TEXT: By Sean M. Punch
  Additional Material by Alison Brooks, 
  C.J. Carella, Steve Jackson, Caroline Julian, 
  Phil Masters, Janet Naylor, 
  S. John Ross and Daniel U. Thibault
  Edited by Jack Elmy
  Illustrated by Dan Smith, Kurt Brugel, 
  Kent Burles and Matt Cavotta 
  Additional Illustrations by 
  John Borkowski,  Norman Doering, 
  Neil Melville, Shea Ryan and Ray Snyder
  Cover by Rogério Vilela
  GURPS System Design wSteve Jackson
  GURPS Line Editor wSean Punch
  Design, Production and Typography wJack Elmy
  Print Buying wPaul Rickert
  Art Direction wAlain Dawson
  GURPS Errata Coordinator wAndyVetromile
  Additional Input: Scott Nickell, Bill Oliver, 
  Mark Reynolds, T. Carter Ross and Emily Smirle
  Playtesters: Steven Anderson, Peter Dell’Orto, Christopher Dicely, 
  Steve Dickie, James Dunson, Leonardo Holschuh, Robert Huss, 
  Anthony Jackson, Martin Kelly, Peter Meilinger, Mark Reynolds,
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  Aerron Winsor  . . . and our thanks to the dozens of great folks, too
  numerous to list here, who helped out on the Pyramid playtest board.
  GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and Illuminati Online and the names of all 
  products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
  GURPS Undead is copyright © 1998, 2001 by Steve Jackson Games Incorporated. All rights reserved. 
  ISBN 1-55634-352-3
  2 3 4 5 6 7 8 9 10
  STEVE JACKSON GAMES
  D E A D  S O U L S  A N D  WA L K I N G  C O R P S E S
  
  C O N T E N T S
  2
  INTRODUCTION............... 4
  Using this Book ......................................4
  About the Author....................................4
  About GURPS ...................................4
  1. AT THE DOOR 
  OF THE CRYPT ..............5
  RELIGION AND THE UNDEAD...................6
  Spiritualism......................................6
  Eschatology......................................6
  Thanatology .....................................6
  Funerary Rites .................................7
  The Soul ..........................................7
  A BRIEF HISTORY
  OF THE UNDEAD......................................8
  The Earliest Beliefs..........................8
  Ancient and Classical Beliefs ..........9
  Death, Earth 
  and the Mother Goddess............10
  Eastern Beliefs ...............................12
  Death Gods ...................................12
  The Middle Ages............................14
  Pre-Columbian America ...............15
  The Age of Reason.........................15
  Demons and Angels........................15
  The Age of Industry ......................16
  The Modern World ........................16
  TODAY’S UNDEAD..................................17
  Cinematic Undead......................... 17
  Iconography of Undeath ................17
  Fantasy Undead..............................18
  Horror Undead ...............................19
  THE TRAPPINGS OF UNDEATH...............20
  Mortal Remains .............................20
  The Pathology of Death .................20
  The Tomb .......................................23
  Embalming and 
  Mummification...........................23
  Deep Freeze ...................................25
  Grave Robbery .............................. 26
  Tomb Trappings ............................29
  2. DEALING WITH 
  THE DEAD ..................33
  AWAKENING THE DEAD ........................ 34
  The Restless Dead: 
  Ghosts, Revenants and 
  Tomb Guardians ........................34
  Rising from the Dead ....................34
  Tomb Violations .............................35
  Contagion.......................................36
  The Willful Dead: Vampires, Liches
  and Wraiths................................37
  Making Zombis ..............................37
  Necromancy....................................38
  Spells for Raising the Dead............39
  The Enslaved Dead: 
  Zombies, Duppies 
  and Undead Minions..................40
  Poseurs ...........................................42
  THE UNDEAD CONDITION ................... 44
  Undead Strengths...........................44
  Undead Weaknesses ......................45
  The Cost of Undeath ..................... 45
  Undead Repellant ..........................45
  KILLING THE UNDEAD ..........................47
  Spells Against the Undead .............47
  The Killing Blow ...........................48
  Keeping ’em Down .......................48
  3. THE MECHANICS OF
  REANIMATION............49
  FORM ....................................................50
  Corporeal Undead ..........................50
  Spectral Undead.............................51
  MOTIVATION..........................................55
  Restless Dead.................................55
  Willful Dead...................................55
  Enslaved Dead................................56
  SPECIAL POWERS ..................................56
  Attribute Modifiers ........................57
  Advantages ....................................57
  New Advantages ...........................59
  Mitigating or Removing
  Disadvantages ................................60
  Innate Spells...................................61
  Inherent Magic (Knacks) .............. 62
  Psionics and Super Powers ............63
  Skills ..............................................63
  SPECIAL WEAKNESSES..........................63
  Needs..............................................63
  Repulsions......................................64
  Vulnerabilities ................................64
  Missing Advantages.......................65
  Other Disadvantages ......................65
  FINE TUNING.........................................66
  
  4. THE MORTUARY.....67
  GHOST ............................................68
  LICH ...............................................70
  MUMMY..........................................72
  REVENANT ......................................73
  SHADE.............................................75
  SHADOW..........................................77
  SKELETON.......................................78
  SPECTER ........................................80
  VAMPIRE .........................................82
  WIGHT............................................84
  WRAITH..........................................86
  ZOMBIE...........................................88
  OTHER UNDEAD..........89
  NONHUMANS...................................89
  BEASTS........................................... 90
  Sample Beasts..........................90
  Undead Swarms.......................91
  WEIRDER UNDEAD..........................92
  Undead Microbes.....................92
  Undead Plants..........................92
  Undead Vehicles ......................93
  Variant Zombie Spells .............94
  5. CHARACTERS..........95
  CHARACTER TEMPLATES ...............95
  LIVING CHARACTERS .....................96
  Advantages...............................96
  New Advantages.....................102
  Disadvantage .........................102
  UNDEAD CHARACTER ...................103
  Buying Undead 
  Racial Templates ...............103
  Magical Undead.....................104
  Psionic Undead ......................104
  New Disadvantage .................104
  Skills.......................................104
  Special Powers.......................105
  Undead Character 
  Templates...........................106
  New Skills...............................108
  Magic and the Undead...........109
  6. CAMPAIGNS ...........111
  DEFINING THE UNDEAD ...............112
  Origins ...................................112
  Defining Your Campaign .......112
  Types......................................113
  Power Level ..........................114
  Interactions ............................115
  USING THE UNDEAD......................116
  Quantity & Rarity .................116
  Location.................................116
  Sample Campaigns ...............116
  SOCIETY AND THE UNDEAD .........117
  Myth, Legend 
  & Folklore vs. Fact ................117
  Attitudes Toward 
  the Undead.........................118
  You Know Too Much: Dealing
  With Player Knowledge ....118
  Using and Abusing
  Preconceptions.......................118
  UNDEAD FOES...............................119
  Monsters ................................119
  Minions of Evil......................119
  Free Will and the Undead ..... 119
  Undead and the Law..............119
  Hunters...................................120
  Dark Lords.............................120
  Zombie Labor ........................120
  UNDEAD HEROES ..........................121
  Forbidden Ground..................121
  Passing Through the Veil.......121
  Race or Monster? ..................121
  Undead, Undead 
  Everywhere....................... 122
  In the Company of Corpses: 
  Mixed Groups ........................122
  Setting the Scene: 
  A Brief History of 
  Undead Imagery................122
  USING UNDEAD WITH OTHER
  GURPS BOOKS ............................123
  Books of the Dead..................123
  Ghost in the Machine.............124
  Undead in the 
  Mass Combat System........125
  Zombies & Chainsaws ..........125
  BIBLIOGRAPHY .........126
  SUGGESTED READING...................126
  FILMOGRAPHY..............................126
  INDEX .........................127
  3
  C O N T E N T S
  
  ampires, zombies, ghosts . . . they haunt our folklore, our fiction and
  now our games. Why are we intrigued with the undead, with those who
  have passed beyond the veil of death and somehow returned to walk
  again among the living?
