) [6], for a net +14 points.
  InstAnt kArMA
  30 points
  Your god(s) or spirits are looking out for you. Once per 
  fight, when an enemy is about to roll to physically attack 
  you – not attacking your friends, tossing a grenade, casting a 
  spell, etc. – you may dictate that, instead of rolling, the oppo-
  nent critically fails.
  Resetting this holy protection requires both your character 
  performing a one-minute ritual (in game) and at least an hour 
  of real time passing (out of game).
  This fits just about any religion; “karma” may be a Hindu 
  term, but the concept itself is ubiquitous.
  Statistics: Super Luck (Accessibility, Only to make a foe 
  critically fail while attacking you, -20%; Aspected, Combat, 
  -20%; PM, -10%; Preparation Required, 1 minute, -20%; Wish-
  ing Only, +0%) [30].
  purIfyIng InCense
  40 points
  Many faiths use incense for spiritual cleansing or as an 
  offering, including Buddhism, Catholicism, Hinduism, Islam, 
  Judaism, Neo-Paganism, and Taoism. But when you do it, 
  it carries extra “oomph.” Ritually starting a cone or stick of 
  incense takes one minute of work and a successful Religious 
  Ritual roll; failure has no consequence other than wasted 
  time and incense. Once lit, the incense smoke spreads out 
  to fill a four-yard-radius area, and it continues to burn 
  for 1d+13 minutes regardless of circumstances (e.g., 
  even water won’t put it out). You can’t achieve a longer 
  duration by packing lots of incense together – it has to be 
  done right – but you can set up multiple “zones” of smoke. 
  Overlapping zones grant no additional protection.
  Any evil undead or spirit being within the incense- 
  sanctified area must roll a Quick Contest of Will with you 
  every turn. As long as it wins or ties, it is unaffected, but 
  as soon as it loses, it suffers a penalty equal to its margin 
  of loss to every attribute and skill roll – and half that pen-
  alty (drop fractions) to its active defenses! In addition, 
  any spirit who loses by 5+ or critically fails is forced to 
  materialize. This lasts for (margin of loss) minutes or until 
  the creature leaves the area. However, if it returns while the 
  incense is still burning, the Quick Contests begin anew.
  Incense. 20-pack of cones or sticks. $5, 0.1 lb.
  Statistics: Affliction 1 (Will; Accessibility, Evil undead or 
  spirit beings, -50%; Accessibility, Requires incense, -10%; Area 
  Effect, 4 yards, +100%; Attribute Penalty, -1 to ST, DX, IQ, and 
  HT, Margin-Based, +90%; Based on Will, +20%; Emanation, 
  -20%; Extended Duration on Persistent, 100¥, +80%; Imme-
  diate Preparation Required, 1 minute, -30%; Malediction 1, 
  +100%; Persistent, +40%; PM, -10%; Requires Religious Ritual 
  Roll, -10%; Secondary Negated Advantage, Insubstantiality, 
  +16%; Terminal Condition, Leaving the area, -20%) [40].
  rApId CleAnsIng
  10 points
  You may attempt to cleanse a curse (GURPS Monster 
  Hunters 2: The Mission, p. 23) as a single Concentrate 
  maneuver, at just -1 to your Exorcism skill! This becomes no 
  penalty with an aged holy symbol, or a net +1 with an ancient 
  one (see Champions, p. 57). This also applies to attempts to 
  banish a demon (GURPS Monster Hunters 3: The Enemy, 
  p. 18). Assistants make this take a bit longer, requiring one 
  Concentrate maneuver per assistant to get everyone in order 
  before making the Religious Ritual roll. If you tie or lose, 
  you must still wait a full week before attempting it again.
  Mysticism Skills
  In addition to Exorcism, brothers and crusaders may 
  choose Hazardous Materials (Magical) as a secondary or 
  background skill. This helps them deal with cursed things 
  that are more sorcerous than unholy, and might represent 
  formal or extensive on-the-job training for such situations.
  
   
  MIrACles 
  16
  This ability fits most faiths, but is partic-
  ular common for Shinto and those covered 
  by Theology (Abrahamic or Polytheistic).
  Statistics: Efficient (Exorcism) [1] + 
  Unique Technique (Rapid Cleansing) [1] + 
  Rapid Cleansing (H) Skill-3 [8].
  Exorcised While You Wait
  Per The Mission, p. 23, every cleansing 
  takes 1d hours (modified for Time Spent, 
  p. B346). While this is fair for major curses 
  and problems, it represents the upper bound of difficulty; the 
  GM may reduce the required time for simpler, smaller issues. 
  Here are some guidelines.
  Weak (1d minutes): Anything inherently tenuous, such as a 
  ghost or demon only bound to this plane via a spell, or a curse 
  due to break in a few weeks on its own.
  Moderate (1d¥10 minutes): Most localized 
  problems, like a demon who entered our plane via 
  a typical summoning spell (The Enemy, p. 17), a 
  typical ghost haunting or possession, or a curse 
  tied to a single place or small group of people.
  Potent (1d hours): Something with a strong 
  grip on reality, such as a ghost or curse tied to a 
  ley line that crosses the state, or a demon who’s 
  found a way to trick the universe into thinking he 
  belongs on this plane.
  Unstoppable (1d¥8 hours or worse): The GM is 
  always free to create a haunting or bit of Hell on 
  Earth that even the most skilled exorcism would find daunt-
  ing. These cannot be cleansed instantly! Anyone taking -10 to 
  Exorcism or using Rapid Cleansing divides the required time 
  by 60 (reading “hours” as “minutes”). An exorcist with Rapid 
  Cleansing who also takes -10 to his roll can treat “hours” as 
  “seconds” . . . but good luck winning that Quick Contest.
   
  The foe’s personal strength is not a deter-
  mining factor here. For example, a weak 
  demon and a demon lord are both (usually) 
  moderate challenges; the demon lord will be 
  harder to banish, but only because its Will is 
  much higher.
  toteM bond
  10 or 27 points
  When you take this ability, you must 
  choose a type of animal (e.g., “rats and mice,” 
  “cats, whether big or small,” or “songbirds”) 
  that is spiritually significant to you. When 
  near such an animal, you may roll a Quick 
  Contest of your IQ (plus Talent, but minus 
  range penalties) versus its Will; success 
  means that it will follow your mental com-
  mands for as long as you continue to con-
  centrate and then for minutes equal to your 
  margin of victory afterward. It doesn’t get 
  any smarter, so you must be very basic and 
  general; “fetch that package” is fine, but “wait 
  until the path is clear, then grab the package 
  and take it to the car across the street” will 
  just confuse the poor beast.
