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Lost Souls

Adventures in the Afterlife

By Joe Williams & Kathleen Williams

Additonal Material by
Richard Sanders • Todd Downing • Samantha Downing • Allan McComas
Boneworld chapter by Richard Sanders

1999 and 2007 revisions by Joe Williams

Copyright ©1991, 1992, 1994, 1999, 2007 by Joe Williams

Lost Souls by Joe Williams & Kathleen Williams is licensed under a


Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.
Visit www.hauntedattic.org/hauntedattic.org for more information.

Email me at: freeRPGs@comcast.net

First Edition, 1991


Second Edition, 1992
Cemetery Plots, 1994
Table of Contents
8 Gear ................................... 123 15 Haunted Places ........... 208
Consistency of Items .................. 123 A World of Spirits ........................ 208
Player’s Section Gear ................................................... 124 Scarum & Fraidy’s Three Ring
Ghostly Animals ........................... 125 Circus ................................................ 208
Creating Weapons....................... 126 Lost Souls at the Museum ....... 210
1 Introduction ........................ 3 Special Items ................................. 129 School of the Damned ................ 212
Journey To Limbo ..............................3 Alcatraz ............................................ 215
Overview ...............................................4 Cassandra’s House of Apports..... 215
Hampton Court ............................. 216
Widowmaker Ranch ................... 217
2 Character Creation............ 7 Referee's Section The Hospital of Horror .............. 218
Outline of Character Creation ......7
Theatre Royal ................................ 220
Profession .............................................7
Camp Foxglove .............................. 221
Lost Soul Type ....................................8 9 The Afterworld .............. 135
Abilities ..................................................8 About the Afterlife ...................... 135
Other Information .......................... 10 Outer Planes .................................. 140 16 Haunted Vehicles ....... 223
Visage................................................... 12 Realms.............................................. 142 From Here to There .................... 223
Powers ................................................ 12 Gates ................................................. 143 Flight 401 ........................................ 223
Sanctum .............................................. 13 The Mentor .................................... 143 The Spirit of St. Louis ................. 224
Character Background ................. 14 Hindenberg ..................................... 225
Flying Dutchman .......................... 225
10 Running the Game ..... 145 U Boat U-65 .................................... 226
3 Professions ....................... 23 Adventures..................................... 146 The Titanic ...................................... 226
A to Z .................................................... 23 Adventure Ideas .......................... 148 Bonnie & Clyde Death Car ....... 227
Campaigning in the Afterlife .. 149 Sim’s Carriage ................................ 228
4 Lost Soul Types ............... 49 Narrator Tips ................................ 151 Ghost Cart........................................ 228
A to Z .................................................... 49 Role Playing Horror ................... 152 Orient Express............................... 229
The Appeal of Horror ................ 153 Trolley No. 13 ................................ 230
Creating Horror ........................... 155
5 How to Play ....................... 61 Humor .............................................. 157
Game Basics ...................................... 61 17 Boneworld .................... 231
Play Sequence .................................. 62 Background .................................... 231
Using Attributes & Skills ............. 63 11 Non-Player Characters . 159 Denizens of Boneworld ............. 232
The Roll Required .......................... 65 Running NPCs ............................... 159 The Skeletal Legion of Count
Roll Shorthand ................................. 67 Creating NPCs ............................... 160 Monterrant ..................................... 233
Adjusting the ART .......................... 67 Bone Weapons .............................. 235
Special Ability Rolls ....................... 68 12 Supernatural NPCs .... 163 Ossia .................................................. 235
Inspiration Points........................... 69 Demons ............................................ 183 Uses for Boneworld .................... 237
Karma .................................................. 70
Will To Live ....................................... 71
Hazards ............................................... 73 13 Living NPCs .................. 185 18 Fears ............................... 238
Seeing Ghosts ................................ 185 A Ghostly Bar ................................. 238
Combat ................................................ 74
Other Human NPCs .................... 191 The Staff ........................................... 239
The Gang .......................................... 242
6 Abilities .............................. 81
Introduction...................................... 81 14 Famous NPCs ............... 194
A to Z .................................................... 82 Afterlife-styles of the Rich and
Famous ............................................ 194

7 Supernatural Powers .... 93


Power Descriptions ....................... 93
Powers List ........................................ 94
Chapter 1
Introduction
Journey To Limbo The Facts of Life & Death
The nagging sound of sirens still rings in your Granny fondly pats your shoulder. “Don’t
ears as you float down a long tunnel. The walls of worry, dear. You’ll make wonderful pond scum,
the tunnel swirl around you like the clouds of a and the experience will do you good. I spent many
hurricane, yet there is no wind, only an unrelenting incarnations as an intestinal parasite, and now look
force that pulls you forward. A sense of unease at me!”
builds in you, until a familiar figure steps out of the You fall to your knees, blubbering that you
glow at the tunnel’s end. It’s your dear old granny! didn’t mean to cross the street against the light, but
You’re so pleased to see her that you only vaguely you were in a hurry, and everyone else was doing
remember that she’s been dead for ten years. it. It isn’t fair that you got nailed instead of
“Yumyums!” she shouts, greeting you with a someone who really deserved to die.
childhood nickname you haven’t heard in ages. You “You mean you perished in an accident?”
feel absurdly safe as she beckons you out of the You nod weakly.
tunnel and into a wide, white room. Soft clouds “I thought I sensed the Will to Live in you!”
form over-stuffed chairs and low coffee tables. On Quickly she consults the last row of figures. “I’ve
the tables are old issues of National Geographic and made an awful mistake, Yumyums. I was so excited
Boy’s Life. to see you that I forgot to check the schedule. You
Granny wears white robes and under one arm see dear, it wasn’t your time. You aren’t slated to
she carries a slate inscribed with numbers. “Now visit us until they pay off the national debt.”
let’s see if you’ve been behaving yourself.” She Your heart fills with sudden hope. Why, if
peruses the column of figures. “Tsk, tsk, Yumyums. current politics are any indication, you might live
You’ve been rather slack in collecting Karma. In forever! Now they’ll have to send you back. You’ll
fact, at your current level, you’ll be reincarnated as get a second chance to do good deeds, collect more
something between a worm and pond scum. I told Karma, and avoid being reborn as pond scum.
your mother to keep an eye on you, but would she What a golden opportunity!
listen? Oh, no. She knew how to raise her child . . .”
Suddenly, it hits you—this is no dream! The
last thing you remember is crossing the street A Last Chance
against the light and a horrible screeching of
brakes. Then the tunnel—the light—and your dear, Granny shakes her head. “Now Yumyums, this
departed grandmother. It all adds up to one isn’t a Frank Capra movie. Dead is dead, and there’s
terrible conclusion. You never made it across the no going back to that used-up bag of bones you
road! used to be. But you can still earn Karma.
“You see, you can’t be reincarnated until your
Will To Live is totally gone, and because you died
so suddenly yours is still strong. You’d be surprised
how often this happens. The afterlife is full of

3 3
Chapter 1: Introduction

people like you, lost souls unable to let go of their


lives. Perhaps you can help one another. Requirements
“You must return now to the world of the
living, and set right the unfinished business that To enjoy Lost Souls, you will need:
still holds you to the earth. Only then can you grow
and find peace.” • The Lost Souls rulebook.
• Paper (graph paper is good for sketching
maps).
A Final Warning • Pencils & erasers.
• Character sheets copied from the one
Taking you by the hand, Granny leads you provided in this book.
down a cloudy corridor. “Now, I can’t go with you, • Percentile dice (also called d100).
but I can give you some advice. Stay clear of evil • At least one six-sided die (d6).
spirits who have given up the search for Karma.
They’ve grown powerful feeding off the Will To
Live of others, and they no longer seek to be Dice
reincarnated. Some have been around for
centuries; others have gone completely mad, and Die rolls help you determine exactly what
they’ll hurt you just for fun. happens to your character out of a range of
“Watch out for demons, too. They’ll try to trick possibilities. They provide uncertainty and
you into rebirth before you’re ready, or else drive excitement.
you insane. They might even trap you in another Percentile dice consist of two ten or twenty-
plane of eternal torment.” sided dice, which you can purchase at most hobby
Granny pauses beside a vast door. “I’m or game stores. It’s usually best to have a pair for
sending you back now, Yumyums. You’ll grow used each player. Together, these two differently
to being a lost soul.” And with that the door opens colored dice are used to generate numbers from 1
and she gives you a mighty, ungranny-like shove. to 100. To do this, designate one color as high.
As you plummet wildly into the grainy darkness Then roll both dice simultaneously, and read the
you hear her voice far above you: “Welcome to the high die first. If both dice show zero, the result is
afterlife!” 100 (also called 00, or double zero).
Example: A player rolls a red and a white die,
calling red as high. The red die rolls a 3, and the
Overview white die comes up 7. The result is 37.

Welcome to Lost Souls. In most role playing Role Playing


games, the object is to avoid being killed; in Lost
Souls it’s to avoid being reborn. Players take on the Role playing games are unique. Instead of
roles of spirits who roam the earth and other moving tokens around a board, play takes place
planes of existence, meet historical figures, and solely within the imaginations of the participants.
battle diabolical demons while striving to become Like all role playing games, Lost Souls requires two
Higher Beings. or more players. One person takes on the role of
People who like problem solving, puzzles, and the narrator and the others play ghostly
role playing will particularly enjoy Lost Souls. It characters.
was designed to be as easy to play as possible, with Using an outline prepared beforehand, the
a strong emphasis on player participation. As such, narrator describes what happens in the game in
it is especially suited to “spontaneous” role playing, response to the actions of the players. The narrator
where the narrator runs a game with a minimum of serves as the player’s senses, relating settings,
advance preparation. situations, the passage of time, and all events that
lie outside the players’ control. By employing
dramatic and evocative language, a good narrator

4 4
Chapter 1: Introduction

will capture the players’ interest and carry it opportunity to gain it in the afterlife by completing
through to the game’s end. Ghostly Vows. The characters return to earth
The narrator also controls the characters the where they haunt familiar locations: their family
players meet. The narrator assumes new roles as homes, the scene of their deaths, and their final
needed, sometimes playing three or four resting place.
characters at a time. These characters are known
as non-player characters, or NPCs.
The players are impromptu actors within the The Afterlife
scenes set up by the narrator. Each player portrays
a single lost soul in the game, and reacts to people The newly departed may look whole and solid
and events according to the personality of their to themselves and other lost souls, but when they
role. The role taken on by a player is called a lost walk the streets of the living, no one can see, hear
soul or a character. or sense them in any way. To the living, they do not
The players’ decisions directly affect the exist. Lost souls can hear and see the living, but not
course of the story. They decide where to go and vice versa. Communication with the living is
what to do, when to fight and how to solve impossible unless a lost soul uses a supernatural
problems. The narrator must keep up with the power to interact with them.
players wherever their decisions take the Since most people who die are instantly
adventure, improvising new situations as required. reborn, there are fewer lost souls in the world than
The narrator is responsible for describing the living people. Characters will meet an occasional
world around the lost souls, but the players get to lost soul, a spirit like themselves seeking to climb
control what their characters say and the actions the karmic ladder. But they are not the only
they attempt. Typically the players will speak in incorporeal beings roaming the afterlife. Demons,
first person. Most of the time they will stay evil spirits and supernatural entities all inhabit the
together and work as a group to meet the world of the dead, and many of the them are
challenges presented to them. hostile and dangerous.
Many lost souls are content to exist forever in
the physical world. Some are afraid of what they’ll
Background be reincarnated as, others simply enjoy their
current incarnation. Most have unfinished business
All characters in Lost Souls begin the game on Earth that prevents them from finding peace.
after having died in some abrupt or accidental
manner. Perhaps one character is a scientist who
pulled the wrong lever, another a spy who was Using This Rulebook
shot down by enemy agents. Whatever the mishap,
their bodies are left far behind as they enter the This manual is divided into two sections, one
Afterlife. for the players and one for the narrator. Players
Because they died before their time, their Will should only read the first section; perusing the
to Live is so strong that they cannot be reborn. This narrator’s Section will reveal secrets they aren’t
is good, for their lack of Karma indicates that if supposed to know, and diminish the game’s air of
they were reborn, their next incarnation would be mystery.
very low. The narrator has the daunting challenge of
Karma is the compilation of good and bad reading both sections before attempting to run an
deeds in a person’s life. The next incarnation of a adventure. If the narrator is a seasoned role player,
character is based on how much Karma they have with a good grasp on common gaming techniques,
accumulated. With enough Karma, lost souls may they can easily teach the rules to the players during
become a Higher Beings. Only then can they escape the course of their first adventure.
the cycle of life and death and discover what lies Players should begin by generating a
beyond. character, as explained in Chapter 2: Character
Since the characters didn’t get a fair chance to Creation.
collect Karma while alive, they now have the