  Faced with an absolute like death, it’s in our nature to look for a way out.
  Our folklore suggests many ways to resolve the “unsolvable” problem of mortal-
  ity, and undeath is one such solution.
  Why undeath, though? Why not something less macabre, like an elixir of
  life or a fountain of youth? Mostly because if a miracle has a high enough price,
  the mundane status quo will be much easier to accept. In a roundabout way, this
  is the purpose of undeath: if we believe that immortality comes with a terrible
  price attached, we’re unlikely to lament our mortality. Undeath solves the prob-
  lem of death . . . by presenting something worse.
  Undeath is immortality at the cost of vitality. Existence without life.
  Something that’s as frightening as it is seductive. It is a “plot device” that we use
  to put death and mortality into perspective, giving it a depth shared by few other
  elements of myth. The time has come to plumb that depth . . .
  – Sean Punch
  Using this Book
  If you want to use Undead as a rule book, stop reading and jump right to
  Chapter 3. To use it as a source book, though, try this:
  Read Chapter 1 to learn about real-life myths, funerary rites and views of
  the undead that you can use in your campaign. Move on to Chapter 2 for advice
  on categorizing your undead creations and suggestions on things like 
  weaknesses. To write it all up in game terms, use the rules in Chapter 3 (you
  may want to modify one of the ready-made templates in Chapter 4 if you’re
  pressed for time). Suggestions on how to use your creation as a character can be
  found in Chapter 5, and Chapter 6 will help you fit all this into your campaign.
  About the Author
  Sean “Dr. Kromm” Punch is the GURPS Line Editor at SJ Games. Editor or
  revisor of over a dozen GURPS books, he is also the author of GURPS Wizards
  and GURPS Undead, coauthor of GURPS Y2K, and compiler of GURPS
  Compendium I and II, GURPS Lite, and GURPS GM’S Screen. Sean has been
  a fanatical gamer since 1979. His other interests include biotechnology, cinema,
  military science, tigers, and wine. He and his wife, Bonnie, presently live in
  Montreal, Quebec with four cats and one bird.
  I N T R O D U C T I O N
  4
  V
  Introduction
  A B O U T  G U R P S
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  Page References
  See GURPS Compendium I, p. 181, for
  a list of abbreviations for GURPS titles, or
  for the most recent list, visit our Web site at
  www.sjgames.com/gurps/abbrevs.html. 
  Rules and statistics in this book are specifi-
  cally for the GURPS Basic Set, Third
  Edition, Revised. Any page reference that
  begins with a B refers to the GURPS Basic
  Set; e.g., p. B102 means p. 102 of the
  GURPS Basic Set, Third Edition, Revised,
  B refers to Bestiary, Second Edition, CI to
  Compendium I, CII to Compendium II, G to
  Grimoire, H to Horror, Second Edition, M
  to Magic, Second Edition, P to Psionics,
  PM to Places of Misery, R to Religion, and
  VO to Voodoo.
  
  Chapter 1
  AT THE DOOR 
  OF THE CRYPT
  he term “undead” refers to the restless dead who move
  among the living and can influence mortal affairs from
  beyond the grave. In folklore, they are often intangible,
  appearing as a pale light in the night or a strange feeling in an
  old house. Occasionally, they are grossly physical, like a walk-
  ing skeleton, shambling mummy or pale Carpathian nobleman
  with a taste for blood. Regardless of their form, all undead
  have one thing in common: a renewed presence in the mortal
  world after death.
  T
  5
  AT  T H E  D O O R  O F  T H E  C R Y P T
  
  The Early Christians
  Disagreement over whether a Jew called Jesus of
  Nazareth was the messiah (the “Christ”) or simply a prophet
  caused a split that resulted in the Christian religion. The
  Christian afterworld, Hell, was similar to the Jewish one. It
  was initially ruled by the angels Uriel and Ezrael, but another
  being inherited the job from them: Satan, “the adversary,”
  used by God to test mortals in Jewish belief. In later writings,
  the angel Lucifer challenged the will of God and was cast into
  Hell for his crime. Lucifer, “the Devil,” soon became conflat-
  ed with Satan, which led to the identification of the under-
  world and its denizens with evil forever after in Christian
  belief.
  Like the Jews, the early Christians believed in bodily res-
  urrection at the end of time, although they adopted the belief
  of “immediate judgment” later on. There were exceptions,
  however. The so-called Gospel of Nicodemus (no longer con-
  sidered canon) tells of figures temporarily risen from the
  dead, including the sons of the high priest Simeon. Jesus him-
  self, being the son of God, actually returned from the dead in
  three days! Whether he was undead or not is left to the reader,
  but early Christianity clearly provided for the possibility of
  rising from the dead.
  Eastern Beliefs 
  India
  Hinduism – the dominant religion of India – requires the
  faithful to observe a spiritual code in life, called dharma.
  Death is to be followed by cremation, which releases the soul
  to be reincarnated in a form determined by one’s degree of
  adherence to dharma (karma). This cycle (samsara) brings
  one ever closer to nirvana: the end of mortal life and the
  merging of one’s soul with the “universal spirit,” Brahma.
  Traditional Hinduism had a strong element of mysticism,
  and took for granted that holy men who were close to nirvana could sometimes
  perform miraculous acts, including reanimating the dead. Hindu undead were
  usually far more menacing, though. Anything that interfered with samsara also
  opposed the fundamental workings of the universe, the will of the death goddess
  Kali, and the plans of Yama, lord of the underworld. Not surprisingly, this had
  dire consequences.
  First, the uncremated dead could get up and start walking around as undead
  called pretas. As well, evil spirits called bhutas could inhabit and animate these
  bodies. Worst of all, the demon king Ravana and his rakshashas (demons) could
  reanimate them as rotting, leprous monsters called pishacas and vetalas.
  Cremation, however, prevented all of this.