  With level 2, you can also experience all 
  of the totem animal’s senses – seeing through 
  its eyes, hearing through its ears, and so 
  on – for as long as you continue to concen-
  trate on this ability.
  Animistic, shamanic, and Neo-Pagan 
  faiths are the most likely to have a spiritual 
  connection to animals.
  Statistics: Mind Control (PM, -10%; Spe-
  cialized, Small class of animals, -35%; Sug-
  gestion, -40%) [10]. Level 2 is Mind Control 
  (Link, +10%; PM, -10%; Specialized, Small 
  class of animals, -35%; Suggestion, -40%) 
  [13] + Mind Reading (Link, +10%; PM, -10%; 
  Sensory Only, -20%; Specialized, Small class 
  of animals, -35%) [14].
  MystICIsM or MAgIC?
  At first glance, Champions’ Mysticism and Ritual Path magic (RPM) 
  don’t seem to overlap much . . . at least, not if you think of the former 
  as “a supreme Creator answers your prayers” and the latter as “altering 
  reality through Hermetic understanding and force of will.” However, 
  both can also represent a champion who petitions local minor spirits 
  to provide direct supernatural aid. Consider a Wiccan (p. 11) who prays 
  for guidance from the local nature spirits and receives a supernatural 
  vision – is that person a crusader using Blessed or a witch evoking a 
  divination ritual? Kabbalism, whether Judaic (pp. 10-11) or Christian 
  (pp. 6-7), blurs this line further, as Kabbalistic Mysticism and RPM 
  are both tied to the Sephiroth (a connection explored more deeply in 
  GURPS Thaumatology: Ritual Path Magic).
  Thus, a crusader may be better served by RPM instead of Mysticism, 
  or even a mix of both. Consider whether one of the following approaches 
  might fit the hero:
  • A crusader (Champions, pp. 10-11) who spends the 75 points ear-
  marked for Mysticism instead on Magery, Ritual Adept, Thaumatology, 
  and Path skills. As an optional rule, to give the magic a more religious 
  flavor, skip Thaumatology; the core skill for RPM is now Religious Rit-
  ual, but with the additional prerequisite that Theology (same specialty) 
  must be known at IQ level or higher.
  • A witch (Champions, pp. 20-21) who chooses the last 25 points of 
  advantages from the crusader’s third bullet point (“Another 35 points 
  chosen from among ST . . .”) instead.
  • A magician (Sidekicks, pp. 11-12) with the mystic lens (Sidekicks, 
  p. 22). This combines potent Mysticism with weak RPM ability and mun-
  dane skills split between the two.
  • A gifted (Sidekicks, pp. 8-10) empowered by Mysticism, with the 
  caster lens (Sidekicks, p. 21). The result is a potent RPM caster with 
  impressive Mysticism as well, but few other skills or abilities.
  In all cases, Clergy (Champions, pp. 7-8) is often, though not always, 
  the most appropriate motivational lens. And those choosing a non-cru-
  sader option should consider taking disadvantages from the crusader 
  template anyway. Finally, for magic that focuses on spirits, undead, and 
  exorcisms (rather than general spellcasting), add Dark Walker, a Talent 
  from “Ritual Path Specialists” in Pyramid #3/66: The Laws of Magic.
  Some 
  hauntings can 
  be challenging 
  for even the 
  most skilled 
  exorcist.
  
   
  unHoly AdversArIes 
  17
  “Wake up, beasts!” Scott yelled as he crashed through the 
  window. His silenced rifle shot holy-water rounds into the heads 
  of the sleeping middle-aged couple. “At least I hope we’re right 
  and you’re beasts, ’cause otherwise I am in a whole lot of trou-
  ble for doing this.”
  The couple leaped from the bed without hesitation, as 
  Danielle kicked in the door and thrust her fetish at the “man.” 
  “By the will of Papa Legba, he who commands the crossroads 
  between worlds, I order you back to Hell, demon!” The rak-
  shasa screamed, its illusion dropping to reveal an unholy 
  amalgamation of animal and human parts, right before it 
  flashed and disappeared.
  The “woman” let loose a throaty roar and pointed at Danielle. 
  “That was the last mistake you’ll ever make!” And then she was 
  gone . . . but the charms Brad had hung around their necks 
  countered her invisibility. Danielle dove to the side, just barely 
  avoiding the demon’s attack, allowing Everett to dash in and 
  plant his axe deep into her torso.
  The rakshasi glanced around, seeming to realize that her 
  tricks weren’t working. “You’ll only live long enough to regret 
  this, meat!” And with that, she dove out the window before they 
  could stop her.
  As Scott fired after her, Everett whispered into his radio, 
  “Plan B, one target, south window. You got her?”
  A moment later, Brad subvocalized back, “Tailing her now. 
  Think it’ll ever occur to her that we can use illusions, too?”
  Building crusaders with appropriate traits is one way to 
  incorporate real-world religion into a game, but that’s only the 
  second half of “monster hunters.” If the heroes draw power 
  from specific faiths, so should The Enemy! Most religions 
  describe the world in terms of a battle between righteous 
  champions and vile forces, and many of those dark monstros-
  ities are perfect for testing the hunters’ mettle.
  The following creatures use the same format as those in 
  GURPS Monster Hunters 3: The Enemy.
  AbAddon loCust
  Origin: Christianity (pp. 6-7).
  These inch-long (SM -11) insects, described in Revelations 
  9:2-11, appear to be locusts from a distance. But viewed from 
  a yard or less away, each has a horse-shaped body with wings 
  and a chitinous chest, a woman’s head with long fangs, and 
  a scorpion-like stinger. They are usually encountered as a 
  swarm, with the subtle sound of horse hooves underlying the 
  buzzing of their wings. Anyone with Hidden Lore (Angels or 
  Demons) or Theology (Abrahamic) can make a Per-based roll 
  (with Hearing modifiers) to notice this and recognize what 
  they are before getting close.
  As a swarm (p. B461), each hex comprises just over 650 
  locusts; this is dense enough to obscure vision (-4 to see any-
  thing within or past a swarm). The swarm flies at Move 8. 
  It stings for 1d impaling damage per turn (plus the painful 
  effects detailed below). Sealed armor protects with its DR 
  indefinitely, but other protection only provides its DR for five 
  seconds before the insects get in.
  Unlike most swarms, this one has DR 5 against attacks. It 
  cannot be dispersed, but upon losing 10 HP – or if the swarm 
  realizes that it cannot hurt a target in this form – it coalesces. 