5 5
Player’s
Section
Chapter 2
Character Creation
Outline of Profession
Character Creation
To create a character, you must first decide
Roll or choose a profession on the profession the character followed in life.
Roll or choose a lost soul type The professions are fully described in Chapter 3:
Calculate attributes based on profession and type Professions. Turn to that chapter now and select
Calculate Defense a profession for your character, or simply roll on
Calculate Will to Live the Profession During Life table.
Calculate Carrying Capacity Look up your character’s profession in
Fill in specialties for profession Chapter 3: Professions to learn more about the
Note standard gear for profession personality and motives of your role. Remember,
Roll cause of death for profession individuals can be totally different from the
Fill in specialties for cause of death archetypes depicted in this manual. Not all
Note additional gear for cause of death Guinea Pigs are gullible, nor are all Pilots self-
Note starting Karma for cause of death confident. You have the final decision on how you
Note talent for profession will play your character.
Fill in specialties for type
Note consistency for lost soul type Profession During Life
Note visage for lost soul type d100 Profession
Note supernatural powers for type 01-04 Arcane Scholar
Choose additional powers if available 05-08 Artist
Choose a Sanctum 09-12 Athlete
13-16 Average Joe or Josie
Roll or choose a sex 17-20 Blue Collar Worker
Roll or choose an age 21-24 Civil Servant
Roll or choose a height 25-28 Commando
Roll or choose a weight 29-32 Cop
33-36 Doctor
Roll or choose an eye color
37-40 Eccentric
Roll or choose a hair color 41-44 Explorer
Roll or choose a hair style 45-48 Gangster
Roll or choose a key feature 49-52 Guinea Pig
Roll or choose two traits 53-56 Hunter
57-60 Inventor
Choose four free specialties (interests) 61-64 Journalist
Calculate non-specialties 65-68 Musician
Roll Unfinished Business 69-72 Performer
Roll six times on Life & Death table 73-76 Pilot
77-80 Private Eye
Name your character
81-84 Scientist
85-88 Spy
You are now ready to play! 89-92 Thief
93-96 Tourist
97-00 Transient

7 7
Chapter 2: Character Creation

superhuman). When we say a character has a


Lost Soul Type Strength of 19, we mean the character is
incredibly strong. On the other hand, a character
with an Agility of 3 is very clumsy.
You may choose or roll your type on the Lost Your abilities determine your chance to
Soul Type table. Refer to Chapter 4: Lost Soul perform related actions. A character with an
Types to find out more about the character you ability score of ten has a 50% chance of using that
will be playing. ability successfully on an average task. For this
reason, ten is considered normal for a typical
Lost Soul Type character. If your character has an ability above
d100 Type
ten, it is above average; below ten, it is below
01-05 Apparition average. Each point of difference will change the
06-10 Banshee chance of success.
11-13 Doppelganger
14-15 Ghast
18-22
23-25
Ghost
Grim
Attributes & Skills
26-28 Guide
29-33 Harbinger There are two kinds of abilities in the game:
34-38 Haunt attributes and skills. The twelve attributes are:
39-40 Manes
41-42 Phantasm
Agility, Alertness, Charm, Cunning, Dexterity,
43-47 Phantom Fate, Intelligence, Knowledge, Mechanical,
48-51 Poltergeist Nature, Stamina and Strength. Starting scores are
52-55 Remnant determined by your character’s profession and
56-58 Revenant ghost type.
59-60 Rusalka
61-65 Shade Skills range from Aim to Will, and every
66-70 Shadow character has all 48. Initially, a skill equals half
71-75 Specter the attribute listed above it on the character
76-80 Spirit sheet.
81-85 Spook
86-90 Vapour
Specialties are skills that a character excels
91-95 Wight at using. A specialty equals the attribute listed
96-00 Wraith above it on the character sheet — not half like
non-specialties.
After character creation, attributes, skills and
Abilities specialties are all treated the same, and may
change independently during play.

Characters have different strengths and


weaknesses, just like real people. Strong Explanation of Attributes
characters might decide to fight their way past a
demon. Charming characters might try to The twelve attributes are briefly explained
convince someone else to fight for them. Cunning below. You’ll find a more detailed description in
characters may try to bluff their way past, while Chapter 6: Abilities.
agile characters might try to dodge around the Agility indicates your character’s balance,
demon. In the same way, different characters grace, and physical flexibility.
with different abilities will try different methods Alertness is your character’s vision and
to accomplish the same task. ability to notice things.
In the middle of your character sheet is a list Charm is your character’s appearance,
of the 60 skills and attributes used in the game, charisma, manners, and style. It’s the impression
starting with Agility and ending with Ride. All of you make on others.
these abilities will be given a rating between 2
(which is really awful) to 19 (which is nearly

8 8
Chapter 2: Character Creation

Cunning measures how devious and sly your The listings in Chapter 3: Professions include
character is. It’s used when cheating, scheming, the eight specialties you receive for your
and performing acts of trickery. profession, as well as two more specialties based
Dexterity rates your character’s manual on your cause of death.
dexterity. It’s your ability to work with your Additionally, the description of your type in
hands. It’s used when tying or untying knots, Chapter 4: Lost Soul Types gives you two more
juggling, catching, and sewing. specialties. If a type specialty duplicates a
Fate measures your character’s luck and specialty you already have, you receive a free
destiny. It shows whether he was born under a specialty instead. You may apply it to any skill
lucky star, or an ill-fated comet. that is not already a specialty.
Intelligence is your character’s swiftness of To round out your character, you receive an
thought and ability to understand new ideas. additional four free specialties that you may
Knowledge indicates how much your apply to any skills that are not already specialties.
character has learned. To give your character more depth, you may wish
Mechanical covers your character’s ability to to associate each free specialty that you take with
operate and repair machines. one of the interests shown on the Skills table.
Nature indicates how well your character Example: Perkins is creating an Arcane
understands and interacts with nature. It’s your Scholar. They have the following specialties due to
ability to predict tomorrow’s weather and their professional training: Conceal, Unlock, Occult,
identify plants. Sanity, Folklore, Languages, Religion, Faith Heal.
Stamina is your character’s health, Looking at his character sheet, Perkins sees that
endurance, and ability to withstand adverse Conceal is located underneath the attribute
conditions. Cunning. He has a Cunning of 5, so he puts a 5 in
Strength is your character’s brawn. Strength the space next to Conceal. Next, he locates Unlock
isn’t so important since a lost soul cannot under the attribute Dexterity. His character has a
physically affect material objects. Still, it’s helpful Dexterity of 16, so he puts a 16 in the space next to
when dealing with other incorporeal beings. Unlock. This procedure is repeated for each
specialty.

Determining Attributes
Non-Specialties
Chapter 3: Professions shows the starting
scores for each attribute of your character, All skills that are not specialties equal one
depending on your profession. To this score for half the attribute listed above them on the
your profession, add the modifier for your lost character sheet. Round all fractions down.
soul type, as listed in Chapter 4: Lost Soul Example: Perkins’ character has a Stamina of
Types. Write the values of your character’s 8. Since his Run skill is not a specialty, it equals 8/2
attributes on your character sheet. = 4.
Example: Lisa decides to create a Cop
character, who has died and become a Specter.
Cops have an Agility of 10, while Specters have an Defense
Agility of +3. Since 10 + 3 = 13, she writes 13 next
to Agility on her character sheet. Lisa repeats this Your Defense equals the average of your
procedure for each of her remaining attributes. Agility and Stamina, rounded down. Defense is a
combination of your character’s resistance to
injury and ability to avoid harm. Defense, while
Specialties calculated in a unique way, is treated like any
other ability.
Specialties are skills that your character is Example: Perkins’ character has an Agility of
particularly adept at. A specialty equals the 7 and a Stamina of 8. Since 8 + 7 = 15, and 15 - 2 =
attribute listed above it on the character sheet. 7.5. Perkins’ character has a Defense of 7.

9 9
Chapter 2: Character Creation

Skills Other Information


Skill Sample Interests
Aim Archer, darts, target shooting
Animals Fishing, farming
Artistry Painting, poetry, needlepoint Will to Live
Athletics Sports, gymnastics
Bargain Shopping
Brawling Martial arts, wrestling, football Will to Live (WTL) equals your character’s
Bully Body building, neighborhood activist Stamina plus Fate.
Caves Geology, spelunking Will to Live is the driving force in all living
Climb Mountain climbing
creatures. It helps them survive against all odds,
Conceal Slight-of-hand tricks
Customs Anthropology, travel keeps them from succumbing to the ravages of
Danger Sense Skydiving, bungee jumping disease, and gives them the strength to endure
Direction Hitchhiking injury. Without the Will to Live, a person will die
Disguise Acting, miming and be reborn. Because player characters have
Dodge Dodgeball, racquetball, laser tag
Drive Cars, boating, motorcycles
died in an abrupt manner, their WTL is still intact.
Electronics Computers, ham radio Though they are no longer vulnerable to
Empathy Volunteer work starvation, temperature changes, fatigue, and
Entertain Watching TV, musical instrument illness, they can lose their Will to Live in other
Faith Heal Inspirational reading
ways. Madness and injury to their ectoplasmic
Filch Shoplifting
Folklore Watching old movies, museums, reading bodies are just two examples. Demons and evil
Forgery Calligraphy entities may also deplete a ghost’s WTL, and a
Interrogate Philosophy powerful exorcism can destroy it altogether.
Jump Acrobatics, ballet Sunlight is also quite harmful.
Languages Travel
Lie Poker
As a player, you must keep careful track of
Listen Music lover how much WTL your character has at any time.
Medical Blood donor See Chapter 5: How to Play for more
Memory Reading, video games, collecting information on taking damage and healing.
Mimic Singing
Occult Astrology, fortune-telling, tarot cards
Persuade
Quickness
Politics, debate
Gymnastics, tennis Carrying Capacity
Religion Religious activities
Repair Model building, tinkering
Your character’s Carrying Capacity equals
Ride Horseback riding
Run Jogging, track, soccer your Strength divided by four, rounded down.
Sanity Therapy, self help books Each item carried fills a slot in the Gear
Science Astronomy, chemistry, physics section of your character sheet. You can wear up
Search Sightseeing, bird watching to 5 items, and have 2 items at hand (or one two-
Stealth Housebreaking
Tame Raising pets
handed item). The number of additional items
Track Hunting your character can carry is equal to your Carrying
Unlock Petty thievery Capacity. Characters who insist on carrying more
Traps Hunting than their limit are encumbered, and suffer a -1
Will Meditation
column on all actions. Characters cannot carry
more than twice the number of items allowable
by their Strength.