  China
  Unlike their neighbors, the Chinese buried their dead. As well, whatever
  their religion, most Chinese held the Taoist belief that the universe is made up of
  yin and yang: a pair of opposing yet complementary forces. The soul was no
  exception. It had two parts (p. 8): the shen, which entered the afterlife, and the
  D E AT H  G O D S
  Evil gods who govern the undead are a
  staple of fiction, but they don’t have much
  basis in real-world religion. The most logi-
  cal historical models for gods of the undead
  are gods who govern death and the under-
  world, but these deities are rarely associated
  with the undead in so many words, and
  aren’t usually “evil.” As explained under
  Death, Earth and the Mother Goddess
  (p. 10), the earliest death gods were actually
  goddesses, and were more likely to be asso-
  ciated with fertility, the harvest and the
  earth than with evil and the walking dead.
  Here are some of the major gods or spir-
  its that ruled over death, the dead or the
  underworld in various historical belief sys-
  tems. They can be used as the basis for
  more fantastic gods who do rule over the
  undead:
  AT  T H E  D O O R  O F  T H E  C R Y P T
  12
  Continued on next page . . .
  
  D E A L I N G  W I T H  T H E  D E A D
  Not all unfinished tasks allow for closure. Many undead exist simply to
  carry out repetitive tasks that played a significant role in their life. These tasks
  can be incredibly banal. For instance, a dead soldier may walk a patrol every
  night, a dead clergyman may ring a church bell every morning, and a servant of
  40 years may continue to sweep the same floor every day.
  In almost every case, the motivations of the undead are quite clear-cut, but
  this isn’t always apparent to observers. If enough time has passed, the scenery
  will have changed too radically to let the average observer figure out anything.
  Consider a priest who falls off the belfry of his church and is killed. If he starts
  ringing the bell right away, it’s obvious what’s going on. If he died 400 years
  ago and a parking garage now stands where the church used to be, he’ll seem
  quite strange, tugging on an unseen rope amid the Toyotas . . .
  As a general rule, undead of this type are ghosts, sometimes visible as
  apparitions, but just as often only detectable due to a strange sound or smell,
  moving objects (“apports”), a sensation (like extreme cold), or an oppressive
  atmosphere. They usually haunt a place familiar to them in life. Those with a
  task that can be completed can be laid to rest by helping them with their task;
  those with repetitive tasks must simply be tolerated. Like ghosts that result from
  untimely deaths (p. 34), some people feel these are really psychic impressions
  and not undead at all.
  Righting Wrongs 
  Sometimes, the dead cannot rest until a great wrong has been set right. This
  often takes the form of vengeance upon the living! In some ways, this is a spe-
  cial case of an unfinished task (p. 34), except that these undead are usually phys-
  ical and not ghostly. The general term for an undead that returns to set things
  right is a “revenant” (see p. 73 and pp. R18-19).
  A revenant is the result of circumstances, not willpower or magic. It usually
  haunts the scene of a “crime” committed against it. Not all such “crimes” are
  criminal acts, however. The revenant of a murderer who was legally hanged may
  rise from the grave and lurk near the gallows, seeking vengeance upon the hang-
  man and perhaps even the entire society that strung him up. As a result, elabo-
  rate measures (including decapitation, exorcism and burning) are often taken to
  ensure that the bodies of criminals will not rise.
  Some revenants haunt individuals instead of locations, and will obsessively
  follow their target to the ends of the earth to wreak vengeance, usually death.
  Such revenants can be avoided by traveling far away. Of course, living in fear
  and being forced to leave home and loved ones to avoid death at the hands of a
  walking corpse may be a worse fate for many people.
  A good example of a revenant
  from real-life folklore is the
  Eastern European taxim. The taxim
  is always male and is usually in an
  advanced state of decay, making it
  horrendously ugly and rancid. In
  some tales it emanates supernatural
  fear as well. The taxim seeks
  vengeance on those who have
  wronged it, and is strong enough to
  tear the living apart. It can only be
  laid to rest with holy words that
  amount to an exorcism.
  TO M B
  V I O L AT I O N S  
  Whenever a tomb is opened, entered (by
  someone who isn’t supposed to be there),
  damaged or desecrated; whenever the
  remains of the dead are disturbed, and
  whenever a tomb is robbed, there’s a chance
  that the dead will rise spontaneously. The
  GM can decide this on a case-by-case basis,
  or leave it to the dice. The basic chance of
  awakening the dead is a 3 on 3d, modified
  as follows:
  Tomb Disturbed (use highest):
  Opened ................................................0
  Entered or accidentally destroyed......+1
  Vandalized or 
  deliberately destroyed ................ . +2
  Ritually desecrated ............................+4
  Remains Disturbed (use highest):
  Touched or tampered with ................+1
  Removed............................................+2
  Mutilated .......................................... +3
  Robbery (cumulative):
  Mundane items (any number) .......... +1
  Ritual items ........................ +1 per item
  Roll for the first violation and each time
  one of these modifiers increases. All modi-
  fiers for other kinds of violations (even
  unrelated ones) stand! Enough digging
  around in a tomb will eventually awaken the
  dead.
  Example: A party of archaeologists open
  a tomb. The GM immediately rolls vs. 3. He
  rolls again when they enter, this time at 4.
  Opening a mummy case (tampering) forces
  another roll at 5. Later that night, tomb rob-
  bers come along and hack the mummy’s
  hand off, requiring a new roll at 3 + 1
  (entry) + 3 (mutilation) = 7. They then steal
  a ritual amulet, and the GM rolls again at 8.
  If any of these rolls succeed, the mummy
  wakes up . . .
  Form: Tomb guardians tend to be ghosts
  (p. 68), mummies (p. 72) or wights (p. 84),
  with whatever abilities the GM has decided
  upon.
  35
  
  C A M PA I G N S
  ments #1, #2 and #5, while horror leans toward #1, #3 and #4. Traditional beliefs
  are more in line with #4, with the occasional smattering of #1 and #5. All of the
  above can be used if the GM feels up to the challenge, however.
  Types 
  Once the GM knows where the undead come from, he has to determine what
  classes of undead exist in his campaign world.
  Form 
  The spectral undead are ubiquitous in real-world folklore. They are hard to
  track down and don’t leave a lot of incriminating evidence behind. Their “ghost
  abilities” (p. 52) let them produce a wide range of supernatural phenomena with-
  out revealing their presence, and they cannot be defeated by brute force. This
  makes them ideal for horror and semi-realistic historical campaigns where the
  existence of the undead is a mystery and where the GM wants the unexplained to
  remain that way. The drawback is that these entities require special powers to
  detect and combat – powers that aren’t common in the kinds of campaigns
  they’re best suited to. Solutions include making the undead benign and making
  sure the PCs can get access to countermeasures.
  The corporeal undead are common in horror movies and fantasy. They pose
  a concrete threat to the living, but can usually be defeated by physical means.