  This takes one full turn, after which the entire one-hex swarm 
  becomes a single, huge, uninjured Abaddon locust with the 
  stats below!
  Whether as a swarm or coalesced, the locusts’ stingers are 
  incredibly painful. Anyone injured by one suffers double the 
  usual shock penalty; High Pain Threshold reduces this to the 
  standard shock penalty, while Low Pain Threshold triples it 
  instead of doubling. As well, anyone who loses 1/3 HP or more 
  to this sting suffers from moderate pain until the injury is fully 
  healed; this progresses to severe pain after losing 1/2 HP, terri-
  ble pain after 2/3 HP, and agony after HP (see Pain, p. B428). 
  This is a supernatural curse; Immunity to Poison or Metabolic 
  Hazards has no effect on it.
  Experts disagree on the locusts’ cosmological place. They 
  are usually under the control of a powerful demon lord, but 
  there have been situations in which they appeared at the 
  behest of an angel (of unknown status). Their most common 
  task is to torment a small town or render an area impassible. 
  To date, no known hunter has encountered a demon or angel 
  by the name of Abaddon.
  One to two swarms per champion are usually a fair fight.
  ST: 25 
  HP: 25 
  Speed: 7.00
  DX: 15 
  Will: 16 
  Move: 8 (Ground) or 16 (Air)
  IQ: 4 
  Per: 14 
  Weight: 120 lbs.
  HT: 13 
  FP: 13 
  SM: 0
  Dodge: 11 
  Parry: N/A 
  DR: See notes
  Fright Check: -3
  Fangs (17): 2d+3 impaling. Reach C.
  Hooves (15): 2d+6 crushing; Reach C, 1.
  Tail (17): 2d+6 impaling + pain (see text). Reach C-2.
  CHApter tHree
  unHoly 
  AdversArIes
  
   
  unHoly AdversArIes 
  18
  Traits: Appearance (Monstrous); Combat Reflexes; Doesn’t 
  Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens 
  Animals; High Pain Threshold; Immunity to Metabolic 
  Hazards; Immunity to Mind Control; Injury Tolerance 
  (Homogenous; No Blood); Reprogrammable; Slave Men-
  tality; Social Stigma (Monster); Weakness (Holy attacks; 1d 
  per minute; See notes); Wealth (Dead Broke); Wild Animal.
  Skills: Aerobatics-14; Brawling-17.
  Notes: Torso has DR 10 with Hardened 1; feet have DR 6; 
  other body parts have DR 5. Affected by True Faith and 
  Path of Spirit magic. Sterile. Some locusts lack Weakness 
  and are not vulnerable to True Faith.
  HulI JIng
  Origin: Chinese Traditional (pp. 5-6).
  This free fox-spirit is normally insubstantial (though vis-
  ible), but it can materialize by assuming any desired human 
  form. It is vampiric, requiring human life essence (HP) to sur-
  vive; it takes pains to obtain this essence surreptitiously, usu-
  ally by seducing someone and absorbing it during sex. While 
  in spirit form, the huli jing can enter a person and “possess” 
  him – not taking over his body fully, but becoming a voice in 
  his head, using Brainwashing and Psychology to coerce cer-
  tain behavior. Over time, the average victim either submits to 
  the spirit’s will or goes insane.
  Huli jing are wildcards; some are even good folk who inte-
  grate into a community and siphon minimal life essence from 
  a rotating list of lovers. However, even the best huli jing is an 
  egomaniacal trickster, and the worst are sadistic sociopaths 
  who stave off boredom by finding new and exciting ways to 
  ruin lives. Evil huli jing have possessed (or killed and replaced) 
  high-ranking officials, solely for the purpose of implementing 
  terrible new laws, sending troops on suicide missions, and 
  worse. On a smaller scale, they like to torment the living by 
  “haunting” them in the assumed form of a dead loved one. 
  On rare occasions, multiple huli jing will even work together, 
  though only briefly before falling out.
  A huli jing encounter is not a straightforward fight, but a 
  shadowy figure to uncover. The entity is vulnerable to intoxi-
  cation, at which point it may revert to its true form. Many are 
  also afraid of dogs, though the GM can substitute a different 
  -5-point Phobia; those able to study the fox can treat uncov-
  ering its fear as a deduction (GURPS Monster Hunters 2: 
  The Mission, p. 9) requiring Hidden Lore (Free Spirits) 
  or Theology (Polytheistic, Shamanic, or Voodoo), all at a  
  base -5.
  For further traditional Chinese monsters, see “Elemental 
  Xia Champions vs. the Shenguai” in Pyramid #3/70: Fourth 
  Edition Festival.
  ST: 19 
  HP: 19 
  Speed: 7.50
  DX: 16 
  Will: 15 
  Move: 7
  IQ: 15 
  Per: 15 
  Weight: Varies
  HT: 14 
  FP: 14 
  SM: 0
  Dodge: 11 
  Parry: 13 
  DR: 0
  Fright Check: +2
  Bite or Punch (16): 2d-2 crushing. Reach C.
  Weapon (varies): Based on Damage 2d-1/3d+1.
  Traits: Appearance (Very Handsome or Beautiful); 
  Callous; Combat Reflexes; Dark Vision; Distinc-
  tive Features (Unnaturally bushy tail; Only while 
  insubstantial); Doesn’t Breathe; Doesn’t Eat or 
  Drink; Doesn’t Sleep; Draining; Gluttony (12); 
  High Pain Threshold; Horizontal (Only when 
  insubstantial); Immunity to Metabolic Hazards 
  (Except intoxication); Injury Tolerance (Homog-
  enous); Insubstantiality; Leech 1 (No Signature; 
  Slow, 1 HP/minute); Morph (Only when substan-
  tial; Reduced Time 4, takes one second); Phobia 
  (Dogs) (12); Possession (Only while insubstantial; 
  Weak variant); Regeneration (Fast); Sadism (12); 
  Telescopic Vision 4; Trickster (6).
  Skills: Acting-18; Brainwashing-16; Detect Lies-15; Fast-
  Talk-18; Psychology-16; Sex Appeal-20; Wrestling-18. 
  • Other skills as determined by the GM.
  Notes: Can use Morph to reduce Appearance as needed. 
  Affected by Path of Spirit magic. Sterile.
  IfrIt
  Origin: Islam (pp. 9-10).
  Though sometimes mistaken for demons, ifrit are native to 
  the material plane. Ifrit tribes live in the middle of harsh des-
  erts, dark caves underground, and similar inhospitable places. 
  Also unlike demons, ifrit are not inherently evil. In fact, some 
  tribes want nothing more than a cloistered and isolated life. 