Standard Gear
To make the afterlife easier, lost souls create
familiar objects from ectoplasm. They make
duplicates of whatever they had with them at the

10 10
Chapter 2: Character Creation

time of death. As lost souls learn to manipulate


ectoplasm, they can create any item they require. Starting Karma
This is important since lost souls cannot easily
use material objects. Your character’s cause of death also
Chapter 3: Professions lists the equipment determines how much Karma you start the game
your character starts the game with. Note your with. Note your Karma in the appropriate space
equipment in the Gear section of your character on your character sheet. The more equipment
sheet. You may choose whether to carry an item your character begins with, the lower your
at hand, in pocket, or worn. starting Karma. Conversely, the higher your
Gear that is “At Hand” can be used Karma the more supernatural powers you will
immediately. Gear that is “Carried” may take a possess. Characters strive to acquire enough
turn or more to be readied for use. Karma to be reincarnated as humans.
All gear (except clothing) must be listed on
your character sheet. If it isn’t on your sheet, your
character doesn’t have it. The only exception is Consistency
that characters are assumed to have clothing
appropriate for their profession and sex. Typical Your type description in Chapter 4: Lost
clothing (pants, shirt, dress, underwear, etc.) does Soul Types will dictate whether your character
not need to be written down on your character appears solid-looking, translucent, luminous, or
sheet. Unusual apparel (pith helmets, backpacks vaporous. These classifications are explained
and the like) must be noted. below. It is important to remember that these
Gear is explained fully in Chapter 8: Gear. descriptions apply only to other ectoplasmic
beings. All lost souls are invisible to most living
people (unless supernatural powers are
Cause of Death employed). Incorporeal beings can always see
and interact with each other no matter what their
To determine your character’s cause of consistencies.
death, roll d100 on the appropriate Cause of A character’s consistency does not grant any
Death table for your profession. The Cause of special advantages. A vaporous ghost cannot pass
Death tables are included in Chapter 3: through a grating, nor can a solid-looking ghost
Professions. The table will give you a brief manipulate a material object. The different types
description of the character’s death, two of ectoplasm merely add a touch of the macabre
additional specialties, and a list of gear that you to your adventures, and helps the characters
brought with you to the afterlife. Note the identify fellow lost souls.
specialties on your character sheet. If a type Solid-looking: To other ectoplasmic beings,
specialty duplicates a specialty you already have, a solid character appears to be completely
you receive a free specialty instead. Apply it to material, and he may be mistaken for a living
any skill that is not already a specialty. person.
Example: Dave’s character is a Guinea Pig. Translucent: Translucent characters have
Rolling 37 on the Guinea Pig’s Cause of Death firm outlines, but their colors are washed out and
Table, he discovers that his character died on objects show through them.
death row while taking part in an experiment. He Luminous: A luminous character appears to
gains Conceal and Lie as specialties, and he adds be made from light. A soft glow radiates from
the following gear to his character sheet: a file, tin him, and his outline quivers and shimmers with
cup, handcuffs, lock pick, a gun carved from soap, a the eerie radiance. You may select the color of the
pack of cards, and mug shots. glow.
Vaporous: Vaporous characters appear
wispy, as though made from white smoke.
Tendrils of mist swirl after them, and their limbs,
while fully functional, may trail into mist.

11 11
Chapter 2: Character Creation

Vaporous characters seem to float rather than go. In order to work, this power requires fifteen
walk. minutes of unbroken concentration.
Groups of lost souls often are buried in the
same cemetery. This power allows them to return
Visage to their resting place between adventures. It also
allows them to take their companions on
adventures to places that were important to
A lost soul’s visage is how the character them.
appears in the afterlife. Your visage depends This power does not work across different
upon your lost soul type. planes of existence (unless that plane is also the
lost soul’s Sanctum). A character in Hades, for
Alive: You appear as you did when alive. example, could not use this power to get out.
Haggard: Death has left you gaunt and
stricken. Despite your sickly appearance, you can
easily pass for a living person. Talent
Cadaverous: You appear as you did at the
shortly after death, with pallid skin and dark Each profession has a Talent listed in its
shadows beneath your eyes. The wounds of your description in Chapter 3: Professions. This is
death may be visible to those who look closely. something only members of that profession can
Decayed: You look like a moldering corpse, do. For instance, only journalists can “Scrutinize.”
with the wounds of your death clearly visible. The Many Talents require a die roll against an ability.
amount of decay depends upon the lost soul type. Making ability rolls is fully explained in Chapter
Some lost souls are withered, their flesh like 5: How to Play.
brown parchment that clings loosely to the Note your Talent on the bottom line of the
underlying bones. Others have rotted away Supernatural Power section of your character
entirely, leaving the face of a skull and the body of sheet, along with the number of times per day
a skeleton. Decayed lost souls are most gruesome you can use it. Each time you use your Talent, you
and disturbing. must check off one of the uses.

Supernatural Powers
Powers Characters receive an assortment of
supernatural powers to aid them in their quest
for Karma. This is fortunate, for as lost souls, they
Dark Vision will find many of the tasks they could easily
perform when alive are now nearly impossible.
All lost souls have dark vision, which allows Without a supernatural power, just opening a
them to see in darkness as well as daylight. When door can prove daunting.
using dark vision, a lost soul cannot see into areas The listings in Chapter 4: Lost Soul Types
of bright light. assigns your character four supernatural powers,
which are explained in Chapter 7: Supernatural
Powers. Copy your powers and uses per day to
Graveyard Shift your character sheet. Each time you use a power,
you must check off one of its uses.
Another power shared by all lost souls, As your Karma increases, so does the
Graveyard Shift allows you to transport yourself number of powers your character possesses.
and up to six incorporeal beings you are touching Look up your Karma on the Supernatural
to the location of your remains, the location of Powers table to determine how many powers
your death, the place where you lived, or your your character should have, including the four for
Sanctum. Those you take along must be willing to your ghost type. If your Karma is five or more,

12 12
Chapter 2: Character Creation

select any additional powers from those listed in its domain and the world of the living. The
Chapter 7. You may even choose the same power domain itself is outside the normal universe.
multiple times, thereby increasing its uses per The size of your domain depends on your
day. Karma as determined by this formula:

Supernatural Powers Size of area = Karma x Karma x 5 square feet


Karma Powers
1-4 4 The appearance of your domain must relate
5-9 5 to your character’s personality and background.
10-14 6 Lost souls long for the familiar trappings of life. It
15-19 7 keeps their Will to Live strong, and helps them
20-24 8
25-29 9 recover when their vitality has been sapped by
30-34 10 the rigors of an adventure. When creating a
35-39 11 domain, you should consider what is important to
40-44 12 the character. What setting summarizes the
45-49 13
50-54 14
character’s life? In what setting would your
55-59 15 character feel most alive?
The domain may also reflect psychological
fixations or obsessions. Lost souls who love their
Sanctum families may create domains that look like their
rooms when they were children. Other characters
who felt truly alive only when at work (this is a
Between adventures, a lost soul must return horror game, after all) might craft domains that
to its Sanctum to recover lost WTL, gain powers, look like comforting office cubicles.
increase abilities, and make items. This sanctum The key to creating a domain is to make it
can be a domain, an heirloom or Limbo. appropriate and personal. Cemeteries are filled
with such pocket worlds, hidden behind the
headstones and in mausoleums, each a twisted
• A domain is a private area in the cemetery
reflection of its inhabitant.
where the character’s remains lie.
You can prevent other lost souls with lower
• An heirloom is a material item inhabited
Karma from entering your domain. You have no
by a lost soul.
special control over what happens in your
• Limbo is a cloudlike, serene realm run by
domain, so be careful who you let in. Once you
Mentors, who send their charges on
admit someone, you have no special means of
missions to promote karmic growth.
expelling the visitor.
If the players decide to use domains, then
During game play you may discover other
they may all be residents of the same graveyard.
places, called Realms, that can serve as your
This makes it easy for their characters to meet. A
Sanctum. But for now you must pick one of the
typical cemetery is filled with other lost souls,
three options above. It’s simplest for beginning
each with unfinished business that can serve as
players to all agree upon the same type of
the start of an adventure.
Sanctum.

Domains Heirlooms
When a people die, their lifeforce may
A domain is a small, otherworldly area
retreat into an object that held great significance
created by a lost soul. This pocket dimension,
to them in life. It doesn’t have to be nearby; the
folded tightly in on itself, connects to the physical
soul will teleport to the item no matter where it
world at the site of the lost soul’s resting place.
is.
Only at this point can the lost soul travel between

13 13
Chapter 2: Character Creation

Using Graveyard Shift, you may freely enter


and exit your heirloom. However, no other lost Limbo
soul may enter your heirloom because it’s not so
much a place as an elemental bonding. When you Not all lost souls are called to Limbo, but
are “in” your heirloom you aren’t anywhere. You those that are find it impossible to resist. A
are the object. character’s journey to Limbo begins a few
When you are not in your heirloom, it is just seconds after death. The lost soul has only an
an ordinary object. Some sensitives may feel a instant to stare at its vacated corporeal body
particular aura about it, but it does not have any before a swirling tunnel of light envelops it. They
special powers on its own. If your heirloom is are drawn slowly toward a circle of light, and
broken while you are not in it, it becomes useless. before they know it, they have entered Limbo.
You must develop another heirloom by locating a Limbo always appears familiar and
memento that was important to you in life, and comfortable to its inhabitants. Since Limbo is a
spending ten days near the relic, never traveling sort of “cosmic waiting room” it often appears as
more than a half mile from it. During the time you just that, with couches to sit on and magazines to
do not have an heirloom, you cannot regain Will leaf through. The whole place has a vaporous,
to Live, powers or make items. Once the bond to ethereal quality and is peopled by white-robed
the new heirloom is formed, you are free to travel Mentors who offer guidance and moral support.
as far away as you like. Many lost souls remain Mentors often appear as departed loved ones.
close to their heirlooms to protect them from On your initial trip to Limbo, you will find
harm. yourself in a waiting room with the other
When you are in your heirloom, it shares characters, who have also recently died. Your
your WTL. Any damage done to your heirloom Mentor soon appears to explain the situation and
comes off your WTL. It doesn’t matter if your send you on your first mission. Adventures begin
heirloom is a mirror or an iron statue, it will be and end in Limbo, but they rarely occur there.
equally hard to destroy while you are in it. Once Choosing Limbo as your Sanctum makes
you are out of WTL, your heirloom is destroyed setting up adventures easy. The characters all
and you are immediately expelled from the object have the same Mentor, who claims they are soul
with 0 WTL. Your character will be incapacitated mates bound to help one another. The Mentor can
and you will be reincarnated within ten minutes brief the characters and send them out on
unless someone heals you. Note that you can missions, plunking them down wherever they
leave your heirloom at any time, so if the first need to be. However, the regimentation of
blow doesn’t destroy your heirloom you may eternity in Limbo may not appeal everyone. Some
leave it to defend it. lost souls will want to break away and inhabit an
Heirlooms are the root of many legends heirloom or domain instead.
about haunted objects such as cursed lockets and
portraits. A haunted house may contain a lost
soul’s heirloom, and the manifestations in the
house are attempts to keep the living away.
Character Background
If players choose heirlooms for their
Sanctums then all their heirlooms should be
located in the same place. They could be in an Appearance
musty antique shop that never seems to do any
business. Or they might be in a haunted house Now that you know your character’s
that they must protect from unscrupulous abilities, it’s time to get an idea of what your
developers, vandals who want to trash the place, character looked like in life. Record this data in
and the ever-dreaded junkman who thinks the the appearance section of your character sheet.
heirlooms are all garbage. Your lost soul type will affect your appearance in
the afterlife.
You may either design your character’s
appearance yourself, or roll on the five tables on

14 14
Chapter 2: Character Creation

the next two pages. All rolls are made on d100. If


you aren’t comfortable with what you roll, feel Life & Death Table
free to roll again, or, for that matter, make up
anything you like. These tables are meant to The Life & Death table is used to determine
inspire you, not replace your own creativity. You what happened to your character during life.
should never feel trapped into playing a character Roll d100 on the Life & Death table six
you don’t like. times, and write the results on the back of your
A character’s appearance consists of: character sheet. If a result is written in ALL
CAPITALS, go to that sub-table and roll d100
Sex: These rules make no distinction again for more details. The sub-tables can be
between males and females. found on the two pages following the Life &
Age: Decide the age at which your character Death table.
died. Your appearance as a lost soul will be Spend a few minutes deciding how these
consistent with your age at the time of death. events are interrelated, and how they might still
Height: The average male is about 5’ 9”. The have an influence on your character’s behavior.
average female is 5’ 4”. The events need not to have occurred in the
Weight: This is how much your character order that you rolled them. On the back of your
weighed during life. It also dictates a lost soul’s character sheet, you may wish to write a brief
apparent weight. The average male weighs biography for your character.
between 135 to 170 pounds. The average female
weighs from 108 to 138 pounds.
Eye color, hair color: If you roll a Character Name
combination you deem unlikely, feel free to roll
again. Make up an appropriate name for your
Hair style: This is really a matter of personal character, one that reflects the character’s
choice. You are free to change your hair style as heritage, profession, or abilities. For example, a
you desire. name such as Gerald Snodgrass denotes a
Key Feature: Every character has some kind bookish type, while Consuela Martinez is
of distinctive mark, or key feature. Be certain that certainly of Spanish descent.
you are comfortable with your character’s feature
before you begin play. If the feature consists of a
piece of clothing, like sunglasses or neon Character Personality
sneakers, add it to the gear list found in the lower
right hand corner of your character sheet. By now, your character sheet must be full of
Personality Traits: Your character has two numbers and notes describing your character’s
emotional traits to serve as a guideline for role skills, traits, and gear. Yet a character is more
playing. than just numbers on a piece of paper.
It’s up to you to flesh out the skeletal
personality you have created. Only a rough idea
Unfinished Business of the character’s personality is needed at first -
about as much as you have already created. Your
All lost souls have some piece of unfinished character will soon develop nuances on its own,
business that ties them to the earth. Roll your based on its abilities, and your own whims. Once
character’s motivation on the Unfinished a character’s personality has been established, it
Business table at the end of this chapter. will tend to resurface whenever that character is
played.