  This makes them ideal for fantasy and “splatter” campaigns, where the undead
  are common knowledge and the PCs are expected to splash them all over the
  scenery with swords and guns. The drawbacks to this are obvious. First, the
  undead are only scary until the PCs realize that they can be hurt. Second, the
  GM has to strain his players’ suspension of disbelief to keep these undead
  “unknown,” since they leave a lot of evidence behind. Solutions include playing
  the undead intelligently and making sure that violent encounters occur in isolat-
  ed locales with no witnesses – just like in the movies!
  Motivation 
  The restless dead are common in folklore. They work well in historical and
  horror campaigns, and raise the fewest religious questions. They are probably
  the only undead that work well in semi-realistic campaigns without sorcery and
  undead conspiracies.
  The willful dead are for the most part nontraditional (except for vampires)
  and best reserved for fantasy campaigns. The GM should decide exactly what
  spells, rituals and ingredients it takes to become a willful undead being, then
  decide who knows those secrets. There is no reason to share this with the players!
  The enslaved dead are almost always associated with sorcerers in folklore,
  making them appropriate mainly for campaigns with professional wizards. If the
  enslaved dead exist, it is important to address the issue of free will and the
  undead (see Free Will and the Undead, p. 119).
  Nature 
  The undead can be spiritual entities, or they can be magical or psionic phe-
  nomena; see Magical Undead and Psionic Undead (p. 104). This distinction can
  be made on the basis of individual undead beings, entire undead “species” or
  even the undead as a whole (GM’s option). Magical undead are most common in
  fantasy settings; psionic undead are usually found in horror games, especially in
  modern-day investigative campaigns with lots of rubber-science explanations for
  psi, like GURPS Black Ops.
  Mode 
  Mode defines the way the genre is
  approached and the kinds of events the cam-
  paign will focus on. Modes qualify genres,
  and are a lot like adjectives: several can be
  used at once, unless they negate one anoth-
  er, but it’s a good idea to avoid using too
  many.
  Action: The focus is on the physical:
  chases, combat, escaping from death traps,
  etc. The undead are usually targets, except
  in action conspiracy games, where the PCs
  and the undead take turns being targets.
  Action fantasy is often called “hack ’n’
  slash.”
  Camp or Melodramatic: The genre’s
  clichés are exaggerated for the sake of
  humor: fantasy necromancers all have skull-
  tipped wands and laugh like maniacs, horror
  vampires all look like Bela Lugosi, etc.
  Cinematic: The scene is sacred and real-
  ism takes the back seat. E.g., in cinematic
  horror, any graveyard that shows up will
  contain the undead – even if in reality some-
  one would have noticed before now –
  because it makes the scene more interesting.
  Dramatic: The story is sacred. Every-
  thing that happens has a purpose and there
  are no silly excesses. E.g., in dramatic sci-fi,
  no one laughs at the Professor’s nonsensical
  explanation of the zombie plague, because
  it’s an important part of the story.
  Gothic: The focus is on an oppressive
  atmosphere that pits man against man,
  nature or the supernatural, and the undead
  have a heavy symbolic value. E.g., in
  Gothic fantasy, the vampire is an evil count
  who symbolizes plague and feudal oppres-
  sion.
  Humorous or Silly: Nothing is sacred or
  makes much sense. Skeletons will always be
  found in closets, mummies will joke about
  their mommies and vampires will bite
  Frenchmen and yell, “Yow! Garlic!”
  Investigative: The PCs are undead
  hunters, FBI agents, etc., who actively seek
  out the undead. In conspiracy games, they
  seek to crack the conspiracy; in horror, they
  try to rationalize horrific acts and track
  down the culprits.
  Mystery: The focus is on the cerebral:
  piecing together clues, playing mind games,
  etc. This differs from the investigative mode
  in that the protagonists need not be profes-
  sionals; all that matters is that brains are
  more important than brawn.
  Over-the-Top: Anything that fits the
  genre or scene is acceptable, regardless of
  how exaggerated or unrealistic it is. E.g., in
  over-the-top action fantasy, a martial-arts
  master can decapitate a vampire with a sin-
  gle karate chop!
  113
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  C A M PA I G N
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  Acceleration Tolerance advantage, 66.
  Addiction (Blood) disadvantage, 63.
  Advantages, 57-59, 96-102; forbidden, 104;
  missing, 65; nonhuman undead, 89-90; see
  also advantage name.
  Aeneid, 11, 122.
  Akkadians, 9.
  Alchemy, 22, 26, 38-39, 43, 47, 70-71, 92.
  Alertness advantage, 57.
  Allatu, 9, 14.
  Allergic Susceptibility disadvantage, 64.
  Allies advantage, 96.
  Ally Group advantage, 96.
  Altering probability, 53; Mental Strength and,
  106.
  Amulets, 29, 46, 72.
  Angels, 10, 15-16, 43.
  Angst und Abscheu campaign, 116.
  Animal Empathy advantage, 97.
  Animal Handling skill, 104.
  Animals, sensing ghosts, 68; spells, 109;
  symbolic, 17; undead, 72, 90-91, 97, 104,
  125.
  Apparitions, 44, 68.
  Appearance disadvantage, 61, 65; Disguise and,
  105; Terror and, 60.
  Armor, animated, 86-87.
  Armoury (Occult Weaponry) skill, 104.
  Ascension, 6-7.
  Ashes, 22-23; see also Cremation.
  Assyrians, 9.
  Astral Block spell, 48; ghosts and, 52.
  Astral projection, 43.
  Attitudes toward undead, 118-119.
  Attributes, animals, 90; ghosts, 51; modifiers,
  57, 89.
  Awareness advantage, 97.
  Azeman, 38, 82; template, 83.
  Aztecs, 8, 13, 15; funerary rites, 22, 29; 
  undead, 15, 34.
  Babylonians, 9.
  Bad Smell disadvantage, 65; Disguise and, 105.
  Bad Temper disadvantage, 65.
  Bardo Thodöl, see Book of the Dead, Tibetan.
  Barrow wight, 16-17, 25; template, 84.
  Beast-Kin advantage, 97.
  Bhuta, 12, 40.
  Bibliography, 126.
  Bind Spirit spell, 40.
  Bindings, 46, 55.
  Bite advantage, 57; Regeneration and, 61; 
  Steal Health and, 62; Unhealing and, 61.
  Blood, 10.
  Bloodlust disadvantage, 65, 102.
  Bloodthirst disadvantage, 65.
  Body Language skill, 105.
  Book of the Dead, 123; Egyptian, 9, 26; 
  Tibetan, 13, 16.
  Buddhism, 13, 45.
  Burial, 8, 22, 48; containers, 30; grounds,
  23-24, 36; see also Tombs.
  Buzz saw, 125.
  Cadavers, see Corpses.
  Callous disadvantage, 65.
  Campaigns, 111-125; backgrounds, 115;
  defining, 112-115.
  Canopic jars, 24, 30.
