Triple Threat: Dybbuk

The dybbuk of Jewish folklore is a cruel possessing spirit that is the soul of someone who has not gone on to its afterlife or who is refusing to be reincarnating. They typically haunt their families but this is not always the case. Ousting a dybbuk usually requires a rabi or holy person who effectively exorcises it from its host. Sometimes the dybbuk is placed into a material vessel such as a jar, bottle, or more famously wine box. Dybbuks can also be forced to leave a body by figuring out why it’s there in the first place and then making sure its goal is met. For example, a dybbuk possessing its grandchild might be doing so to help them focus or study more in school. Getting better grades or passing a test might dislocate the spirit once more.

The following statistics are for a relatively powerful dybbuk capable of possessing others easily and comes with the same tricks a poltergeist might possess.

After the End/Any Campaign Setting…

ST: 0                HP: 10               Speed: 6.00
DX: 11              Will: 14              Move: 6
IQ: 10               Per: 14              Weight: N/A
HT: 10              FP: N/A            SM: 0
Dodge: 9        Parry: 9            DR: 0
Possession (14 vs. Will): If the victim fails the dybbuk possess their body until they are properly exorcised or the dybbuk gets bored. Otherwise, treat this as the Possession (p. B75) advantage.
Telekinetic Shove (14): 1d crushing. Range 10 yards of the spirit. Optionally, the spirit can pick something up (up to 39 lbs.) and hit a victim with it. This adds +2 additional damage in most cases. Picking up an actual weapon allows the dybbuk to wield it telekinetically (typically at a skill of 9).
Traits: Bad Temper (6); Bloodlust (6); Cannot Speak (Substantial Only); Callous; Dread (Exorcism); Odious Personal Habits (Irreverence); Possession (Spiritual); Spirit; Supernatural Features (Cold Spot); Telekinesis 14 (Based on Will, Own Roll).
Skills: Brawling-12; other skills as the GM decides.
Notes: If the GM is using Intrinsic Fright Check from GURPS Horror (p. 139), the dybbuk inflicts a -3 on rolls (-6 if the beholder actually knows the dislocated spirit).

For Dungeon Fantasy…

ST: 0               HP: 16               Speed: 6.00
DX: 11             Will: 16             Move: 6
IQ: 11               Per: 14              Weight: N/A
HT: 11              FP: N/A            SM: 0
Dodge: 9       Parry: 9            DR: 0
Possession (16 vs. Will): If the victim fails the dybbuk possess their body until they are properly exorcised or the dybbuk gets bored. Otherwise, treat this as the Possession (p. B75) advantage.
Telekinetic Shove (18): 1d+1 crushing. Range 20 yards of the spirit. Optionally, the spirit can pick something up (up to 39 lbs.) and hit a victim with it. This adds +2 additional damage in most cases. Picking up an actual weapon allows the dybbuk to wield it telekinetically (typically at a skill of 9).
Traits: Bad Temper (6); Bloodlust (6); Cannot Speak (Substantial Only); Callous; Dread (Exorcism); Odious Personal Habits (Irreverence); Possession (Spiritual); Spirit; Supernatural Features (Cold Spot); Telekinesis 16 (Based on Will, Own Roll; Increased Range, x2).
Skills: Brawling-13; other skills as the GM decides.
Notes: Putting a dybbuk to rest via the Exorcism skill is at an automatic -4 penalty if the PCs are not related to it.

For Monster Hunters…

ST: 0                HP: 25               Speed: 6.00
DX: 12             Will: 19             Move: 6
IQ: 12               Per: 14              Weight: N/A
HT: 12              FP: 30            SM: 0
Dodge: 10      Parry: N/A      DR: 0
Fright Check: -0
Possession (19 vs. Will):If the victim fails the dybbuk possess their body until they are properly exorcised or the dybbuk gets bored. Otherwise, treat this as the Possession (p. B75) advantage.
Telekinetic Shove (16): 1d+1 crushing. Range 20 yards of the spirit. Optionally, the spirit can pick something up (up to 39 lbs.) and hit a victim with it. This adds +2 additional damage in most cases. Picking up an actual weapon allows the dybbuk to wield it telekinetically (typically at a skill of 9).
Traits: Bad Temper (6); Bloodlust (6); Cannot Speak (Substantial Only); Callous; Combat Reflexes; Dread (Exorcism); Odious Personal Habits (Irreverence); Possession (Spiritual); Spirit; Supernatural Features (Cold Spot); Telekinesis 25 (Based on Will, Own Roll; Increased Range, LOS); may have other Ghostly Abilities (GURPS Monster Hunters 3: The Enemy).
Skills: Brawling-14; other skills as the GM decides.
Notes:Use the skills listed under Ghosts in the Know Thy Enemy box in GURPS Monster Hunters 1: Champions (p. 16). One to two dybbuks are appropriate fodder per champion.
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