  But the majority are wicked and ruthless, filled with jealousy 
  and anger at their place in the grand scheme of things: weaker 
  than the angels, yet less beloved than humanity.
  Physically, ifrit are shimmering humanoids made of 
  smokeless fire. They can interact with the physical world 
  without restriction, from exerting great strength to deli-
  cately lifting thin paper without igniting it. When they want 
  the world to burn, however, they can make it happen! Sim-
  ilarly, they are immune to all mundane physical attacks; 
  blades, fists, bullets, and so on just pass right through them.  
  More Adversaries
  Many monsters in religious traditions can be based on 
  ghosts (The Enemy, pp. 4-6) or demons (The Enemy, pp. 17-20). 
  You can also look through other supplements in your GURPS 
  library for additional inspiration. For example, GURPS 
  Dungeon Fantasy 9: Summoners has embodied animal-spirits 
  (Summoners, pp. 21-22), household guardians (Summoners, 
  pp. 23-24), and spirits of place (Summoners, p. 24). Likewise, 
  in addition to many creatures Neo-Pagans might recognize 
  from ancient cultures, GURPS Horror briefly describes beings 
  from other traditions (page numbers refer to Horror): dybbuk 
  (Jewish ghost, p. 78), gaki (Japanese hungry spirit, p. 72), ghul 
  (Islamic ghoul, p. 60), jiangshi (Chinese vampire, p. 58), lilitu 
  (Jewish demon, pp. 93-94), manitou (Native American spirit of a 
  deceased shaman, p. 66), ngojama (African demons, pp. 96-97), 
  piasa bird (Native American cryptid, pp. 81-82), and wendigo 
  (Native American hungry spirit, pp. 72-73, including a Cree 
  witiko variant).
  
   
  unHoly AdversArIes 
  19
  Only magical and holy attacks can damage them – a missile 
  spell, a sword with a magical “buff” on it, a holy weapon 
  (GURPS Monster Hunters 1: Champions, p. 59), anything 
  wielded by a crusader with Ghost Weapon (Champions, 
  p. 43), holy-water ammo (Champions, p. 63), and so on – at 
  which point, it’s like tearing into molten glass. Note that the 
  ifrit do not have a Vulnerability to holy attacks; they don’t 
  take extra damage from them, but the holy nature is what 
  allows them to harm the ifrit at all.
  Ifrit have limited spellcasting ability; they are masters of 
  the Path of Energy. Much like magic-wielding demons (The 
  Enemy, p. 17), they have a mana reserve equal to 10 ¥ Magery 
  instead of 3 ¥ Magery – and they use Path of Energy to refill 
  it. Most possess innate spells (effects that can be invoked for 
  a lower-than-normal energy cost); the two examples below 
  are common, but the GM should consider adding one or two 
  unique options. Personal illusions, so the ifrit may appear as 
  anything from a dog to a terrifying giant, are particularly pop-
  ular. Many gain favor with mortals in positions of power via 
  creative use of their magic to “grant wishes.”
  An ifrit can hold its own against about two champions, 
  or three if it’s had time to prepare useful charms and condi-
  tional spells (most keep at least a rapid-flight charm handy). 
  However, just realizing that an ifrit is at the center of a web 
  can be a tricky task in itself; they make good masterminds, 
  even if they aren’t quite strong enough to count as a “boss 
  fight” once uncovered.
  ST: 25 
  HP: 25 
  Speed: 6.50
  DX: 13 
  Will: 16 
  Move: 6
  IQ: 14 
  Per: 14 
  Weight: 100-200 lbs.
  HT: 13 
  FP: 13 
  SM: 0
  Dodge: 10 
  Parry: 12 
  DR: 6
  Fright Check: -4
  Flame Aura: 3d burning. The ifrit controls this; it may link the 
  aura to any melee attack it makes, and may burn anyone 
  who makes contact with the ifrit. However, anyone pene-
  trating the ifrit’s DR with an unarmed attack (whether or 
  not it injures the ifrit) is always burned.
  Flame Jet (16): 3d burning. Range 10. Jet; takes no range 
  penalties.
  Innate Spell: Alter Form (18): Ifrit is cloaked in an illusion 
  to appear as a normal, predefined person for the next week. 
  Or it can use this on someone else, in which case it requires 
  touch and is resisted by the higher of HT or Will. 20 energy.
  Innate Spell: Enhanced Flame (18): Ifrit’s flame aura and 
  flame jet do double damage this turn. Cast as a free action. 
  5 energy.
  Punch (16): 2d+5 crushing + flame aura (if on). Reach C.
  Kick (14): 2d+6 crushing + flame aura (if on). Reach C, 1.
  Weapon (varies): Based on Damage 2d+2/5d-1.
  Traits: Bad Temper (9); Callous; Charisma 2; Combat 
  Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t 
  Sleep; Extra Attack 1; High Pain Threshold; Immunity to 
  Metabolic Hazards; Impervious to Mundane Attacks (see 
  text); Injury Tolerance (Homogenous; No Blood; No Eyes); 
  Jealousy; Magery 4; Ritual Adept; Sadism (12); Selfish (6); 
  Social Stigma (Monster); Voice.
  Skills: Acting-16; Diplomacy-15; Fast-Talk-15; Innate Attack 
  (Beam)-16; Judo-16; Karate-16; Path of Energy-18; 
  Thaumatology-18; Theology (Abrahamic)-15. • Most have a 
  few weapon skills, e.g., Broadsword-16 and Guns (Rifle)-18.
  Notes: Affected by Path of Spirit magic but not by True Faith. 
  Cannot use holy items. Sterile.
  IMpundulu
  Origin: African Traditional (pp. 4-5).
  The impundulu is a vampiric bird whose wings generate 
  thunder and lightning, nearly always found as the familiar of 
  a rogue crusader or witch. In its natural form, the impundulu 
  is a massive black-and-white bird, the size of a person, with 
  a thick, round, pointed beak. It can assume two other forms: 
  that of a beautiful young man and a small (songbird-sized) 
  version of itself. This shapeshifting costs it 1 FP per hour or 
  fraction thereof.
  While in its normal form and flying high in the air, the 
  impundulu can clap its wings together to direct lightning 
  through its body and toward any target on the ground. This 
  creates a thunderclap so loud that anyone within eight yards 
  of the bird must roll HT (at +3 if five or more yards away) or 
  be deafened for minutes equal to the margin of failure. But the 
  impundulu is best known for using its powerful beak to siphon 
  blood. It prefers to kill its victim (often after approaching as a 
  handsome, if mute, man) and then drain the prey at its leisure, 
  but it can use this ability to recover HP in a fight as well.