  Cat, mummified, 91.
  Catacombs, 25-26, 28; see also Tombs.
  Celts, 13-14; funerary rites, 24.
  Cemeteries, see Burial.
  Ch’ing shih, 13; template, 84-85.
  Chainsaw, 125.
  Channeler template, 96.
  Channeling, 68; advantage, 97.
  Character points, 45, 50, 103-104, 114, 121.
  Characters, 95-110; living, 96-103; undead,
  103-110.
  Charon, 29, 36.
  Chilling Touch limitation, 60.
  Chinese, 8, 12-13, 41, 46; funerary rites, 29, 
  31-32; tombs, 23; undead, 22, 36, 76, 83-85.
  Chinook, 15, 41.
  Chod rite, 13, 21.
  Christianity, 7, 12-16, 18, 38, 45; undead, 80,
  82; funerary rites, 25, 32.
  Ciuateteo, 15, 34.
  Claws advantage, 59.
  Clerical Investment advantage, 97.
  Coffins, 30.
  Colors, symbolic, 17.
  Command Spirit spell, 40.
  Compulsions, 46, 55.
  Compulsive Behavior disadvantage,
  compulsions, 55; mummies and, 44;
  vampires and, 83.
  Consecrate spell, 47.
  Consecrated objects, 47.
  Conspiracy genre, 112.
  Contagion, 36, 92; Cure Disease and, 110;
  Dominance, 36; Infectious Attack, 36;
  Remove Curse and, 110; vampirism as, 36,
  42; see also Disease and Microbes.
  Cool natural attack, 59, 105.
  Corporeal undead, see Undead, corporeal.
  Corpses, 20-22; walking, 40-41.
  Covenant of Rest advantage, 102.
  Cremation, 8, 22-23, 48.
  Cryonics, 25.
  Crypts, 25-26, 28; see also Tombs.
  Cursed disadvantage, 31, 65.
  Curses, 30-31, 72, 119; spells, 62.
  Cyber-Rejection disadvantage, 66.
  Damage Resistance advantage, 59.
  Dark lords, 120.
  Dark Vision advantage, 59, 105.
  Dead, evil, 37-38; unaware, 74.
  Death, gods, 12-14; mother goddess and, 10-11;
  spells, 38; untimely, 34.
  Decapitation, 48.
  Decreased Life Support advantage, 66.
  Demons, 10, 12, 15-16, 43.
  Dependency disadvantage, 63-64; 
  Addiction and, 63; bindings as, 55; 
  Doesn’t Eat or Drink and, 65; Doesn’t Sleep
  and, 65; vampires and, 83; Weakness and,
  65; wraiths and, 44.
  Dependents disadvantage, 102.
  Detachable Head enhancement, 60.
  Detect Lies skill, 105.
  Devil, 12.
  Dexterity (DX) modifier, 57.
  Dis Pater, 11, 14.
  Disadvantages, 63-65, 102-104; forbidden, 104;
  mitigating or removing, 60-61; nonhuman
  undead, 89-90; see also disadvantage name.
  Disease, 60; as curse, 31; see also Contagion
  and Microbes.
  Disease-Resistant advantage, 98.
  Disguise skill, 105.
  Disturbing Voice disadvantage, 65.
  Doesn’t Breathe advantage, 57.
  Doesn’t Eat of Drink advantage, 65;
  Dependency and, 63; Draining and, 63.
  Doesn’t Sleep advantage, 65.
  Dominance advantage, 36, 56-57, 115;
  Dependents and, 102;
  Disease-Resistant and, 98; Pestilence and,
  60; Resurrection and, 100; Steal Energy and,
  63; Steal Health and, 62; Weak Immune
  System and, 103.
  Dracula, 16-17.
  Draining disadvantage, 64; Addiction and, 63;
  Doesn’t Eat or Drink and, 65; healing spells
  and, 110; Regeneration and, 58; Steal
  Energy and, 63.
  Draugr, 14, 22, 25, 36, 57, 84; template, 85.
  Dread disadvantage, 64; Exorcism and, 108.
  Dream travel, 52; Dreaming and, 105; Lucid
  Dreaming and, 106.
  Dreaming skill, 105. Duppies, 41, 46. 
  Dybbuk, 68-69.
  Earth goddess, 10-11.
  Egyptians, 8-10, 13; Book of the Dead, 9, 26,
  123; funerary rites, 21, 24, 29-31; tombs, 26;
  undead, 8, 36, 72.
  Electronic voice phenomena (EVP), 124.
  Embalming, 20, 23-25.
  Empathy advantage, 98.
  Erebus, 10, 13.
  Ereshkigal, 9, 11, 14.
  Eschatology, 6, 37; skill, 107.
  Etruscans, 11.
  Eunuch disadvantage, 65.
  Evil overlord template, 106.
  Exorcism, 45; ghosts and, 68; Pestilence and,
  60; shades and, 75; skill, 108.
  Exorcist template, 97.
  External Soul disadvantage, 65.
  Extra effort, 57.
  Extra Fatigue advantage, 57.
  Extra Hit Points advantage, 59.
  Extra Life advantage, 57.
  Ezrael, 12-14.
  Fangs advantage, 59.
  Fantasy, genre, 112; undead, 18-19.
  Fatigue, 57; animals, 90; ghost vehicles, 93-94;
  ghosts, 51.
  Features, 66, 90.
  Fetches, 43.
  Fictional campaign, 115.
  Filmography, 126.
  Final Rest spell, 47, 48, 102.
  Fine tuning, 66.
  Fire, 45, 48.
  Firedrake lich, 90-91.
  First Aid skill, 105.
  Flight advantage, 59.
  Folk beliefs, 117; see also specific culture.
  Forso, 36, 75; template, 76.
  Free will, 113, 118-119.
  Frightens Animals disadvantage, 65, 102;
  Animal Empathy and, 97; vampires and, 83.
  Funerary artifacts, 29-30, 32; see also Amulets.
  Funerary rites, 7-8, 47, 117; improper, 36; see
  also specific culture.
  Furia, 76.
  Futuristic campaign, 115.
  Gaki, 13, 38, 46, 82; template, 83.
  Garlic, 45.
  Genre, 112.
  Germans, 14; undead, 82.
  Ghost, 24, 34-37, 44, 46, 57, 77, 80, 104-106,
  108-110, 116-117; abilities, 52-53, 113;
  becoming, 54; compulsions, 55; dissipation,
  54, 68, 77; more powerful, 69; psi, 43; ritual
  invocation, 39, 52, 100; template, 68-69;
  weaknesses, 54; see also Undead, spectral.
  Ghost Form advantage, 54.
  Ghost ships, 68, 92-94.
  Ghost stories, 117.
  Ghostly Continuity enhancement, 100.
  Ghoul, 20, 24, 32, 42, 48, 88; template, 89.
  Ghul, 18, 32, 42.
  Gnostics, 11.
  Gothic tale, 16, 18.
  Grave-digger template, 98.