Congratulations!
Your character is now ready to play!

15 15
Chapter 2: Character Creation

Sex Hair Color


d100 Sex d100 Hair Color
01-50 Male 01-10 Dark brown
51-00 Female 11-20 Light brown
21-30 Sandy
Age at Death 31-40 Black
41-50 Golden
d100 Age 51-55 Red
01-10 16 + d6 56-60 Strawberry blonde
11-30 22 + d6 61-70 Auburn
31-55 28 + d6 71-75 Gray
56-70 34 + d6 76-80 White
71-90 40 + d6 81-95 Blonde
81-90 46 + d6 96-00 Bald
91-95 52 + d6
96-00 58 + d6
Hair Style
d100 Hair Style
Height
01 Mohawk
d100 Height 02 Spiked
01-15 Very Short 03-04 Shaved
16-35 Short 05 Dreadlocks
36-65 Average 06-10 Braided
66-85 Tall 11-16 Crew Cut
86-00 Very Tall 17-22 Long & flowing
23-28 Long & ratty
29-37 Short & wavy
Weight 38-46 Long & wavy
d100 Weight 47-55 Short & straight
01-15 Very Thin 56-64 Long & straight
16-35 Thin 65-73 Short & frizzy
36-65 Average 74-82 Long & frizzy
66-85 Heavy 83-91 Short & curly
86-00 Very Heavy 92-00 Long & curly

Eye Color
d100 Eye Color
01-10 Light blue
11-20 Black
21-30 Gray
31-40 Green
41-50 Hazel
51-60 Violet
61-70 Dark blue
71-80 Light brown
81-95 Dark brown
96-97 Amber
98 Silver
99 Golden
00 Roll once for each eye

16 16
Chapter 2: Character Creation

Personality Traits (roll 2)


Key Feature d100 Trait
d100 Feature 01-02 Shy
01-02 Sunglasses 03-04 Rebellious
03-05 Distinctive scar 05-06 Violent
06-07 Tattoo 07-08 Arrogant
08-09 Buck teeth 09-10 Aloof
10-12 Pierced nose or ear 11-12 Morose
13-15 Odd hat 13-14 Rash
16-18 Cane or walking stick 15-16 Stubborn
19-20 Disfigurement 17-18 Friendly
21-22 Long fingernails 19-20 Fussy
23 Eye patch 50% chance of either eye 21-22 Nervous
24-26 Wears one color 23-24 Serious
27-28 Neon sneakers 25-26 Patriotic
29-31 Birthmark 27-28 Sneaky
32-35 Facial hair 29-30 Miserly
36-38 Bad breath 31-32 Emotional
39-40 Wrinkles 33-34 Detached
41-42 Warts 35-36 Indecisive
43-44 Nasal voice 37-38 Trustworthy
45-46 Leather boots 39-40 Helpful
47-48 Unusual voice 41-42 Cynical
49-51 Strong accent 43-44 Idealistic
52-61 Left-handed 45-46 Calculating
62 Ambidextrous 47-48 Cowardly
63 Extra digit (50% hand, 50% foot) 49-50 Brave
64-65 Flashy scarf 51-52 Egotistical
66 Color blind 53-54 Humorous
67 Double-jointed 55-56 Traditional
68-69 Large nose 57-58 Innovative
70-71 Small chin 59-60 Flippant
72-73 Dimpled chin 61-62 Jealous
74-76 Freckles 63-64 Rude
77-78 Missing teeth 65-66 Lecherous
79-80 Body odor 67-68 Curious
81 Speech impediment 69-70 Slovenly
82-83 Deep voice 71-72 Tardy
84-85 Squeaky voice 73-74 Spendthrift
86-87 Wears braces 75-76 Lying
88-89 Missing digit (50% hand, 50% foot) 77-78 Talkative
90-91 Acne 79-80 Trusting
92-93 Dimpled cheeks 81-82 Diplomatic
94-95 Wears jewelry 83-84 Honest
96-97 Facial tic 85-86 Calm
98-99 Big feet 87-88 Patient
00 Albino 89-90 Gullible
91-92 Polite
93-94 Skeptical
95-96 Grim
97-98 Restless
99-00 Forgetful

17 17
Chapter 2: Character Creation

Unfinished Business
d100 Unfinished Business
01-03 Adopted. Searching for biological mother.
04-06 Safety deposit box contains $100,000 plus of a list of names, your share of the loot from the famous Wanamaker
Bank heist. names are those of your trusting accomplices.
07-09 Buried in wrong grave. Hope to rectify mistake.
10-12 Death arranged by spouse. Seek revenge.
13-15 Will leaving all to your cat Fluffy has been suppressed by unscrupulous, cat-hating relative.
16-18 Have information proving high official is on the take.
19-21 Suspect mother of killing father; looking for proof.
22-24 You and your best friend promised each other that whoever died first would come back and appear before the
other so that a photo could be taken, proving the existence of ghosts.
25-27 Professional rival steals your idea; seek revenge.
28-30 Your child is deathly ill and needs special, expensive medication.
31-33 Your great novel is hidden in an attic trunk; will it ever be published now?
34-36 Wish to warn family of impending danger.
37-39 Crucial government information, which only you know, must be told to the proper authorities.
40-42 Upon your death, Snookums, your pet hamster, was given to the horrible Hensley brats. Can you save Snookums
form a fate worse than death?
43-45 Bigamously married. Hope to keep two spouses apart at all times.
46-48 You wish to confess to a crime so that an innocent person is not charged.
49-51 Want to inform spouse or lover that your old ashtray is really a priceless antique.
52-54 Death arranged by criminal group; seek revenge.
55-57 Death arrange by government group; seek revenge.
58-60 Child witnesses your death and blames self; you wish to calm child’s fears.
61-63 Want to inform impoverished relative of secret trust fund in false name.
64-66 Fake will leaving all to your sister replaced true will leaving all to lover.
67-69 Gave child up at birth; want to inform child of his parentage.
70-72 Want to tell lover “I love you” one last time.
73-75 Ex-lover spread lies about you. Hope to force lover to retract statements.
76-78 Child turned over to psychotic ex-spouse after your death. Want to save child from dangerous situation.
79-81 You are trying to locate a twin separated at birth.
82-84 You’ve been estranged from your father for years, but now you want to tell him you’re sorry.
85-87 You were unable to finish a book you just checked out from the library.
88-90 Compromising photos of you and an old lover are hidden in your home.
91-93 You want one last date with the Polanski twins.
94-96 Want to make certain your orphaned child finds a good home.
97-99 Want to tell your boss off once and for all.
00 Want to return to life.

18 18
Chapter 2: Character Creation

46 A stranger is responsible for you death.


Life & Death (roll 6 times) 47 Treasure a lucky piece.
48 Hid evidence that RELATIVE was a Nazi
d100 Event collaborator.
01 Responsible for death of an ENEMY. 49 Treasure a garment.
02 Secretly manipulated stock market for years 50 Treasure a book.
with a criminal FRIEND. 51 Treasure a picture.
03 Acquitted of murdering LOVER. 52 Treasure a letter.
04 Acquitted of murdering ENEMY. 53 Treasure a family heirloom.
05 Remember past life. 54 Hid $100,000 in your mattress.
06 RELATIVE died in horrible accident. 55 Family killed when you were a baby .
07 Haunted by a dark secret from the past. 56 Treasure a musical instrument.
08 HABIT. 57 You owe a RELATIVE a favor.
09 Treasure a place. 58 FRIEND and you have common interests.
10 Suffer painful flashbacks of death. 59 FRIEND mysteriously murdered.
11 Responsible for the death of a FRIEND. 60 ENEMY works for the government.
12 FRIEND is a former LOVER. 61 Coworker responsible for your death.
13 Pet accompanies you to afterlife. 62 You owe a FRIEND $10,000.
14 FRIEND married criminal, you fear for friend’s 63 FRIEND owes you a favor.
life. 64 RELATIVE mentally ill; claims to see ghosts.
15 RELATIVE responsible for your death. 65 MENTAL ILLNESS.
16 FRIEND responsible for your death. 66 Scandal caused family to be snubbed.
17 LOVER responsible for your death. 67 RELATIVE owes you a favor.
18 You and your LOVER lived together. 68 You owe a RELATIVE $10,000.
19 Treasure a piece of jewelry. 69 RELATIVE needs your financial support.
20 Avid conspiracy buff. 70 RELATIVE idolizes you.
21 Best FRIEND killed by unknown parties. 71 LOVER needs your financial support.
22 Idolize a RELATIVE. 72 STRANGE BELIEFE.
23 RELATIVE mysteriously murdered. 73 Treasure a weapon.
24 You owe a FRIEND a favor. 74 You and your LOVER have common ENEMY.
25 Employer responsible for your death. 75 FRIEND needs you r financial support.
26 RELATIVE murdered, seeking killer. 76 You dated a LOVER.
27 RELATIVE needs your financial support. 77 You married a LOVER.
28 Idolize a criminal 78 You were engaged to a LOVER.
29 Idolize a FRIEND. 79 You and your LOVER were divorced.
30 Idolize a teacher. 80 You just got back together with your LOVER.
31 Idolize a craftsman. 81 You and your LVER were separated.
32 Idolize a movie star. 82 Responsible for death of LOVER.
33 Idolize a musician. 83 Your enemy is an ex-FRIEND.
34 Idolize a politician. 84 Your ENEMY is an ex-LOVER.
35 FRIEND idolizes you. 85 Your ENEMY is a RELATIVE.
36 FRIEND wants to protect you. 86-89 Your ENEMY is deceased.
37 Responsible for death of a RELATIVE. 90-91 Your ENEMY is a stranger.
38 FRIEND needs your protection. 92-93 Your ENEMY is a coworker.
39 FRIEND and you have a common ENEMY. 94-95 Your ENEMY is a medium.
40 FRIEND and you have ac common goal. 96 ENEMY responsible for you death.
41 RELATIVE and you have a common ENEMY. 97-98 You ENEMY is a cultists.
42 You saved FRIEND’s life. 99-00 LOVER murdered by ENEMY.
43 FRIEND saved your life.
44 PHOBIA.
45 FRIEND treats you like a child.

19 19
Chapter 2: Character Creation

Child Information
Lover d100 Child (Age = 2d6-1)
d100 Lover 01-04 Child adopted.
01-03 Lover died of illness. 05-08 Child born with birth defect.
04-06 Lover died in an accident. 09-12 Child sees dead people.
07-09 Lover committed suicide. 13-16 Child suffers from MENTAL ILLNESS.
10-12 Lover betrothed to another. 17-20 Child from partner’s previous relationship.
13-15 You killed lover by accident. 21-25 Child was especially close to you.
16-18 Lover died giving birth to CHILD. 26-29 Child has genius IQ.
19-21 Lover murdered. 30-33 Child normal.
22-25 Lover’s family drove you apart. 34-37 Child deathly ill.
26-28 Your family drove lover away. 38-41 Child kidnapped as infant; never found.
29-31 You were two-timing. 42-45 Child murder3ed.
32-34 Lover was two-timing. 46-50 Child died in accident.
35-37 You argued constantly. 51-54 Child is actually relative’s offspring.
38-40 Lover vanished without a trace. 55-58 Child given up for adoption at birth.
41-43 Lover was kidnapped. 59-62 Child was possessed by an evil entity.
44-46 Lover went insane. 63-66 Child was abused by a RELATIVE.
47-50 Lover caused your death. 67-70 Child witnessed you death; blames self.
51-53 Split apart by personal goal. 71-75 Child witnessed your death; regressed.
54-56 Love was unrequited. 76-79 Child witnessed your death; ran away.
57-59 Rival stole lover’s affections. 80-83 Child spoiled by your family.
60-62 Lover imprisoned. 84-87 Child spoiled by partner’s family.
63-65 Your work drove you apart. 88-91 Child believes you are a sibling, not parent.
66-68 Lover’s work drove you apart. 92-95 Child caused your death.
69-71 Lover’s personal habits drove you away. 96-00 Child is actually spawn of evil.
72-75 Grew apart, parted friends.
76-78 Driven apart by money problems.
79-81 You moved away.
82-84 Lover moved away.
85-87 Driven apart by sexual problems.
88-90 A happy relationship.
91-93 You have a son (roll CHILD INFO).
94-96 You have a daughter (roll CHILD INFO).
97-00 You have twins (roll CHILD INFO).