  The impundulu’s “master” walks a careful line with the 
  bird. He must keep the familiar fed, safe, and happy – the lat-
  ter best accomplished by letting the impundulu vent its blood-
  lust occasionally – or the bird will turn on him! Impundulus 
  can live for centuries, so many have been passed down from 
  witch to witch. An impundulu whose master dies has no 
  one to rein it in, and tends to cause unimaginable chaos all 
  around it until someone finally manages to kill the beast or 
  convince it to join him.
  An impundulu will rarely be the main bad guy for the 
  champions to fight. Instead, it will aid its master by blast-
  ing the hunters with lightning and sneaking up on them for 
  blood siphoning. In that role, it can be considered a match 
  for about two champions under a clear sky, or as many as 
  four in a thunderstorm.
  ST: 15 
  HP: 15 
  Speed: 7.00
  DX: 13 
  Will: 16 
  Move: 14/28 (Air)
  IQ: 9 
  Per: 18 
  Weight: 90-100 lbs.
  HT: 14 
  FP: 14 
  SM: 0
  Dodge: 13 
  Parry: N/A 
  DR: 2 (Tough Skin)
  Fright Check: 0
  Beak (16): 1d+3(5) huge piercing + follow-up 2d injury from 
  lost blood. Every full 3 HP of blood-loss injury heals the 
  impundulu 1 HP. Treat this as a weapon, not an unarmed 
  attack. Reach C. 
  Lightning Bolt (18): Damage depends on the weather, from 
  2d burning under a clear sky to 8d burning in a nasty thun-
  derstorm, always with the surge and explosion modifiers. 
  Anyone hit must roll against HT, at -1 per two points of 
  penetrating damage, or be stunned (roll against HT each 
  turn to recover). Calculate range as half of the bird’s alti-
  tude plus any horizontal distance to the target. Causes a 
  thunderclap centered on the impundulu; see text.
  
   
  unHoly AdversArIes 
  20
  Traits: Alternate Form ¥2; Bad Temper (9); Bloodlust (6); 
  Cannot Speak; Combat Reflexes; Danger Sense; DR 100 
  (Limited, Electricity); Enhanced Dodge 2; Enhanced Move 
  1 (Air); Flight; Low Empathy; Restricted Diet (Blood); 
  Silence 4; Telescopic Vision 4.
  Skills: Aerobatics-15; Brawling-16; Innate 
  Attack (Beam)-18; Stealth-16.
  Notes: In “beautiful man” form, it has 
  Appearance (Handsome) and Sex 
  Appeal-16 but loses Flight. In “small 
  bird” form, it has ST 5, SM -4, and 
  its beak does 1d-2(5) huge piercing 
  + follow-up 1d injury; for simplicity, 
  treat it as retaining HP 15 in this form 
  instead of HP 5, but triple its HP loss 
  from all injuries. Stealth does not 
  include Silence bonus.
  JorōguMo
  Origin: Shinto (Indigenous Animism 
  and Shamanism, pp. 8-9).
  Legend says that when a spider turns 
  400 years old, it gains magical powers. It 
  grows and grows, its form changing over 
  time, until it appears to be an attractive 
  woman. Using this facade, the jorōgumo 
  lures its prey – usually a man, but the 
  ruse is not always a romantic one! – to a 
  secluded area, distracts him with lovely 
  singing or music, and then opens its jaws 
  impossibly wide to bite off his head!
  The jorōgumo is not a fighter; if caught 
  or confronted, its first instinct is to run, 
  leaping over obstacles and scrambling 
  up walls as necessary. But when backed 
  against a corner, it can be surprisingly 
  dangerous. It can produce webbing from 
  its fingers, directing it at multiple targets 
  if necessary. The jorōgumo will open its 
  maw fully in a fight, after which it can 
  attempt to bite a foe’s neck (taking only 
  a -2 hit location penalty due to instinct) 
  for a ¥2 wounding multiplier. If that isn’t 
  enough to kill the victim, the jorōgumo can 
  either release him or hold on and continue to 
  worry the bite (as a free action) for full damage.
  A jorōgumo is an even match for one champion, or perhaps 
  two in its lair, where it’s had time to set up sticky web traps, 
  obscure deep pits, and so on.
  ST: 15 
  HP: 15 
  Speed: 8.00
  DX: 18 
  Will: 15 
  Move: 8
  IQ: 12 
  Per: 15 
  Weight: 100-150 lbs.
  HT: 13 
  FP: 13 
  SM: 0
  Dodge: 12 
  Parry: 14 
  DR: 2 (Tough Skin)
  Fright Check: -4 (once maw is open)
  Bite (20): 3d+1 cutting. Often aimed at the neck; see text. May 
  bite and use webbing on the same turn. Reach C.
  Punch (20): 1d+1 crushing. Reach C.
  Webbing (20): Binding ST 25 (p. B40) with Engulfing and 
  Sticky. Range 50, Acc 3, RoF 10, Rcl 1. The rate of fire may 
  be split up among multiple foes; e.g., three strands at the 
  commando, three at the sage, and four 
  at the warrior, resolved as three sep-
  arate attacks.
  Traits: Ambidexterity; Appear-
  ance (Beautiful); Clinging; 
  Combat 
  Reflexes; 
  Danger 
  Sense; Extra Attack (see Web-
  bing, above); Honest Face; 
  Infravision; Injury Tolerance 
  (No Brain; No Vitals; Unliv-
  ing; see notes); Restricted Diet 
  (People); Striking ST 12 (Bite 
  Only; Nuisance Effect, Hid-
  eous Appearance); Subsonic 
  Hearing; Super Jump 2.
  Skills: Acrobatics-18; Acting-14; 
  Brawling-20; Innate Attack 
  (Projectile)-20; Musical Instru-
  ment (varies)-12; Jumping-20; 
  Sex 
  Appeal-15; 
  Singing-14; 
  Stealth-20.
  Notes: Living being! “Unliving” 
  simply reflects its odd physi-
  ology. As well, it has a brain 
  and vitals, but not where 
  you’d expect; knowing where 
  to stab requires a success-
  ful roll against Biology at -4, 
  Hidden Lore (Cryptozoology), 
  Theology (Shamanic) at -2, or 
  Veterinary. In combat, can 
  leap 11 yards forward or three 
  yards straight up; double this 
  out of combat, double it with 
  a running start, quadruple it 
  for both.
  lInnorMr
  Origin: Ásatrú (Neo-Paganism, 
  p. 11).