  Grave robber template, 99.
  Grave robbery, 26-32.
  Graves, 23-24, 28; see also Tombs.
  Graveyards, see Burial grounds.
  Greeks, 7, 10, 13; funerary rites, 22, 24, 29;
  undead, 36, 75.
  Gremlin, 108.
  Group Skill Bonus, 63.
  Groupie template, 99.
  Guanches, 8; funerary rites, 21, 24.
  Guardian template, 106-107.
  GURPS Autoduel crossover, 123-124.
  GURPS Cyberpunk crossover, 124.
  GURPS Illuminati crossover, 124.
  GURPS Martial Arts crossover, 125.
  GURPS Supers crossover, 124-125.
  Haas, Doctor, 81-82.
  Hades, 10, 13, 75.
  Haiti, 9, 37, 41, 46; undead, 48; see also
  Voudoun and Zombi.
  Hand of Death skill, 105.
  Health (HT) modifier, 57.
  Hel, 14.
  Hell, 10, 12, 14; see also Land of the Dead and
  Underworld.
  Higher Purpose advantage, 58.
  Hindus, 13, 16, 43, 45; cremation, 8, 22;
  undead, 36, 38, 40, 83.
  Historical campaign, 115.
  Holy, objects, 47; symbols, 46, 101.
  Holy Swords and Dark Sorcery campaign, 116.
  Horror, genre, 112; undead, 19.
  Hunter template, 100.
  Hypnotic Hands skill, 105.
  Hypnotism skill, 106.
  Iconography, 17-18; see also Imagery.
  Icy Weapon knack, 62.
  Imagery, 122-123; see also Iconography.
  Imandwa, 75; template, 76.
  Immortality, 6, 44.
  Immunity to Disease advantage, 98.
  Incan funerary rites, 21, 24.
  Inconvenient Size (Skeletal) disadvantage, 51.
  Independent Body Parts advantage, 59-60, 105.
  India, see Hindus.
  Infectious Attack disadvantage, 36, 57, 65;
  Disease-Resistant and, 98; Pestilence and,
  60; Resurrection and, 100;
  Weak Immune System and, 103.
  Inherent Magic, 62-63.
  Injury Tolerance advantage, 59; No Blood, 65.
  Innate spells, 61-62, 90; Magery and, 58; 
  vampires and, 83.
  Insubstantiality advantage, 58, 98.
  Intelligence (IQ), innate spells and, 62; 
  modifier, 57.
  Intolerance (Living) disadvantage, 65.
  Introduction, 4.
  Investigators campaign, 117.
  Invisibility Art skill, 106.
  Involuntary Duty disadvantage, 36, 56.
  Invulnerability advantage, 58.
  Iroquois, 15; undead, 22, 80.
  Isis, 9, 13.
  Islam, 15, 45.
  Japanese, 13-14; undead, 38, 46, 69, 82-83; 
  see also Shinto.
  Jesus, 12; see also Christianity.
  Jews, 7, 11, 14-15, 45; undead, 68-69.
  Joker template, 108-109.
  Judgment, 7, 37.
  Jung, Carl, 8, 16, 123.
  K’uei, 8, 13, 22, 36, 45, 84; template, 85.
  Ka, 8, 21, 26, 36.
  Kachina, 15, 36, 75; template, 76.
  Kali, 11, 13, 16.
  Kasha, 13, 18, 42.
  Kindall, Sir Liam, 87.
  Knacks, see Inherent Magic.
  Knockout, 61.
  Koreans, 8.
  Land of the Dead, 9-10; see also Hell and
  Underworld.
  Law, 119.
  Lawnmower, 125.
  Lecherousness disadvantage, 103.
  Legends, 117; see also specific culture.
  Lemures, 7, 75.
  Lich, 22, 37-39, 43-46, 51, 61, 106, 116; becom-
  ing, 71; firedrake, 90-91; skeleton as, 79-80;
  spell, 43, 70, 121; template, 70-71.
  Lifebane disadvantage, 65, 103; 
  Plant Empathy and, 99.
  Loner, disadvantage, 65; template, 109.
  Low Empathy disadvantage, 65.
  Lucid Dreaming skill, 106.
  Lucifer, 12-13.
  Lunacy disadvantage, 65.
  Lunar Influence advantage, 59.
  Magery advantage, 58.
  Magic, 38-40, 44, 47, 61-63, 80, 104, 109-110,
  112-113; see also
  Necromancy and Spells.
  Magic Resistance advantage, 59, 98.
  Malothales the Dark, 71.
  Mana Damper advantage, 99.
  Manes, 7, 11, 36, 75; template, 76.
  Mass combat, 125.
  Mass Zombie spell, 41-42, 89.
  Mastaba, 26, 72.
  Materialization, 53; ghost vehicles, 94.
  Mausoleums, 26-28.
  Medium, 68; advantage, 99-100; template, 96.
  Megalomania disadvantage, 65.
  Mental Strength skill, 106.
  Mesopotamians, 9, 14.
  Microbes, undead, 92, 94, 98, 103, 124; 
  see also Contagion and Disease.
  Min-min lights, 75.
  Mindlink advantage, 99.
  Mirrors, 45-46.
  
  Mode, 113-114.
  Modern beliefs, 16-17.
  Modern-day campaign, 115.
  Monsters, undead, 90-91; undead as, 119, 121.
  Moon, 11.
  Mopaditi, 46, 68.
  Mortician, skill, 109; template, 100.
  Mortuaries, 28.
  Mother Goddess, 10-11.
  Motivations, 55-56, 113.
  Mounds, 14-15, 24-25, 36, 72.
  Mullo, 61, 82; template, 83.
  Mummy, 9, 21, 27, 35-36, 40-41, 44, 46-47, 51,
  57, 61, 106, 116-117; cat, 91; enslaved, 73;
  medicinal use, 26; spontaneous, 73;
  template, 72-73.
  Mummification, 8, 20-21, 24.
  Mummy’s Curse spell, 42, 72; zombies and, 88.
  Murder Addiction disadvantage, 64.
  Muscle Reading skill, 106.
  Mute disadvantage, 65.
  Mycenaeans, funerary rites, 24; tombs, 23.
  Mythology, 117; see also specific culture.
  Nail gun, 125.
  Near-death experience, 15.
  Necromancer, 26, 29, 32; template, 101.
  Necromancy, 22, 26, 41, 70, 110, 123;
  ceremonial, 38; Egyptian, 10, 38; fantasy,
  18; Hindu, 38; Roman, 11; spells, 39-44;
  spiritualism as, 16; Tibetan, 38; Voudoun,
  38; see also Magic and Spells.
  Necrophilia disadvantage, 104.
  Necrophobia disadvantage, 103.
  Necropoleis, 28.
  Needs, 46, 63-64.
  Neolithic beliefs, 8; funerary rites, 24.
  Nergal, 9, 14.
  New Guinea, 41; undead, 36, 76.
  Night Vision advantage, 59.
