This supplementary volume in the Monster Hunters series models
real-world religions to give their monster-hunting adherents
appropriate game effects.
Of course, the Monster Hunters series already has a generic
Crusader template that allows PCs to purchase Mysticism abilities such
as Armor of Faith, Ghost Weapon, Mind Shield, and so on. But it's up
to the player to try to knit the list of powers into a coherent
character with a coherent faith.
This book tries to fix that by writing up a variety of real-world
religions, with an emphasis on the way their philosophies, and the
common purpose of guarding their communities, can be seen through the
lens of an admittedly unrealistic campaign of fighting monsters.
This is obviously a slightly risky approach, given how certain
real-world religions (traditionally, but not exclusively, American
Evangelicalism) have tried to portray role-playing games as
anti-religious. But those people have already condemned
role-playing, so the number of them who may look at and be offended by
this particular book – which takes in its text and advocates in
games a universalist approach, the principle that all religions can be
usefully valid at least for their adherents – seems quite low.
Naturally it's a fairly high-level view: African religions are summed
up in one section, both traditional and diasporic, and the others are
traditional Chinese (the syncretism of Taoism, Confucianism, Wuism and
folk religion), Christianity, Hinduism, indigenous Animism/Shamanism,
Islam, Judaism, and neo-Paganism (both animistic and polytheistic).
Each has a general introduction to the basics of the religion's
history and beliefs, specific appropriate behaviours (and whether they
might qualify for Disciplines of Faith, or indeed other
disadvantages), and appropriate advantages and skills both mundane and
esoteric (including which of those Mysticism abilities are most
suitable).
Obviously if I were playing such a character I'd want to know more
about the religion than I can get from a page or so here, but one
could go with just what's listed and not be wildly wrong.
The second chapter deals with miracles, new Mysticism abilities to be
added to the list, among them Animated Servitor (Golem anyone?),
Purifying Incense and Totem Bond. There are also notes on how one can
add in abilities from GURPS Powers: Divine Favor without having to
do major surgery at the character-point level.
The final chapter brings in religious-themed foes, tied to the
religious traditions mentioned earlier. For anyone who wants to point
at This Book Having Demons, here's where to look, though the only foe
explicitly based on Christianity is the chimeric locusts from
Revelation chapter 9.
I really like the religious writeups, and particularly the suggested
character traits; suitably censored of the supernaturalism, they
wouldn't be terrible starting points for religious characters in any
campaign. This leaves me tempted to run an actual Monster Hunters
game.
GURPS Monster Hunters 6: Holy Hunters is available from
Warehouse 23.
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