  Also known as a lindworm, the lin-
  normr is a massive serpent with the head of a dragon. It can 
  burrow through the ground and swim through water with 
  no loss of speed and full awareness of the world around (and 
  above) it. This makes it a difficult opponent to fight, as it will 
  surface, attack, and then retreat back into the earth. (Treat 
  this as a Move and Attack, with the usual -4 to hit, but with no 
  skill cap of 9.) Smart champions will take a Wait maneuver to 
  strike when it surfaces, though the linnormr is canny enough 
  to avoid coming up where it will be surrounded.
  The linnormr has sharp ridges of teeth that ooze a deadly 
  poison. Anyone bitten must roll against HT-4, taking 12 points 
  of toxic damage on a critical failure, 2d toxic on a failure, 
  1d toxic on a success, and no damage on a critical success.  
  
   
  unHoly AdversArIes 
  21
  On anything less than a critical success, however, the poison 
  continues to kill the victim, who must make a HT-4 roll every 
  10 minutes or take 1d toxic damage. Success does not end the 
  infinite cycle of damage; it only postpones it for another 10 
  minutes. There are a few ways to stop the poison:
  • Three critical successes on the HT roll, not necessarily 
  in a row.
  • A successful Body Control roll at -5. This may be 
  attempted after each HT roll.
  • Supernatural healing, at an extra -5 due to the potency 
  of the poison. A curative ritual requires both Greater Restore 
  Body and Lesser Strengthen Body to fight it off.
  • Medical intervention. The healer must first identify the 
  particulars of this strain; this requires a roll against Diagnosis, 
  Medic!, or Poisons, modified for the quality of lab gear avail-
  able. If this roll fails, the roll to create the cure is at an extra 
  -4! Creating the antivenin requires a roll against Alchemy at -6, 
  Esoteric Medicine, Herb Lore at -4, Medic!, Pharmacy at -4, or 
  Poisons. To determine the time taken, roll 1d+1, subtract the 
  margin of success, and multiply by 10 minutes (minimum 10 
  minutes). Failure just wastes (1d+1)¥10 minutes.
  One linnormr per two to three champions is a fair match 
  if the GM is using a battle map or otherwise taking position 
  and facing into account, as this allows the linnormr to avoid 
  clusters of foes and attack from behind. If not, one linnormr 
  per one to two champions is reasonable.
  For more Ásatrú-related monsters, see “The Viking Dead” 
  in Pyramid #3/92: Zombies.
  ST: 35 
  HP: 35 
  Speed: 7.00
  DX: 14 
  Will: 12 
  Move: 8
  IQ: 5 
  Per: 14 
  Weight: 600-800 lbs.
  HT: 14 
  FP: 14 
  SM: +2
  Dodge: 11 
  Parry: N/A 
  DR: 8
  Fright Check: -2
  Bite (18): 4d+2 cutting + poison (see text). Often made as a 
  Move and Attack (effective skill 14) or Deceptive Attack (-2 
  to target’s defenses; effective skill 14). Reach C-2.
  Traits: Amphibious; Cold-Blooded (50°F); Combat Reflexes; 
  Doesn’t Breathe (Oxygen Storage, 300¥); Immunity to Poi-
  son; Nictitating Membrane 2; Para-Radar (Extended Arc, 
  360°; Penetrating); Tunneling (Move 8); Vermiform; Wild 
  Animal.
  Skills: Brawling-18; Observation-14; Tactics-8.
  Notes: Long neck is a net -2 to be hit (including Size Modifier).
  rAksHAsA
  Origin: Hinduism (pp. 7-8).
  Rakshasas are powerful demons, embodiments of wrongly 
  used strength and maya (the illusions that obscure true real-
  ity), who hunger for fresh human flesh. They are often found 
  in mated pairs; a female is called a rakshasi. Their appearance 
  varies greatly, though all have claws and fangs (sometimes 
  retractable). Most are hideous and misshapen, with missing 
  or additional body parts, often with animal limbs or features; 
  e.g., one leg that is actually an elephant trunk, two human 
  arms ending in clawed tiger paws, and a head that’s half 
  beautiful woman, half lizard. Even the few who are beauti-
  ful still appear “wrong” – too beautiful, in an “uncanny valley” 
  way. Most never know a rakshasa’s true form, however, as the 
  beast cloaks itself in illusion.
  A rakshasa can control the appearance of everything 
  within four yards of itself and do the same to any four-yard 
  area within its line of sight . . . or it can “double down” and 
  command an eight-yard-radius area centered on itself. This 
  includes the ability to make itself and anything else invisible. 
  Many use this ability to convince dupes that they can grant 
  wishes. The rakshasa need not concentrate to maintain the 
  illusion, even if it’s complex and interactive; it can even sus-
  tain a simple illusion that alters its own appearance while 
  sleeping. Onlookers may roll a Quick Contest of Per vs. the 
  demon’s Artist (Illusion). If the rakshasa wins, its illusion fools 
  all five senses – even touch, though anything more than gentle 
  pressure will “break through” to reveal the illusion. If it ties, 
  the observer knows there’s something wrong, but can’t see 
  past it to the truth.
  If the viewer wins, he sees right through the illusion and 
  has the option of openly and loudly calling it out for what it is. 
  Doing so immediately provokes a Quick Contest of Will; the 
  challenger adds any Mysticism Talent and +3 for True Faith, 
  while the rakshasa adds a flat +10. If the challenger wins, the 
  illusion drops and the demon loses all illusion powers for 
  minutes equal to its margin of loss. Either way, the person 
  has certainly made an enemy. A given rakshasa can only be 
  “called out” like this once per hour. Magic or powers may also 
  penetrate or disrupt the illusion, but the rakshasa resists such 
  attempts with its Will.
  Rakshasas are formidable foes. They are incredibly 
  strong and can become completely invisible before strik-
  ing, for -6 to hit the rakshasa and -4 to defend against being 
  attacked. As well, they are intelligent schemers who use illu-
  sions to feint, as a Quick Contest of Artist (Illusion) vs. the 
  best of DX-based combat skill, Per-based combat skill, or Per-
  based Tactics. Fortunately, they suffer the same drawbacks 
  as demons – see Weaknesses (The Enemy, p. 18) – including 
  a strong preference for killing with their claws and fangs 
  instead of with weapons. They also need to sleep, usually 
  during the day, hidden by illusion. The GM should consider 
  whether rakshasa come from the same Hell as Abrahamic 
  demons; see Beyond the Material World (The Enemy, p. 15) 
  for more on this.