  No Body Heat disadvantage, 60-61.
  No Reflection disadvantage, 65.
  No Sense of Humor disadvantage, 65.
  No Sense of Smell/Taste disadvantage, 65.
  No Shadow disadvantage, 65.
  Nocturnal disadvantage, 65.
  Nonhumans, 89-90.
  Norse, 14, 25; funerary rites, 22-24; undead 8,
  22, 36, 85; see also Draugr.
  North American Indians, 15; funerary rites, 22,
  32; undead, 8; see also Chinook, Iroquois
  and Pueblo.
  Obsession disadvantage, 55; compulsions as, 55.
  Occult symbols, 18.
  Occultism skill, 106, 118.
  Occultist template, 101-102.
  Oddsson, Hroald, 85.
  Okuni-nushi, 13, 14.
  Osiris, 9-10, 13.
  Ossuaries, 25.
  P’oh, 8, 13, 75, 85; template, 76.
  Pacifism (Cannot Kill) disadvantage, 103.
  Page references, 4.
  Pallor disadvantage, 60-61; Disguise and, 105.
  Panimmunity advantage, 99.
  Paranoia disadvantage, 65.
  Pathologist template, 102-103.
  Pathology, 20-22; skill, 109.
  Penetrating Call advantage, 58, 105.
  Persephone, 10, 13.
  Pestilence advantage, 60, 105; Disease-Resistant
  and, 98; Weak Immune System and, 103.
  Phantoms, 44, 80.
  Phobia disadvantage, 64.
  Phone calls from the dead, 68.
  Physician skill, 106.
  Pishaca, 12, 38, 82; template, 83.
  Plant Empathy advantage, 99.
  Plants, spells, 110; symbolic, 18; undead, 92, 94,
  99, 103.
  Player knowledge, 118.
  Plouton, 10, 13.
  Pluto, 11, 14.
  Pneumatology, 6.
  Poltergeist effect, 43, 52-53, 68.
  Poseurs, 42-43.
  Possession, 52; Mental Strength and, 106;
  Pestilence and, 60.
  Prayer, 46.
  Preconceptions, 118.
  Predator template, 109-110.
  Predestination, 7, 15.
  Pressure Points skill, 107.
  Pressure Secrets skill, 107.
  Preta, 12, 36, 73.
  Priest, 32; templates, 96-97.
  Proserpine, 11, 14.
  Protestantism, 15.
  Psi, 34, 43, 63, 98-99, 104-105, 112, 113.
  Psionic Resistance advantage, 59, 99, 105.
  Psychic impressions, 34-35.
  Psychic Vampirism psi power, 63.
  Psychology skill, 107.
  Pueblo, 15; funerary rites, 32, 36, 76.
  Purgatory, 14-15.
  Pyramids, 26-27, 72.
  Quirks, 66, 90.
  Racial Skill Bonus, 63, 90.
  Rakshashas, 12, 16.
  Ravana, 12-13.
  Reawakened advantage, 58.
  Rebirth, 10-11, 29.
  Reclusive disadvantage, 65.
  Reduced Move disadvantage, 65.
  Regeneration advantage, 58.
  Religion, 6-8; see also specific religion.
  Reliquaries, 21.
  Remains, 20-23; see also Corpses.
  Repel Spirits spell, 48; ghosts and, 52.
  Reprogrammable Duty disadvantage, 44.
  Repulsions, 46, 64.
  Resurrection, 6-7; advantage, 100.
  Revenants, 34-37, 44, 46, 51, 110, 117;
  compulsions, 55; template, 73-74.
  Righter of wrongs template, 110.
  Rising from the dead, 34; as ghost, 54; Special
  Rapport and, 101; see also Templates,
  buying.
  Romans, 7, 11, 14; funerary rites, 22, 24, 32;
  undead, 36, 75-76.
  RSPK, 43.
  Rusalki, 34, 45-46.
  Russian undead, 34, 36, 46, 71, 85.
  Sadism disadvantage, 65.
  Salt, 47.
  Sample campaigns, 116-117.
  Sample characters, GURPS Fantasy, 71, 78, 87;
  GURPS Horror, 69, 81-82; GURPS
  Imperial Rome, 76; GURPS Vikings, 85.
  Sarcophagi, 30.
  Satan, 12, 13.
  Scenery, 117, 122-123.
  Sci-fi genre, 112.
  Science, 16-17, 112, 124.
  Sculptures, 79.
  Secret Communication advantage, 58.
  See Invisible advantage, 100.
  Seeker knack, 74.
  Self-Centered disadvantage, 65.
  Sense Spirit knack, 63.
  Sensitive advantage, 101.
  Set, 9-10.
  Shabti, 31-32, 72.
  Shade, 44, 106; template, 75-76; 
  zalozhniy as, 85.
  Shadow, 106, 109, 116; template, 77-78; 
  vetala as, 83; wizards, 78.
  Shadow Form, advantage, 58; disadvantage, 65.
  Shamanism, 15; see also Spirits.
  Sharp Teeth advantage, 59.
  Sheol, 14, 24.
  Shi-ryo, 13, 68-69.
  Shinto, 13, 45; funerary rites, 22, 32.
  Shoot ’em in the Head campaign, 117.
  Siberian funerary rites, 24.
  Silence advantage, 59, 105.
  Silver, 11, 47.
  Single-Minded advantage, 59.
  Skeleton, 20, 22, 24, 41, 44-45, 47, 51, 116;
  enchanted, 79; template, 78-80;
  Tyrannosaurus, 91; willful, 80.
  Skeletonization, 21-22.
  Skills, 104-107; on templates, 95; 
  see also skill name.
  Skull-Spirit, 41; knack, 63; spell, 42.
  Skulls, 22, 30.
  Slave Mentality disadvantage, 36, 56.
  Snow, Lucretia, 78.
  Social Stigma (Dead) disadvantage, 51, 61.
  Society, 117-119.
  Solipsist disadvantage, 65.
  Soul, 6-7; views of, 7-9.
  Soul objects, 65; Regeneration and, 58.
  Special powers, 56-63, 105.
  Special Rapport advantage, 101.
  Specter, 44, 106, 108-109, 116-117; gaki as, 83;
  good, 81; restless, 81; template, 80-82;
  wizards, 81.
  Spectral servants, 41-42.
  Spectral undead, see Ghosts and Undead,
  spectral.
  Spells, for combatting undead, 47-48; 
  for creating undead, 39-44, 94; innate,
  61-62; taboo traits and, 66; 
  see also Magic and Necromancy.
  Spiricom, 124.
  Spirit Empathy advantage, 101.
  Spirit Lore skill, 107, 118.
  Spirits, 6, 15-16, 33, 48; celestial, 43; 
  spells affecting, 39-40, 48; see also 
  Undead, spectral.
  Spiritualism, 6.
  Steal Energy psi skill, 63.
  Steal Health spell, 62.
  Steal Strength spell, 62.