20 20
Chapter 2: Character Creation

Habit Mental Illness


d100 Habit d100 Mental Illness
01-10 You have a favorite saying 01-09 Schizophrenia
11-20 You pick your teeth 10-18 Compulsive lying
21-30 You twist your hair around your finger. 19-27 Paranoia
31-40 You whistle at inopportune times. 28-36 Hallucinations
41-50 You talk to yourself. 37-45 Hysteria
51-60 You clean compulsively. 46-54 Manic Depression
61-70 You are fascinated by weapons. 55-63 Suicidal
71-80 You pace. 64-72 Neurotic
81-90 You love to gamble. 73-81 Megalomaniac
91-00 You crack your knuckles. 82-90 Compulsive Obsessive Behavior
91-00 Amnesia
Enemy
d100 Enemy Phobia
01-05 You humiliated enemy. d100 Lover
6-10 Enemy humiliated you. 01-07 Being alone
11-15 You stole enemy’s lover. 08-14 Animals
16-20 Enemy stole your lover. 15-21 Theft
21-25 You betrayed enemy. 22-28 Fire
26-30 Enemy betrayed you. 29-35 Water Open spaces
31-35 You spurned enemy., 36-42 Heights
36-40 Enemy spurned you. 43-50 Darkness
41-45 You caused enemy to be imprisoned. 51-57 Inspects
46-50 Enemy caused you to be imprisoned. 58-64 Spiders
51-55 You injured enemy. 65-71 Rats
56-60 Enemy injured you. 72-78 Snakes
61-65 You stole from enemy. 79-85 Enclosed places
66-70 Enemy stole from you. 86-92 Filth
71-75 Enemy killed your loved one. 93-00 Children
76-80 You killed enemy’s loved one.
81-85 You owe enemy $10,000.
86-90 You are professional rivals. Relative
91-95 Enemy is a former Lover. d100 Relative
96-00 You killed enemy. 01-05 Father
06-10 Mother
11-15 Step -father
Strange Belief 16-20 Step-mother
d100 Belief 21-25 Sister-in-law
01-10 You believe you are the child of aliens. 26-30 Brother-in-law
11-20 You’re convinced the earth is flat. 31-35 Niece
21-30 You think you’re still alive. 36-40 Nephew
31-40 You believe all small animals are evil. 41-45 Uncle
41-50 You think you’re always right. 46-50 Aunt
51-60 You believe you are the sprit of a famous person. 51-55 Great Uncle
61-70 You think you’re an angel. 56-60 Great Aunt
71-80 You’re certain all members of the opposite sex 61-65 Grandfather
are attracted to you. 66-70 Grandmother
81-90 You are highly superstitious. 71-75 Cousin
91-00 You’re certain that strange men are following you 76-80 Younger sister
everywhere you go. 81-85 Younger brother
86-90 Older sister
91-95 Older brother
96-00 Twin

21 21
Chapter 2: Character Creation

Friend’s Profession
d100 Profession
01-04 Arcane Scholar
05-08 Artist
09-12 Athlete
13-16 Average Joe or Josie
17-20 Blue Collar Worker
21-24 Civil Servant
25-28 Commando
29-32 Cop
33-36 Doctor
37-40 Eccentric
41-44 Explorer
45-48 Gangster
49-52 Guinea Pig
53-56 Hunter
57-60 Inventor
61-64 Journalist
65-68 Musician
69-72 Performer
73-76 Pilot
77-80 Private Eye
81-84 Scientist
85-88 Spy
89-92 Thief
93-96 Tourist
97-00 Transient

22 22
Chapter 3
Professions
Arcane Scholar Specialties: Conceal, Faith Heal, Folklore,
Languages, Occult, Religion, Sanity, Unlock.

Whether she is a parapsychologist or simply Gear: Tweed jacket (+1 Defense), crystal
an interested amateur, this dabbler in the dark arts amulet, pocket watch, pen knife (x1 damage, +5
has a better grasp of the afterlife than other Brawl), glasses.
characters; after all, it’s been her life’s work. She is
likely to recognize other spirits and demons for Cause of Death
what they are, and may even know some of their d100 Cause of Death
powers and capabilities. 01-10 Died of a heart attack while vehemently
The Arcane Scholar is fascinated by the defending your ideas on a late night talk show.
afterlife and is thrilled to be a part of it. She is Specialties: Entertain, Lie
Gear: Amyl nitrate, Guide to Esoteric Symbols
eager to explore and not afraid. Her confidence Karma: 14
makes her a little foolhardy, and she may mistake a 11-20 Proved that astrology does work.
dangerous demon for a friendly spirit. The Arcane Dropped dead of excitement.
Scholar often keeps logs, maps and charts of her Specialties: Artistry, Science
Gear: Paper, pencil, astrology guide, astrolabe
adventures. Such logs can be invaluable to newly
Karma: 13
arrived ghosts. 21-30 Touched glowing, green ooze seeping from
strange meteor.
Agility 5 Specialties: Danger Sense, Science
Alertness 10 Gear: Lantern, stick (x2 damage, +0 Brawl),
sample of acidic green ooze in a test bottle,
Charm 4 binoculars
Cunning 3 Karma: 10
Dexterity 11 31-40 Swallowed unknown elixir “to see what would
Fate 12 happen.”
Specialties: Medical, Science
Intelligence 9
Gear: Test tube, note book, pen, stop watch, lucky
Knowledge 13 piece
Mechanical 7 Karma: 13
Nature 8 41-50 Suffocated while exploring mysterious cave.
Stamina 6 Specialties: Cave, Direction
Gear: Hard hat with light (+2 Defense), 30’ rope,
Strength 2 compass, pick (x4 damage, +1 Brawl), climbing
shoes (+1 Defense)
Talent: Mythical Reference Karma: 4
Uses per day: Three 51-60 Airplane crashed on way to Mayan tomb.
Specialties: Drive, Search
Duration: Immediate
Gear: Air sickness bag, novel, tiny bottle of
Range: Self alcohol, parachute, survival kit with thermal
Effects: The Arcane Scholar can remember up blanket, compass and 20 bandages (heal 2 WTL
to (Passable vs Knowledge) pieces of information each)
about a particular subject or item. The information Karma: 12
must have occult references.

23 23
Chapter 3: Professions

61-70 Furtively published rival’s book under own name.


Murdered by rival.
Specialties: Lie, Mimic
Gear: Library card, umbrella (x1 damage, +2
Brawl)
Karma: 14
71-80 Translated ancient parchment aloud while
standing in front of a mummy case. Strangled by
an unknown party.
Specialties: Customs, Memory
Gear: Parchment, Guide to Esoteric Symbols,
magnifying glass
Karma: 13
81-90 Visited old colleague in the insane asylum.
Specialties: Empathy, Interrogate
Gear: Strait jacket (+3 Defense when worn, but
prohibits use of arms), magazine, flowers, syringe
with tranquilizer, skeleton key
Karma: 8
91-00 Accidentally summoned a “Creature from
Beyond.”
Specialties: Bargain, Will
Gear: Old grimoire, incense, censer, black robe
(+1 Defense), lighter
Karma: 9

24 24
Chapter 3: Professions

Cause of Death
Artist d100
01-10
Cause of Death
Tripped while ascending stairs because nose was
too far up in the air.
Specialties: Athletics, Climb
The Artist may be a painter, sculptor, film
Gear: Artist Magazine featuring a favorable
student or any other profession considered artistic. review, vanity mirror
They are generally avant-garde, and enjoy bizarre, Karma: 19
new experiences. They tend to let their emotions 11-20 Jumped from 12th story window in spectacular
guide them, but strangely enough, most have a performance art masterpiece.
Specialties: Jump, Quickness
strong monetary sense as well. They value Gear: Broken bungee cord
themselves highly and are condescending to those Karma: 19
who do not understand them and their work. 21-30 Accidentally stabbed self while carving
Artists often act before thinking. They manage masterpiece.
Specialties: Aim, Forgery
to blunder through the afterlife because of their
Gear: Sculptor’s chisel (x2 damage, -2 Brawl),
strong egos and high will powers. hammer (x2 damage, +3 Brawl)
Karma: 16
Agility 4 31-40 Tripped into a vat of plaster of Paris.
Alertness 11 Specialties: Climb, Swimming
Gear: Pound of powdered plaster
Charm 12 Karma: 19
Cunning 9 41-50 Gargoyle fell on head while touring European
Dexterity 13 museums
Fate 5 Specialties: Jump, Search
Gear: Guide to World Museums, plane tickets to
Intelligence 7
Berlin, Paris, Greece and London
Knowledge 6 Karma: 19
Mechanical 2 51-60 Film died at the box office. So did you.
Nature 3 Specialties: Bargain, Electronics
Stamina 10 Gear: Reel of film wrapped around neck,
newspaper containing bad review, letter from
Strength 8 backer’s attorney, shoebox of unpaid bills
Karma: 20
Talent: Discern 61-70 Giant metal sculpture collapsed while welding
Uses per day: Four finishing touches
Specialties: Climb, Repair
Duration: (Passable vs Alertness) x 2 minutes
Gear: Blow torch (x3 damage, +0 Brawl), tinted
Range: Self welder’s helmet (+2 Defense, +1 column vs
Effects: Long hours of staring at abstract Sunlight)
artwork have given Artists the ability to perceive Karma: 12
the true meaning behind what they see. The Artist 71-80 Answered help wanted ad for a model. End up as
a display in local wax museum.
can see through illusions, spot anyone (or any Specialties: Aim, Conceal
item) with supernatural powers, and detect if Gear: Swimsuit
anyone near them is “being phony” (that is, lying or Karma: 20
concealing something). 81-90 Fell into swimming pool while video taping
cousin’s wedding. Drowned.
Specialties: Folklore, Track
Specialties: Artistry, Customs, Disguise, Gear: Video camber
Entertain, Forgery, Mimic, Persuade, Will. Karma: 16
91-00 Spouse realized that value of painting will go up
Gear: Sketch pad, charcoal, beret, black turtle after death. Killed by brother-in-law.
Specialties: Empathy, Traps
neck sweater. Gear: Paintbrush, bottle of turpentine
Karma: 18

