This GURPS Powers supplement provides mechanical support for
characters aided by totem spirits: something less than gods, but still
more than human.
Disclaimer: I was lead playtester for this book, and therefore
did not pay for it.
The basic framework here is the Native American one: a totem is a
powerful spirit, but one that demands respect more than worship. And
it tends to work indirectly, empowering the individual rather than
creating blatant magical effects. The core new advantage is
Totem-Bearer, a variant of Alternate Form which lets the user take on
selected attributes of a powerful spirit in return for being
influenced by its personality; mechanically, this means adding lenses
or full-on templates to the character.
The second chapter goes on to specify how totems can be built. Rather
than stick to a single mythology, there's a list of roles (such as
Oracle, Healer, Trickster, and the slightly fuzzy Culture Hero) with
suitable traits, followed by a list of specific animals (with their
own specific traits) and the sorts of role they're typically put into.
(Also dragons and nymphs, which suggests the possibility of a rather
more interesting approach to fantasy magic than the usual sort.) So
your Crane Teacher won't look quite the same as a Deer Teacher.
This material isn't ready-to-play, but I could definitely see this as
the core of a magic-as-powers system that's restrictive but still
flavourful. It's not tied to any particular period or setting.
GURPS Powers: Totems and Nature Spirits is available from Warehouse
23.
Designer's Notes and additional material can be found in The Path of
Cunning issue #1.
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