  Sterile disadvantage, 61.
  Stoker, Bram, 16, 17.
  Strength (ST) modifier, 57.
  Strong Will advantage, 58.
  Stubbornness disadvantage, 55, 65.
  Stunning, 61
  Sumerians, 9.
  Summon Spirit spell, 39-41, 110; 
  ghosts and, 52.
  Sunlight, 47.
  Super powers, 63.
  Swarms, undead, 91, 103.
  Swedenborg, Emanuel, 15, 122.
  Taboo traits, 66, 90.
  Tanzanian undead, 76.
  Taoism, 12-13; see also Chinese.
  Taxim, 35, 46, 73; template, 74.
  Templates, buying, 45, 50, 103-104, 114, 121;
  character, 95-103, 106-110; designing, 49-66;
  undead, 67-89, 122.
  Terror advantage, 60, 105, 125.
  Thanatology, 6; skill, 107.
  Theology skill, 107.
  Tibetans, 13; Book of the Dead, 13, 16, 123;
  funerary rites, 21.
  Tiresias elixir, 43.
  Tolkien, J.R.R., 16-17, 19, 25, 39, 86.
  Tombs, 23-28; barriers, 26-27; curses, 30-31;
  decorations, 31-32; dust, 22; false, 28;
  fixtures, 30-31; guardians, 31-32; offerings,
  32; police, 32; trappings, 29-32; traps, 29-
  30; tricks, 28; violations, 35.
  Tombstones, 24, 31.
  Treasures, 26, 27, 29-32.
  Tree-Kin advantage, 101.
  True Faith advantage, 101; Clerical Investment
  and, 97; Dread and, 64; taboo traits and, 66.
  Turn Spirit spell, 48.
  Turn Zombie spell, 47.
  Tutankhamun, 30, 32.
  Tyrannosaurus skeleton, 91.
  Ultra-tech undead, 66.
  Unaging advantage, 65.
  Unaware dead template, 74.
  Undead, 5, 33; animals, 90-91, 97, 104, 125;
  character templates, 106-110; cinematic, 17-
  18; condition, 44-48; corporeal, 45, 50-51,
  70, 72-73, 78, 82, 84, 86, 88, 113; defining,
  112-115; dominated, 56; enslaved, 40-42,
  46, 56, 72, 78, 82, 86, 88, 113; fantasy, 18-
  19; foes, 119-120; form, 50-54, 113; heroes,
  121-123; history of, 8-17; horror, 19;
  humorous, 18; intact, 50-51; interactions,
  115; killing, 47-48; magical, 104; microbes,
  92, 94, 98, 103, 124; mindless, 56-57;
  minions, 42, 119; modern, 17-19; monsters,
  90-91; mummified, 51, 57; nature of, 113;
  nonhuman, 89-90; origins of, 34-42, 112-
  113; PCs, 114, 119, 121-123; plants, 92, 94,
  99, 103; power level, 114; powers, 56-63;
  psionic, 104-105; racial templates, 67-89;
  repellant, 45-46; restless, 34-37, 46, 55, 68,
  72-73, 75, 80, 84, 88, 113; rotting, 51;
  skeletal, 51, 57; sorcerous, 38-39; spectral,
  45, 51-54, 68, 75, 77, 80, 113; strengths, 44-
  45; swarms, 91, 103; template design, 49-66;
  troops, 125; types, 113; ultra-tech, 66; using,
  116-117; vehicles, 68, 92-94; weaknesses,
  45-47, 63-65; willful, 37-39, 55, 70, 77-78,
  80, 82, 86, 113.
  Undead Invulnerability advantage, 58-59;
  Unliving and, 61; Vulnerability and, 64.
  Undertaker template, 100.
  Underworld, 10, 11; see also Hell and Land of
  the Dead.
  Unfazeable advantage, 59.
  Unfinished tasks, 34-35.
  Unhealing disadvantage, 61; Bite and, 57; First
  Aid and, 105; healing spells and, 110;
  Physician and, 106; Regeneration and, 58;
  Steal Energy and, 63.
  Unliving disadvantage, 61.
  Unluckiness disadvantage, 31, 65.
  Uriel, 12-14.
  Urns, 24, 30.
  Vampire, 10, 13-14, 16-18, 20, 24, 36-39, 42,
  44-48, 51, 57, 60-61, 63-65, 106, 108-109,
  116-117; dominated, 83; template, 82-83.
  Vampiric Invulnerability advantage, see Undead
  Invulnerability.
  Vampiric Resurrection advantage, 59.
  Vampyr, 14, 38, 82.
  Vehicles, undead, 92-94.
  Venom advantage, 59.
  Vetala, 12, 38, 82; template, 83.
  Victim template, 103.
  Virgil, 11, 122.
  Voices disadvantage, 103.
  Vorthr, 86.
  Voudoun, 9, 14, 16-17, 40; funerary rites, 32;
  undead, 37, 47; see also Haiti and Zombi.
  Vow disadvantage, 65.
  Vulnerabilities, 47, 64-65.
  Vulnerability disadvantage, 64; Undead
  Invulnerability and, 58; vampires and, 83.
  Waltons, 103.
  Wampyr, 14, 38, 82.
  Weak Dominance limitation, 56-57; see also
  Dominance.
  Weak Immune System disadvantage, 103.
  Weakness disadvantage, 64-65.
  Weaknesses, 63-65.
  Wealth advantage, 101.
  Weast, Father, 69.
  Weirdness Magnet disadvantage, 65.
  Wight, 25, 35, 44, 57, 106, 109-110, 117;
  template, 84-85.
  Witch of Endor, 11, 38.
  Wraith, 37-39, 44-45, 57, 106, 109-110, 116;
  dominated, 87, item, 86; spell, 44, 86;
  template, 86-87.
  Xenophilia disadvantage, 103.
  Xixiegui, 82; template, 83.
  Zalozhniy, 36, 51, 84; template, 85.
  Zeroed advantage, 66.
  Zombi, 9, 16-17, 40, 88; astral, 9, 42; making,
  37; template, 89; see also Haiti, Voudoun
  and Zombie.
  Zombie, 20, 24, 40-44, 46-48, 51, 59, 61, 94,
  116-117, 119, 121; custom, 89; labor, 120;
  non-magical, 89; science and, 40, 88;
  template, 88-89; see also Zombi and Zombie
  spell.
  Zombie Microbe spell, 94; see also Undead,
  microbes.
  Zombie Plant spell, 94; Tree-Kin and, 101; see
  also Undead, plants.
  Zombie spell, 41, 73, 78-79, 88-89, 110;
  Mummy’s Curse and, 72; variants, 94;
  zombis and, 37; see also Zombie.
  Zombie Vehicle spell, 94; see also Ghost ships
  and Undead, vehicles.
  Zombies and chainsaws, 124-125.
  Zoroastrians, 7, 10, 14-16.
  I N D E X
  128
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/World of Darkness/GURPS Undead - Excerpts.pdf