Deconstructing Initiation

Source:MA Lloyd

Using the rules given in the other sections, the GURPS Voodoo Initiation levels can be treated as advantage packages. All levels of Initiation include Resistance to Rituals +level (2xlevel points), Resistance to Spirits +level (2xlevel), Spiritual Stealth @Will+level (2xlevel), Mystic Initiation (10), Unusual Background [access to advantages, which varys with level] (10), and Susceptable to Possession -3 (-6), for a total 14 + 6 x level points.

  1. First Level also includes Spiritual Sense (7yd, non-local) (8 points), Incompetence in ritual magic[-3 to skill] (-1), and Susceptible to Fatigue Theft (-15), for a total of 12 points.
  2. Second Level includes the basic package, plus Spiritual Sense (15yd, non-local) (10 points) and Charisma [religious power] +2 (8 points). Total 44 points.
  3. Third Level includes the basic package, Spiritual Sense (15yd) (30 points), Spiritual Hearing (5), Shamanic Gift (10), Command Spirits @Will-3 (1), Empathy (15) and Charisma[religious power] +3 (12). Total 105 points.
  4. Fourth Level upgrades the Spiritual Sense (70yd) (42) and adds Intuition (15). Total 138.
  5. Fifth Level adds Danger Sense (15), Charisma +1 (5), Situation Magnet (+10), and Summon Spirits @Will (4). Total 178.
  6. Sixth Level adds another level of Charisma (5). Total 189.
  7. Seventh Level adds Greater Summoning @Will (8) and a Spirit Ally Group (medium, all the time) (120). Total 323.
  8. Eighth Level adds Dissipate Spirits @Will (8) and Strong Will +5 (only vs. domination)(20). Total 357.
  9. Ninth Level adds a couple entirely new abilities I wouldn't allow at all. Figuring 15 points for the always on Bless/Curse knack and 198 for the -6 to opponents (the cost for +6 to your rolls). Total 576.
  10. Tenth Level adds 5 levels of Strong Will (25), 4 more of Charisma (20) upgrades the Spirit Ally Group to large (+60) and adds what is essentially Invulnerability with a trivial limit (300). Total 987.

This analysis omits the Fourth, Fifth and Sixth level abilities to ignore one of the Casting details ritual elements at each level, call it 5 to 10 points per level. The descriptions in Voodoo also includes several bits of text like the insanity risk at 4th level or 'literally perform miracles' at 9th which I suspect were considered in the costs even though they are unsupported by any rules whatsoever.