25 25
Chapter 3: Professions

Cause of Death
Athlete d100 Cause of Death
1-10 Caught in dog leash while jogging through park.
Strangled.
These characters range from the small town Specialties: Animals, Tame
Gear: Fanny pack, walkman, pulse meter, dog on
football hero to the Olympic champion. Their lives
leash
are focused on the well-being of their physical Karma: 14
bodies. More than anything else they want to 11-20 Buried in sand after spectacular long jump
achieve physical perfection. Since being dead Specialties: Conceal, Will
precludes this, they are rather disappointed to find Gear: Towel
Karma: 19
themselves in the afterlife. 21-30 Ate too much before swimming English Channel.
Nonetheless, Athletes are not quitters, and will Died of cramps.
work to maintain their ectoplasmic bodies. They Specialties: Direction, Will
are lithe, strong, and quick. Gear: Jar of oil, goggles (+1 Defense), swimming
cap
Karma: 16
Agility 11 31-40 Pole breaks during vault.
Alertness 9 Specialties: Direction, Medical
Charm 8 Gear: Two pieces of pole (x1 damage, +4 Brawl)
Cunning 4 Karma: 17
41-50 Forgot to wear helmet while playing football.
Dexterity 10 Skull crushed.
Fate 7 Specialties: Aim, Bully
Intelligence 6 Gear: Football padding (+5 Defense), shoes with
Knowledge 5 cleats (kicking does x3 damage, -4 Brawl)
Karma: 8
Mechanical 2 51-60 Convinced by promoter into boxing outside of
Nature 3 weight class. Beaten to death.
Stamina 13 Specialties: Dodge, Will
Strength 12 Gear: Boxing gloves (+2 Defense)
Karma: 16
61-70 Hosted aerobics show. Sweated to death.
Talent: Tumble Specialties: Lie, Persuade
Uses per day: Six Gear: Towel, portable CD player with peppy
Duration: Immediate music
Range: Self Karma: 18
71-80 Win soccer championship. Crushed by fans.
Effects: An Athlete can tumble out of danger.
Specialties: Aim, Direction
On the turn that he tumbles, he cannot be hit by Gear: Soccer ball, bent trophy
anything except area effect weapons. He must end Karma: 18
his tumble within thirty feet of where he started. 81-90 Hit in head with hockey puck.
This allows him to roll completely out of combat if Specialties: Aim, Dodge
Gear: Hockey stick (x2 damage, +2 Brawl), skates,
he wishes. padded clothing (+5 Defense)
Karma: 7
Specialties: Swimming, Athletics, Brawling, 91-00 Found out the hard way that pro wrestling isn’t
Climb, Entertain, Jump, Quickness, Run. fake.
Specialties: Artistry, Bully
Gear: Championship belt with heavy buckle,
Gear: Running shoes, shorts, sweatband, gaudy costume, razor blade hidden in wristband
stopwatch. (x2 damage, -4 Brawl)
Karma: 17

26 26
Chapter 3: Professions

Cause of Death
Average Joe or Josie d100 Cause of Death
1-9 Swallowed beer tab while watching TV. Choked
to death.
This bewildered character remembers Specialties: Electronics, Listen
Gear: Beer can, remote control (affects material
crossing a street against a light or falling down a
TVs on a Passable Electronics roll)
flight of stairs. Most Average Joes and Josies are Karma: 12
office workers, with strong attachments to their 10-18 Run over by bus while jaywalking.
families. They tend to rely on their intuition, which Specialties: Direction, Quickness
is actually safer than relying on rational thought Gear: Windbreaker (+1 Defense), bus schedule,
sun glasses
when in the afterlife. Karma: 14
An Average Joe is quick to join up with a band 19-27 Beaned on the head by little league fly ball.
of fellow ghosts. He feels socially awkward in the Specialties: Athletics, Jump
afterlife, and never knows what to do with his Gear: Baseball bat (x3 damage, +3 Brawl), cap,
uniform, catcher’s mask (+3 Defense)
hands. He prefers to be a follower, but if pressed,
Karma: 8
he will reluctantly take charge. 28-36 Took too many kinds of diet pills at the same
time
Agility 6 Specialties: Medical, Memory
Alertness 4 Gear: Several bottles of diet pills, sweat suit, low
calorie candy
Charm 12 Karma: 16
Cunning 2 37-45 Allergic reaction to bee sting
Dexterity 11 Specialties: Animals, Medial
Fate 5 Gear: Fly swatter, bug spray (kills any insect
sprayed, 20 applications)
Intelligence 9 Karma: 14
Knowledge 3 46-54 Tried to repair defective toaster
Mechanical 10 Specialties: Electronics, Repair
Nature 7 Gear: Knife (x2 damage, +2 Brawl), Home
Stamina 13 Appliance Repair Made Easy, screwdriver, jar of
jam
Strength 8 Karma: 13
55-63 Saved money by not taking car in for a tune-up.
Talent: Intuition Breaks failed.
Uses per day: Three Specialties: Drive, Quickness
Gear: City map, fluffy dice, steering wheel (x2
Duration: Immediate
damage, -4 Brawl)
Range: Self Karma: 14
Effects: The Average Joe poses a question 64-72 Dropped radio into bathtub while soaking
about a problem currently facing him. The narrator Specialties: Electronics, Listen
must give him a clue to answer his question. The Gear: Towel, radio, bar of soap, shampoo, and no
clothes!
player makes a Fate roll; the better the roll, the Karma: 16
more explicit the hint. If the roll is failed, the 73-81 Ate too quickly at fast food joint.
narrator is free to lie. Specialties: Medical, Quickness
Gear: Tray, napkin dispenser, 5 seltzer tablets
(restores 1 WTL per tablet)
Specialties: Dodge, Empathy, Filch, Folklore,
Karma: 15
Lie, Repair, Run, Customs. 82-90 Fell down an escalator at the mall. Neck broken.
Specialties: Climb, Jump
Gear: Wallet or purse (contains $7.74, 2 movie Gear: Bag with a new outfit, credit card, designer
ticket stubs, 3 credit cards, pictures of loved ones), watch
Karma: 16
cigarettes and lighter, pocket comb, People 91-00 Your mother warned you not to pick up
Magazine, 10 aspirin (restore 1 WTL each). hitchhikers. Stabbed to death.
Specialties: Danger Sense, Persuade
Gear: Sunglasses, automobile tool kit, 4 flares (x3
damage, +0 Brawl) Karma: 8

27 27
Chapter 3: Professions

Cause of Death
Blue Collar Worker d100 Cause of Death
01-10 Gust of wind knocked you from thirty story
construction frame.
Found in every community, the Blue Collar Specialties: Quickness, Danger Sense
Gear: Lunch box, paperback: Gone with the Wind
Worker labors arduously at simple tasks for union
Karma: 16
scale. Occupations vary from construction worker 11-20 Flattened by runaway forklift.
to garage mechanic. Whatever the reason for his Specialties: Listen, Run
death, the Blue Collar Worker is always eager to lay Gear: Baseball cap, Dodgers tickets
the blame on higher authorities. The Blue Collar Karma: 14
21-30 Fell in fast drying cement. Immortalized in central
Worker views death not as an inevitable end, but LA.
as a wrongful termination. He might seek Specialties: Track, Conceal
restitution from his boss, society or the Gear: Shovel (x3 damage, +0 Brawl)
government. Karma: 14
31-40 Trampled after tripping over barricade in union
protest march.
Agility 8 Specialties: Empathy, Persuade
Alertness 6 Gear: Protest sign, air horn, union patch
Charm 9 Karma: 16
Cunning 7 41-50 Inhaled toxic chemicals at work site. Body
donated to local university medical department.
Dexterity 12 Specialties: Faith Heal, Medical
Fate 2 Gear: Gas mask (unused), goggles (+1 Defense),
Intelligence 5 rubber gloves. (+1 Defense)
Knowledge 4 Karma: 11
51-60 Fell into molten steel at metal refinery.
Mechanical 13 Incinerated instantly.
Nature 3 Specialties: Entertain, Swimming
Stamina 11 Gear: Scorched asbestos suit (+3 Defense)
Strength 10 Karma: 10
61-70 Went looking for lost wallet in condemned
building 30 seconds before demolition crew set
Talent: Toolbox off explosives.
Uses per day: Four Specialties: Search, Direction
Duration: (Passable vs Mechanical) x 2 Gear: Wallet, blueprints
minutes Karma: 16
71-80 Cleaning city sewer system when cloudburst
Range: Self
flooded them. Drowned in sewer water.
Effects: The Blue Collar Worker can affect Specialties: Caves, Swimming
inanimate material objects using the screwdrivers, Gear: Wetsuit (+1 Defense), flashlight, plunger
wrenches, and hammer in his toolbox. The Karma: 13
Worker’s training precludes him from misusing his 81-90 Crushed in garbage truck’s compactor unit while
scavenging old Walkman.
tools. For instance, a screwdriver can only be used Specialties: Search, Filch
to remove or tighten screws, it cannot be used as a Gear: Broken Walkman, driver’s license, heavy
chisel or scraper. If the Blue Collar Worker loses gloves (+1 Defense)
his toolbox, he may create a new one at a cost of 2 Karma: 12
91-00 Died in espresso machine boiler explosion.
Karma.
Specialties: Entertain, Customs
Gear: Chocolate-coated coffee beans, coffee
Specialties: Dodge, Jump, Bargain, Drive, mug, apron
Electronics, Repair, Traps, Climb. Karma: 16

Gear: Overalls, toolbox, wrench (x2 damage,


+0 Brawl), flannel shirt, blue jeans, boots, hard hat
(+2 Defense).

28 28
Chapter 3: Professions

Cause of Death
Civil Servant d100 Cause of Death
01-10 Cheated on civil servant exam. Accidentally
assigned to bomb squad.
Overworked and underpaid, Civil Servants Specialties: Science, Electronics
Gear: Four sticks of dynamite (x5 damage, area
doggedly serve the public. On a daily basis, in their
effect), goggles (+1 Defense), flak jacket (+2
own paper-pushing way, they make our world a Defense)
better, albeit more annoying, place to live. Karma: 1
Civil Servants generally perform a repetitive 11-20 Caught in fellow postal worker’s crossfire.
task for 30 years before retiring in middle-class Specialties: Dodge, Quickness
Gear: Postal worker’s uniform, mail bag with mail
comfort. Many of them hate their jobs, but the Karma: 15
promise of future security is too great to ignore. 21-30 Went to find birth certificate in maze of filing
cabinets beneath city hall. Body never recovered.
Agility 2 Specialties: Search, Unlock
Gear: Files, huge ring of keys (make a Great Fate
Alertness 10
roll to unlock any given lock)
Charm 6 Karma: 11
Cunning 8 31-40 Died mysteriously while auditing state books.
Dexterity 9 Specialties: Search, Conceal
Fate 7 Gear: Columnar pad, calculator, empty brief case
Karma: 15
Intelligence 13 41-50 Gave driving test to a five time loser. Died in
Knowledge 11 head on collision.
Mechanical 5 Specialties: Drive, Direction
Nature 3 Gear: Seat belt (x2 damage, +0 Aim)
Karma: 14
Stamina 12 51-60 Sampled “Grade A” beef during inspection tour.
Strength 4 Partner changes grade after your death.
Specialties: Medical, Animals
Talent: Drone Gear: White coat, hard hat (+2 Defense), FDA
Uses per day: Four approval stamp, clipboard
Karma: 11
Duration: (victim’s Sanity vs user’s Will) x 2 61-70 Swamped at unemployment line. Smothered to
turns death.
Range: Thrown Specialties: Dodge, Run
Effects: The Civil Servant can immediately Gear: Name tag
Karma: 15
recite, from memory, one of the many tomes of
71-80 Accepted bribe to ignore code violations during
rules and regulations that are used by Civil inspection of landmark building. Fell through
Servants. All those within range, friend and foe floor on way out door.
alike, are stupefied into inaction for the duration Specialties: Jump, Search
(roll once for the user and once for each victim). If Gear: Hard hat (+2 Defense), envelope containing
$2,000
the Civil Servant rolls Catastrophic on his Will, he Karma: 11
must immediately attack his companions, 81-90 Ex-con didn’t appreciate your constructive
preferably with a semi-automatic weapon, for criticism about his body odor.
(Sanity vs Awesome) x 2 turns. Specialties: Empathy, Disguise
Gear: Silk suit, regulation book for parole officers
Karma: 12
Specialties: Listen, Interrogate, Persuade, 91-00 Tripped on hose while putting out three alarm
Forgery, Memory, Customs, Languages, Bully. fire.
Specialties: Jump, Aim
Gear: Glasses, bow tie or hair net, Directory of Gear: Fire fighter’s hat (+2 Defense), slicker, boots
(+1 defense), fire axe (x5 damage, -3 Brawl)
Government Offices, one dozen well-sharpened Karma: 6
pencils (x2 damage, -2 Brawl, breaks on a Brawling
roll of Feeble or less), clip board.