  In a straightforward fight, one rakshasa is a fair match for 
  three to four champions, unless they have some way of defeat-
  ing its invisibility, in which case it can face two to three. A 
  mated pair can make an appropriate “boss” when placed at 
  the center of a web of control that includes several cultists and 
  other minions.
  ST: 30 
  HP: 30 
  Speed: 7.25
  DX: 15 
  Will: 16 
  Move: 8/16 (Ground)
  IQ: 14 
  Per: 16 
  Weight: 150-250 lbs.
  HT: 14 
  FP: 14 
  SM: 0
  Dodge: 11 
  Parry: 13 
  DR: 0
  Fright Check: -3 (pretty) to -6 (ugly)
  Bite (18): 3d+5 impaling. Reach C.
  Long Claws (18): 3d+8 cutting or impaling. Reach C.
  Toe Claws (16): 3d+9 cutting or impaling. Reach C, 1.
  
   
  unHoly AdversArIes 
  22
  Traits: Appearance (Varies); Bad Temper (12); Biting Mas-
  tery; Bloodlust (6); Brachiator; Callous; Combat Reflexes; 
  Doesn’t Breathe; Enhanced Move 1 (Ground); Extra Attack 
  2; Frightens Animals; High Pain Threshold; Illusion/Invis-
  ibility (See text); Immunity to Metabolic Hazards; Injury 
  Tolerance (Homogenous; No Blood); Restricted Diet 
  (Human flesh and blood); Sadism (12); Social Stigma 
  (Monster); Weakness (Holy attacks; 1d per minute).
  Skills: Acrobatics-15; Acting-15; Artist (Illusion)-20; Climb-
  ing-20; Hidden Lore (Demons)-14; Intimidation-18; 
  Judo-18; Karate-18; Psychology-13; Running-16; Tac-
  tics-14; Theology (Polytheistic)-14.
  Notes: Affected by True Faith and Path of Spirit magic. Some 
  Rakshasas are also spellcasters, with Thaumatology-18 and 
  a variety of Path skills.
  sHAMIr
  Origin: Judaism (p. 10-11).
  The shamir (or perhaps a shamir, as there could conceiv-
  ably be more than one) is a tiny worm that appears to be made 
  out of animated green stone. It is the size of a grain of bar-
  ley (1/3”). It has the ability to cut through any material – in 
  fact, the harder, the better! In Jewish tradition, God gave King 
  Solomon control over a shamir to build the First Temple in 
  Jerusalem, after forbidding him from using metal tools to do 
  so; the worm was later lost.
  The shamir need only look at an object within 10 yards to 
  slice through, disintegrate, or even shatter it. It inflicts (3d ¥ 
  N) HP of injury, where N is the substance’s innate DR (mini-
  mum 1). Inflicting enough injury to bring the object to 0 HP 
  is enough to cut through it, bringing it to -1¥HP is enough to 
  disintegrate it, and bringing it to -5¥HP is enough to shatter it. 
  (Don’t bother with a HT roll.) Shattering something with HP 
  15+ throws out fragments (pp. B414-415) that do damage in 
  dice equal to (object HP)/15, rounded down; e.g., shattering 
  a 6” brick wall, with 67 HP, would inflict [4d] fragmentation. 
  The worm may voluntarily limit itself to just slicing through, 
  or just slicing and disintegrating; it never has to use its full 
  potential. It is also limited to small, local effects; it can cut 
  through (or shatter a hole in) a wall, but not an entire building 
  at once! It cannot harm any fleshy or spirit beings directly, but 
  can destroy golems, robots, etc.
  On its own, the shamir is neither evil nor intentionally dan-
  gerous, though a wild one may cause a great deal of accidental 
  destruction. (Because of this risk, God is said to entrust care 
  of the shamir to a bird, keeps the worm safely hidden in its 
  beak.) Worse is when an evil monster or rogue has, through 
  trickery or dark powers, suborned the shamir into becoming a 
  weapon to destroy whatever its master wishes.
  The shamir itself cannot be harmed by any means and can-
  not even be targeted by magic or powers; it is not a living being, 
  but is instead a direct, miraculous manifestation. 
  Attacking it anyway is a bad idea, as it will 
  respond by destroying the attacker’s weapon, 
  armor, and other gear. The shamir’s Parry 
  is actually a gaze-based “power parry” that 
  attempts to destroy the weapon being used 
  before it can make contact; it may attempt 
  this multiple times per turn at a cumulative 
  -2 (instead of -4). Those attempting to cap-
  ture the shamir should consider doing so 
  unarmed and wearing only thin clothing.
  The shamir is a plot device, not a foe to be 
  attacked. The GM should decide whether it 
  is uncontrolled or in the hands of somebody 
  evil. In the latter case, it’s crucial to estab-
  lish how the foe seized control; the shamir 
  itself is immune to controlling effects, but 
  the master may have (e.g.) bargained with an 
  angel for the right Words of Power. Stopping 
  the shamir’s destruction may be as simple as 
  knocking the bad guy out, or as complex as 
  learning and re-creating the complex ritual 
  used to cement ownership. (If the PCs try 
  to hang on to the shamir, the GM is within 
  rights to have angry angels show up on their 
  doorstep before long!)
  ST: 1 
  HP: 1 
  Speed: 8.00
  DX: 12 
  Will: 15 
  Move: 4
  IQ: 2 
  Per: 15 
  Weight: 0.01 oz.
  HT: 20 
  FP: N/A 
  SM: -14
  Dodge: 11 
  Parry: 12 
  DR: 0
  Fright Check: -4 (after demonstration of gaze)
  Gaze (18): See above. Range 10. Stationary, inanimate 
  objects are hit automatically, but treat gazing at a weapon, 
  armor, a golem, etc. as a ranged attack. It may attack 
  twice at -3 to skill.
  Traits: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; 
  Immunity to Damage, Magic, and Powers*; Immunity to 
  Metabolic Hazards; Indomitable; Reprogrammable; Super-
  natural Durability; Trained by a Master (Gaze-based vari-
  ant); Unfazeable.
  Skills: Innate Attack (Gaze)-18.
  * No, a PC can’t take this.
  lInnorMr Aren’t In tHe bIble
  Know Thy Enemy (Champions, p. 16) bundles knowledge of certain 
  foes into specific Theology specialties. Sometimes these overlap; for 
  example, free-willed spirits are covered by Theology (Polytheistic) (p. 8), 
  (Shamanic), and (Voodoo). While it’s simplest to assume that all three 
  are equally useful, this can be dissatisfying and bland if there are multi-
  ple devout champions in the group.
