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GURPS Spirits
 
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GURPS Spirits [Paperback]

Stephen Kenson (Author)
3.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

March 1, 2002
The creatures of the Other World are all around us. Some were once alive. Some were created by human imagination. And some are completely inhuman but thirst for our souls.
GURPS Spirits is a complete guide to the spirit realm and its inhabitants. It includes a catalog of spirits from around the world: angels, demons, djinn, dryads, ghosts, loas, manitou, raksasha, and many, many more. It is also a campaign guide for characters who see spirits, serve them, use them . . . or fight them!
Also included: an expanded version of the ritual magic rules first seen in GURPS Voodoo, as a system for spirit-mediated magic.


Product Details

  • Paperback: 128 pages
  • Publisher: Steve Jackson Games (March 1, 2002)
  • Language: English
  • ISBN-10: 155634516X
  • ISBN-13: 978-1556345166
  • Product Dimensions: 10.6 x 8.2 x 0.4 inches
  • Shipping Weight: 12 ounces
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #2,347,361 in Books (See Top 100 in Books)

 

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3.0 out of 5 stars (1 customer review)
 
 
 
 
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1 of 1 people found the following review helpful:
3.0 out of 5 stars Covers the topic, but too lightly to be helpful, July 30, 2009
By 
David Starner (Lowell, Massachusetts) - See all my reviews
(REAL NAME)   
This review is from: GURPS Spirits (Paperback)
It's a functional overview of the the world of spirits, combining an encyclopedic level overview with stats for the major types of spirits (apparations, djinn, angels, demons, ghosts, etc.) and rules for ritual magic. I give an unplaytested thumbs up to the ritual magic; it provides a nice low fantasy magic system for GURPS 3rd Edition. The stats for individual spirit types are a starting place for GMs, I guess, but are going to require a lot of tweaking for individual settings. The descriptive text approached the useless; it tries to cover angels, demons, fae, nature spirits, gods, Cthulhoid beings, ultraterrestrials and ghosts as understood by people at any point in time and space. There's little text on how to use these in gaming, and the descriptive text isn't going to help you much add spirits to a particular setting or game.

It's just too diffuse to be useful. If there were good text about how to use spirits in a roleplaying setting, it would be more useful, but as it is, it's now mostly good for some GURPS 3rd Ed. specific crunch
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