29 29
Chapter 3: Professions

Commando Cause of Death


d100 Cause of Death
1-10 While in boot camp, wandered onto firing range
A Commando is fascinated by the military, in search of latrine.
particularly on covert operations. He may be a Specialties: Dodge, Search
Gear: Compass, 9mm pistol (x3 damage, +1 Aim)
soldier, weekend warrior, or (more likely) just a Karma: 11
guy who looks good in khaki and has a thing for 11-20 Ate field rations.
weapons. The Commando combines an athletic Specialties: Medical, Track
body with a clever mind. He is adept at out- Gear: Toxic rations, canteen, helmet (+2 Defense)
Karma: 11
thinking his opponent and is clear headed during
21-30 Stabbed self with swagger stick while screaming
battle. The Commando believes in the chain-of- at green recruits.
command, and will acquiesce to those who seem in Specialties: Persuade, Bully
the know. However, he has no patience for Gear: Swagger stick (x1 damage, +4 Brawl), dark
ignorance or stupidity. glasses Karma: 12
31-40 Separated from buddies while training in bayou.
The Commando is always the first to volunteer Drowned in quicksand.
for a dangerous mission. He enjoys the Specialties: Quickness, Swimming
camaraderie of his buddies, and is highly Gear: Compass, map of Mississippi, .223 assault
protective of his party. rifle (x6 damage, -1 Aim) Karma: 1
41-50 Hired by government to kidnap dictator of small
country. Upon successful completion, terminated
Agility 6 by federal agents.
Alertness 12 Specialties: Electronics, Filch
Charm 3 Gear: 30’ rope, listening device, 9mm submachine
Cunning 9 gun (x3 damage, -2 Aim) Karma: 3
51-60 Convinced that not all of our boys made it home
Dexterity 7 and some are still imprisoned. caught in booby
Fate 2 trap while trying to set them free.
Intelligence 4 Specialties: Languages, Search
Knowledge 5 Gear: Binoculars, compass, book of useful phrases
in Cambodian, .38 submachine gun (x4 damage, -
Mechanical 8
2 Aim) Karma: 2
Nature 11 61-70 Always did throw like a girl. Blown to bits when
Stamina 10 grenade lands just ten feet away.
Strength 13 Specialties: Jump, Quickness
Gear: 3 grenades (x7 damage, +0 Aim), .357
magnum revolver (x6 damage, -4 Aim)
Talent: Ambush Karma: 3
Uses per day: Four 71-80 Hired by eccentric billionaire to safeguard his
Duration: 1 combat turn fortress home. Attacked by trained dogs.
Range: Self Specialties: Animals, Run
Gear: Walkie-talkie, doggie treats, .30-30 rifle (x5
Effects: Commandos are masters of the sneak
damage, +1 Aim) Karma: 6
attack. If the Commando is not already engaged in 81-90 Discover that your Latin American boss is
a fight, he can use his Ambush talent to receive an importing drugs, not coffee beans. Heroically
extra (Passable vs Stamina) combat actions which ditch plane into ocean.
must all be used on the same turn. The first action Specialties: Drive, Swimming
Gear: Tinted aviator glasses, map of Central
must always be an attack. America, 9mm pistol (x3 damage, +1 Aim)
Karma: 11
Specialties: Aim, Brawling, Conceal, Danger 91-00 Stalked by alien predator.
Sense, Direction, Stealth, Traps, Will. Specialties: Bully, Folklore
Gear: Torn clothing, mud smeared on body,
camouflage greasepaint, .12 gauge shotgun (x5
Gear: Fatigues (+1 Defense), knife (x2 damage, damage, +4 Aim) Karma: 6
+2 Brawl).

30 30
Chapter 3: Professions

Cop Cause of Death


d100 Cause of Death
1-9 Fell out of tree while trying to rescue Fluffy the
Caught in the cross-fire, this character died cat.
while doing her duty. Cops are generally eager to Specialties: Animals, Climb
Gear: Can of cat food, mouse toy, cat nip (3
get the creep who plugged them. They’ll do doses, intoxicates any feline on a Passable Tame
anything they can to see their deaths avenged. roll)
Cops tend to be calm and cool in times of danger, Karma: 8
and their interest in justice makes them 10-18 Hit in head with a purse while escorting a little
old lady across the street.
sympathetic to murder victims.
Specialties: Dodge, Persuade
Cops like to follow the rules, and it’s hard for Gear: Purse containing a brick (x2 damage, +0
them to adjust to a world that makes little sense to Brawl)
them. This sometimes causes them to be a bit Karma: 7
belligerent. They often pair up with one other 19-27 Rammed by teenager taking 64th driving test.
Specialties: Dodge, Jump
person in the party. This person is usually their Gear: 6 flares (x3 damage, +1 Brawl)
physical or temperamental opposite - a Mutt and Karma: 3
Jeff team. 28-36 Mauled by bear while searching for lost toddler in
woods.
Specialties: Animals, Run
Agility 10
Gear: Bullhorn, flashlight (x1 damage, +3 Brawl),
Alertness 13 heavy jacket (+1 Defense)
Charm 4 Karma: 5
Cunning 6 37-45 Transferred to bomb detail. Dog failed to detect
Dexterity 11 explosives at airport.
Specialties: Science, Tame
Fate 3 Gear: Dog, wire cutters, 2 grenades (x7 damage,
Intelligence 7 +0 Aim)
Knowledge 5 Karma: 1
Mechanical 9 46-54 Accidentally uncovered political dirty linen.
Dispatched by hit man.
Nature 2
Specialties: Bargain, Customs
Stamina 12 Gear: Letter to president, police policy rulebook,
Strength 8 whistle
Karma: 9
Talent: Contacts 55-63 Ran out of bullets in fierce gang shoot out.
Specialties: Dodge, Medical
Uses per day: Four Gear: Riot shield (+4 Defense), bullhorn
Duration: Immediate Karma: 4
Range: Self 64-72 Cover blown, killed by drug lord.
Effects: A Cop may use this power to locate a Specialties: Disguise, Mimic
Gear: Sunglasses, mini-recorder, tie-dye shirt,
hit man, fence, loan shark, or paramilitary outfit. It
kilogram of cocaine, attaché case, $50,000
also allows him to know of any illegal activity in Karma: 2
the area. Lastly, it can be used to gain information 73-81 Refused to take bribes. Killed by dirty cops.
from law enforcement agencies. Specialties: Customs, Empathy
Gear: Police policy rulebook
Karma: 9
Specialties: Aim, Brawling, Danger Sense, 82-90 Hunted down and killed by psycho you arrested
Drive, Interrogate, Search, Stealth, Track. 10 years previously.
Specialties: Empathy, Persuade
Gear: Mirrored sunglasses, handcuffs, .38 Gear: Knife in ribs (x2 damage, +2 Brawl), prayer
book
revolver (x5 damage, +0 Aim), ticket book, badge,
Karma: 6
baton (x2 damage, +5 Brawl). 91-00 Posthumously cited for protecting the President
from an assassin’s bullet.
Specialties: Bully, Quickness
Gear: 9mm submachine gun (x3 damage, +1 Aim)
Karma: 1

31 31
Chapter 3: Professions

Doctor Cause of Death


d100 Cause of Death
01-10 Nipped by Farmer Brown’s prized hog. Died of
The Doctor profession encompasses anyone rabies.
fascinated with healing. They are experts in Specialties: Animals, Ride
Gear: Handbook of Veterinary Sciences
anatomy, physiology and may know a smattering Karma: 16
of psychology. Although Doctors are humane, they 11-20 Hit wrong spot while practicing for acupuncture
are also quite practical, and may appear brusque, class.
money-grubbing or uncaring to others. They Specialties: Aim, Folklore
Gear: Packet of six acupuncture needles (x2
always seem in a hurry, and rarely take the time to
damage, +0 Brawl)
simply enjoy life (or the afterlife, as the case may Karma: 10
be). Though judgmental, a Doctor’s advice is 21-30 Assistant turned x-ray machine up too high.
usually sound and imminently practical. Specialties: Dodge, Electronics
In the afterlife, a Doctor may meet some of her Gear: Exposed x ray plates, lead-lined apron (+4
Defense)
former patients. Such reunions are rarely friendly, Karma: 8
with accusations and emotions often escalating to 31-40 Six year old patient bit down during exam. Died
violence. of gangrene.
Specialties: Persuade, Repair
Gear: Dental mirror, dentist’s pick (x2 damage, +0
Agility 4
Brawl), drill (x3 damage, +0 Brawl)
Alertness 9 Karma: 14
Charm 8 41-50 Mistook bacteria culture for wife’s tuna casserole.
Cunning 2 Specialties: Disguise, Will
Dexterity 11 Gear: bacteria culture, spoon
Karma: 16
Fate 7 51-60 After long bout of surgery, fell asleep on a
Intelligence 13 gurney. Mistaken for transplant donor.
Knowledge 12 Specialties: Disguise, Drive
Mechanical 3 Gear: Scalpel (x2 damage, +2 Brawl)
Karma: 15
Nature 10
61-70 Forgot to renew malpractice insurance. Died of a
Stamina 6 heart attack while reading judge’s verdict.
Strength 5 Specialties: Lie, Customs
Gear: Verdict, three piece suit, Rolex watch
Talent: Placebo Karma: 16
71-80 Morgue door locked behind you. Froze to death.
Uses per day: Four Specialties: Listen, Unlock
Duration: Immediate Gear: Jar of formaldehyde, toe tags, body bag
Range: Touch Karma: 16
Effects: By creating an ectoplasmic placebo in 81-90 As famed “Diet Doctor of the Stars,” you took
your own advice and starved to death.
the form of a pill, powder or syrup (at no Karma
Specialties: Entertain, Persuade
cost) and giving it to a wounded lost soul, the Gear: Who’s Who handbook, tickets to Vegas
Doctor can heal (Passable vs Medical) x 2 WTL. show, Book: Be a Winner! Be Thinner!
This is not effective on the Doctor. Karma: 16
91-00 Responsible for “Scarface” Mozelli’s nickname.
Rubbed out.
Specialties: Quickness, Empathy, Bargain, Specialties: Conceal, Mimic
Interrogate, Medical, Sanity, Science, Languages. Gear: Syringe with silicon solution, scalpel (x2
damage, +2 Brawl)
Gear: Prescription pad and pen, medical bag Karma: 14
(+1 column on Medical rolls, does not contain
scalpel), white lab coat, stethoscope.

32 32
Chapter 3: Professions

Eccentric Cause of Death


d100 Cause of Death
01-10 Crushed by stacks of old magazines and
An Eccentric may be a doddering old woman newspapers piled high in your home.
with a zillion cats or a famous pop singer with a Specialties: Search, Climb
Gear: Magazines, reading glasses
fondness for small boys. Many of them are wealthy Karma: 20
individuals who spend their inheritance on 11-20 Cats turned on you when you ran out of Kitty
crackpot studies or donations to unscrupulous Chow.
hucksters. A few maintain only the feeblest grip on Specialties: Tame, Run
Gear: Empty box of cat food, catnip toy, ball of
reality.
string Karma: 20
In the afterlife, the Eccentric continues to 21-30 Died of heat prostration while building a landing
march to the tune of a different drummer. His pad for UFOs in the Mojave desert.
passionate defense of his wacky hobby or life-style Specialties: Science, Direction
can be disturbing to his mainstream companions. Gear: Shovel (x3 damage, +0 Brawl), Pick (x4
damage, +1 Brawl) Karma: 16
Though some might view the Eccentric as crazy, he 31-40 You always knew the CIA-Mason-Mafia
considers himself knowing and wise. He is usually connection would get you one day.
cordial enough, and rarely violent. Specialties: Listen, Electronics
Gear: Conspiracies: Fact or Fiction?, bullet-proof
vest (+6 Defense) Karma: 8
Agility 7
41-50 Cavorted naked on the dewy grass late at night in
Alertness 10 the name of the “Goddess.” Died of exposure.
Charm 6 Specialties: Jump, Athletics
Cunning 11 Gear: Incense, robe, talisman, rune stones, no
Dexterity 8 clothes Karma: 20
51-60 Dived too deep hunting for the Loch Ness
Fate 13 Monster.
Intelligence 2 Specialties: Search, Swimming
Knowledge 9 Gear: wet suit (+1 Defense), diving mask (+1
Mechanical 3 Defense), flippers, spear gun (x4 damage, +1
Aim), 12 spears
Nature 12
Karma: 13
Stamina 5 61-70 Tried to beam yourself aboard the Enterprise in
Strength 4 homemade transporter.
Specialties: Mimic, Electronics
Talent: Shun Gear: Star Trek uniform, toy phaser, Star Trek
Episode guide
Uses per day: Four Karma: 20
Duration: (Passable vs Fate) x 2 turns 71-80 Killed by rival collector who wanted your prized
Range: Self item.
Effects: The Eccentric is shunned for the Specialties: Search, Bargain
Gear: Most treasured collectible (a non-weapon
length of the duration. NPCs in the local area will
item, such as a Troll doll or Disney plate), Price
completely ignore the Eccentric. The talent ends Guide for Popular Memorabilia, magnifying glass
should the Eccentric attack or otherwise try to Karma: 20
interfere an NPC. 81-90 Started Church of the Holy Gun. You would still
be alive if it weren’t for the pesky ATF
Commission.
Specialties: Empathy, Persuade, Faith Heal, Specialties: Aim, Bully
Occult, Customs, Folklore, Religion, Animals. Gear: 9mm pistol (x3 damage, +1 Aim), 9mm
submachine gun (x3 damage, -2 Aim), .30 rifle (x4
Gear: Newspaper clipping on subject dear to damage, +2 Aim)
Karma: 1
the Eccentric, pocket diary and pen.
91-00 The RPG you designed is denounced by fringe
group. Killed by fanatic.
Specialties: Mimic, Artistry
Gear: Dice, graph paper, sourcebook for game
Karma: 20