  One optional way the GM can make religious differences stand out 
  is to track specialty and religion for each Theology skill; e.g., Theology 
  (Abrahamic; Judaism) or Theology (Voodoo; Santería). Then modify 
  effective skill based on the mythology a given Enemy falls under:
  • +2 if The Enemy was drawn directly from the specific religion rep-
  resented by the Theology skill; e.g., Theology (Polytheistic; Hinduism) to 
  answer questions about a rakshasa.
  • No modifier if The Enemy is not drawn from a particular reli-
  gion; e.g., Theology (Polytheistic; Hinduism) to study a generic demon 
  invented by the GM.
  • -2 if The Enemy was drawn from a specific, different religion; e.g., 
  Theology (Polytheistic; Hinduism) to predict the actions of an ifrit.
  
   
  Index 
  23
  Abaddon locusts, 17-18.
  Adversaries, see Monsters.
  African religions, 4-5; adversary from, 19-20; 
  sample spirits, 14.
  Animated Servitor ability, 12-13.
  Animism, indigenous, 8-9; Neo-Paganism, 
  11.
  Ásatrú, 11; adversary from, 20-21.
  Astral Projection ability, 13.
  Australian Aboriginal religion, 8.
  Bahá’í Faith, 6.
  Buddhism, 6.
  Caribou Inuit religion, 9.
  Celtic Reconstructionism, 11; sample spirit, 
  14.
  Chango, Divine Vessel stats, 14.
  Character customization, African religion, 
  4-5; Chinese traditional religion, 5-6; 
  Christianity, 6-7; Hazardous Materials 
  skill, 15; Hinduism, 7-8; indigenous 
  animism and shamanism, 8-9; Islam, 
  9-10; Judaism, 10-11; magic and religious 
  overlap, 16; Mysticism vs. magic, 16; 
  Neo-Paganism, 11; new Mysticism 
  abilities, 12-16; new Theology specialty, 8; 
  Theology skill and monsters, 22.
  Chinese traditional religions, 5-6; adversary 
  from, 18; sample spirits, 14, 15.
  Christianity, 6-7; adversary from, 17-18.
  Curses, cleansing times, 16.
  Divine Favor advantage, 12.
  Divine Vessel ability, 14-15; power-up, 15; 
  sample spirits, 14-15.
  Dreamtime, 8.
  Faiths, see Religions.
  Geb, Divine Vessel stats, 14.
  GURPS Basic Set, 3; Dungeon Fantasy 9: 
  Summoners, 18; Horror, 18; Horror: 
  The Madness Dossier, 14; Monster 
  Hunters, 3; Monster Hunters 1: 
  Champions, 3-6, 8, 12, 15, 16, 18, 22; 
  Monster Hunters 2: The Mission, 3, 
  15, 16, 18; Monster Hunters 3: The 
  Enemy, 3, 15-19, 21; Monster Hunters 
  4: Sidekicks, 3, 16; Monster Hunters 
  5: Applied Xenology, 3; Powers: 
  Divine Favor, 12; Thaumatology, 10; 
  Thaumatology: Chinese Elemental 
  Powers, 6; Thaumatology: Ritual Path 
  Magic, 16.
  Hazardous Materials (Magical) skill, 15.
  Heathenry (Neo-Paganism), 11.
  Hinduism, 7; adversary from, 21-22; sample 
  spirits, 14.
  Huli jing, 18.
  Ifrit, 18-19.
  Impundulu, 19-20.
  Indigenous animism and shamanism, 8-9; 
  sample spirit, 14.
  Instant Karma ability, 15.
  Intolerance (Religious) disadvantage, 4.
  Islam, 9-10; adversary from, 18-19.
  Jainism, 6.
  Jorōgumo, 20.
  Judaism, 10-11; adversary from, 22.
  Kali, Divine Vessel stats, 14.
  Kemetism, 11; sample spirit, 14.
  Koxinga, Divine Vessel stats, 14.
  Linnormr, 20.
  Māori religion, 8.
  Miracles, new, 12-16.
  Monsters, knowledge about, 22; new, 17-21; 
  other sources for, 18; Theology specialties 
  and, 22.
  Morrígan, Divine Vessel stats, 14.
  Mysticism power, character suggestions, 
  4-11; magic vs., 16; new abilities, 12-16; 
  skills, 15.
  Native American religions, 8, 9; adversary 
  from, 9; sample spirit, 14.
  Neo-Druidism, 11; sample spirit, 14.
  Neo-Paganism, 11; adversary from, 20-21; 
  sample spirits, 14.
  Ogun, Divine Vessel stats, 14.
  Purifying Incense ability, 15.
  Pyramid #3/66: The Laws of Magic, 16; 
  #3/70: Fourth Edition Festival, 6, 18; 
  #3/92: Zombies, 21.
  Rakshasa, 21.
  Rama, Divine Vessel stats, 14.
  Rapid Cleansing ability, 15-16.
  Raven mockers, 9.
  Religions, character customization tips, 
  4-11; exclusivism, 4; overviews, 4-11; 
  presentation limitations, 3, 6; see also 
  specific religions.
  Ritual Path magic, Mysticism vs., 16.
  Servitors, Mysticism ability, 12-13; stats, 13.
  Shamanism, Chinese traditional, 5-6; 
  indigenous, 8-9.
  Shamir, 22.
  Shinto, 9; adversary from, 20; sample spirit, 
  14.
  Sikhism, 6.
  Spirits, Mysticism ability, 14-15; sample, 
  14-15.
  Susanoo, Divine Vessel stats, 14.
  Thelema, 11; sample spirit, 14.
  Theology skill, Abrahamic, 6-7, 9-11; 
  Polytheistic defined, 8; Polytheistic, 7-8, 
  11; Shamanic, 5-6, 8-9, 11; specialties 
  and monster knowledge, 22; Voodoo, 4-5.
  Thunderbird, Divine Vessel stats, 14.
  Torah, 11.
  Totem Bond ability, 16.
  Vessel Bond power-up, 15.
  Wicca, 11; Mysticism and magic, 16; sample 
  spirits, 14.
  Yup’ik religions, 9.
  Index
   Life is all about the ability to get up 
  from challenge. Greatness is defined  
  as getting up one more time than  
  what you’ve fallen down. The Torah 
  defines someone who’s righteous not  
  as someone who had succeeded,  
  but someone who has persevered. 
  It creates a paradigm of what 
  righteousness is – trying to do what’s 
  right, getting up from failure,  
  and keep moving forward. 
  – Charlie Harary
  
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Monster Hunters 6 - Holy Hunters .pdf