33 33
Chapter 3: Professions

Gear: Flashlight (x1 damage, +2 Brawl),


Explorer compass, knife (x2 damage, +6 Brawl), first aid kit
(gives +1 column on Medical rolls, usable 4 times),
matches, pack.
Even knowing the risks, an Explorer will
gladly sacrificed personal safety in order to satisfy Cause of Death
an overwhelming wanderlust. He is capable under d100 Cause of Death
pressure and is cautious when faced with the 1-10 Fell on basement steps on way to replace a fuse.
unknown. However, his eagerness to be the first Specialties: Electronics, Repair
sometimes outweighs practicality. Gear: Fuse
Karma: 15
Explorers like to be well-equipped, and often 11-20 Run over by bus while looking for a post office.
pick up things here and there that may prove Specialties: Dodge, Memory
helpful in the future. They are friendly and try to Gear: Letter, umbrella (x1 damage, +3 Brawl),
communicate with the most sullen and glasses, Walkman
Karma: 14
unpredictable inhabitants of the afterlife.
21-30 Sudden ice storm stopped expedition cold.
Surprisingly, they often make friends with surly Specialties: Danger Sense, Will
demons and ghosts. Gear: Parka (+2 Defense), goggles (+1 Defense),
pick (x4 damage, +1 Brawl)
Agility 10 Karma: 7
31-40 Left to die by treacherous companions.
Alertness 9 Specialties: Bargain, Brawling
Charm 4 Gear: 20’ rope, roll of duct tape
Cunning 3 Karma: 14
Dexterity 7 41-50 Nipped by poisonous snake.
Specialties: Animals, Medical
Fate 8
Gear: Snake bite kit, tourniquet, .45 pistol (x5
Intelligence 6 damage, -3 Aim), trinkets for natives, native idol
Knowledge 11 Karma: 8
Mechanical 2 51-60 Flashlight batteries died while spelunking.
Nature 13 Couldn’t find way out of cave.
Specialties: Memory, Science
Stamina 12 Gear: Hard hat (+2 Defense), 50’ rope, pick (x4
Strength 5 damage, +1 Brawl), parakeet
Karma: 4
Talent: Preparedness 61-70 Ate unidentified mushrooms.
Specialties: Medical, Science
Uses per day: Two
Gear: Poisonous mushrooms, map, water bottle,
Duration: (Passable vs Knowledge) minutes hiking boots (+1 Defense), walking stick (x2
Range: Touch damage, +0 Brawl)
Effects: Enables the Explorer to produce an Karma: 11
item from his pack when it is needed, even if it isn’t 71-80 Accidentally called tribal chief a dirty name.
Specialties: Persuade, Religion
listed in his gear. The item must be small enough to Gear: Dictionary of root words, trinkets, compass,
fit inside a pack, and it must have a Karma cost of 5 20x20 mosquito net, .460 Weatherby (x7 damage,
or less. The Explorer can only create generic items, -4 Aim)
not specific ones. He could create a generic key, but Karma: 1
81-90 Air hose severed 500 fathoms under the sea.
it would not fit a specific lock. A gun produced in
Specialties: Repair, Will
this fashion comes loaded. The item vanishes at the Gear: Oxygen tank, goggles (+1 Defense),
end of the duration. If an Explorer does not have a harpoon (x5 damage, -3 Brawl), wet suit (+2
pack, he cannot use this power until he expends 2 Defense), flippers
Karma to create a new pack. Karma: 8
91-00 Forgot to secure lifeline when leaving space
shuttle.
Specialties: Aim, Swimming, Caves, Climb, Specialties: Electronics, Science
Customs, Direction, Languages, Search. Gear: Space suit (+6 Defense), calculator, wrench
(x2 damage, +2 Brawl)
Karma: 1

34 34
Chapter 3: Professions

Cause of Death
Gangster d100 Cause of Death
1-10 Won big on the ponies. Suffered heart attack due
to excitement.
This shady character dedicated his life to a Specialties: Fate, Ride
Gear: Winning ticket, binoculars
crime lord, usually a distant family member. He
Karma: 13
may wish to avenge his death, but for the most part 11-20 Caught rifling through mailbox. Shot by
the Gangster will shrug his ghostly shoulders. pensioner.
Them’s the breaks, he says. Specialties: Forgery, Quickness
The Gangster never flinched from dirty deeds Gear: Garrote, skeleton key, Social Security check
Karma: 13
in life, though his dislike for trouble kept him from 21-30 Severe indigestion after eating mom’s linguini.
descending into violent action. He is strongly loyal Specialties: Danger Sense, Medical
and loving to his family and friends. Strangely Gear: Book of Home Remedies, bottle of red
enough, he is usually very religious. This wine, knife (x2 damage, +2 Brawl), fork
Karma: 12
dichotomy of behavior does not trouble him in the
31-40 Gossiped with undercover cop. Boss fitted you
least. with cement overshoes.
Specialties: Memory, Swimming
Agility 6 Gear: Chains (x2 damage, +4 Brawl)
Alertness 10 Karma: 13
41-50 Taken for a ride by rival gang.
Charm 3 Specialties: Direction, Drive
Cunning 13 Gear: 20’ rope, gag
Dexterity 12 Karma: 14
Fate 4 51-60 Caught in police crossfire.
Specialties: Dodge, Run
Intelligence 7 Gear: Rosary, violin case with .12 gauge shotgun
Knowledge 5 (x5 damage, +4 Aim)
Mechanical 8 Karma: 5
Nature 2 61-70 Offered immunity for testifying against Crime
Stamina 11 Boss. “Committed suicide” by hanging from cell
light fixture.
Strength 9 Specialties: Bargain, Jump
Gear: Blackjack (x1 damage, +5 Brawl), stretched
Talent: Intimidate tie
Uses per day: Three Karma: 14
71-80 Betrayed by two-timing gun moll. Stabbed by
Duration: Immediate
rival.
Range: Brawling Specialties: Danger Sense, Empathy
Effects: A Gangster has the ability to Gear: Switchblade (x2 damage, +2 Brawl), love
intimidate a person into doing a proposed action. letter, photo of sweetheart
The victim must be able to see and hear the Karma: 13
81-90 Censured harshly by Father O’Malley. Die of
Gangster. The victim will do what the Gangster tells shame and guilt.
him, provided it is not more dangerous than the Specialties: Faith Heal, Religion
Gangster himself. The action must be something Gear: Saint Christopher blessed by Pope, rosary,
that can be completed within a few turns. For crucifix
Karma: 14
instance, a Gangster could make a victim drop his
91-00 Found guilty of masterminding Highland Bank
weapon, hand over his wallet, or any other robbery and sentenced to 40 years. Smothered
immediate action. while tunneling out of prison.
Specialties: Caves, Direction
Specialties: Aim, Brawling, Bully, Filch, Lie, Gear: Collapsible shovel (x3 damage, +0 Brawl),
candles, matches, rat
Persuade, Stealth, Unlock. Karma: 11

Gear: 9mm pistol (x4 damage, +2 Aim), silk


suit, gold watch.

35 35
Chapter 3: Professions

Guinea Pig Cause of Death


d100 Cause of Death
1-10 Signed up for Dr. Wagner’s extra credit class.
The Guinea Pig is sometimes familiar with the Specialties: Medical, Science
Scientist, and in fact the two of them may have died Gear: Psychology textbook, sack lunch, Rolling
Stone Magazine, class ring, calculator
together. The Guinea Pig may or may not know that Karma: 18
he was part of a government-sponsored 11-20 Talked into tasting weird concoction at new
experiment, but in any case he will not be happy restaurant.
with the results. Guinea Pigs come from all walks of Specialties: Medical, Persuade
Gear: Menu, bottle of wine
life. They may be soldiers, college kids, terminally
Karma: 20
ill patients, or long-term prisoners. 21-30 Pharmacist insisted that medication was the
same, only cheaper.
Agility 7 Specialties: Interrogate, Medical
Alertness 6 Gear: Bottle of pills, tissues, thermometer, hot
water bottle
Charm 13 Karma: 20
Cunning 2 31-40 Volunteered for experiment while on death row.
Dexterity 5 Specialties: Conceal, Lie
Fate 12 Gear: File, tin cup, handcuffs, lock pick, gun
carved form soap, pack of cards, mug shot
Intelligence 3
Karma: 13
Knowledge 8 41-50 First passenger aboard new safety elevator.
Mechanical 10 Specialties: Electronics, Jump
Nature 4 Gear: Motion sickness pills
Stamina 11 Karma: 19
51-60 While in hospital for hemorrhoids, volunteered to
Strength 9 test new miracle drug.
Specialties: Faith Heal, Medical
Talent: Friends Gear: 20 pain killers (each restores 1 WTL), blood
Uses per day: Three pressure cuff, dressing gown, get well card, bed
pan (x2 damage, +0 Brawl)
Duration: (Passable vs Charm) x 30 minutes
Karma: 15
Range: Self 61-70 Carried white flag toward menacing robot.
Effects: Due to his trusting nature, the Guinea Specialties: Persuade, Stealth
Pig appears completely harmless to one foe. For Gear: White flag, helmet (+3 Defense), dog tags,
the duration of the power the foe will not wish to .223 assault rifle (x6 damage, -1 Aim), pocket
bible
harm the Guinea Pig because he feels so sorry for Karma: 1
him. 71-80 Took part in government experiment at boot
camp.
Specialties: Bargain, Danger Sense, Empathy, Specialties: Aim, Bully
Gear: .30 carbine (x4 damage, +2 Aim), canteen,
Listen, Memory, Sanity, Science, Will.
dog tags, letter from mom, camouflage make-up,
helmet (+3 Defense)
Gear: Book: The Power of Positive Thinking, Karma: 7
deed to swamp land. 81-90 Tested FBI’s latest bullet proof vest.
Specialties: Dodge, Stealth
Gear: Vest (+6 Defense), 9mm pistol (x3 damage,
+1 Aim), FBI ID Badge, mirrored sunglasses, blue
suit, earphone radio
Karma: 1
91-00 Drank a bartender’s special.
Specialties: Entertain, Persuade
Gear: Coaster, ash tray, peanuts, matches, candle,
20 aspirin (restore 1 WTL each)
Karma: 16

36 36
Chapter 3: Professions

Hunter Cause of Death


d100 Cause of Death
01-10 Mistaken for Bambi.
Hunters get the biggest thrill tracking down Specialties: Dodge, Danger Sense
animals for sport or food. Some Hunters work as Gear: .30-30 rifle (x5 damage, +1 Aim), orange
vest and hat (+1 Defense), hunting license
trappers, others are weekend sportsmen and a few Karma: 8
make lucrative livings as bounty hunters. Hunters 11-20 Discovered that the cheetah is the fastest land
are usually male, and wear plaid shirts, short animal.
beards and are inordinately fond of leather. They Specialties: Languages, Athletics
Gear: .460 rifle (x7 damage, -4 Aim), pith helmet
are generally quiet-spoken, though some will
(+2 Defense), leather boots (+1 Defense)
loudly regal you with stories of the hunt if you get a Karma: 2
few beers into them. All Hunters are trained in the 21-30 Canoe trip with buddies turned sour. Never
use of weapons, usually favoring one over the rest. returned.
Hunters are big on “sportsmanship.” They like Specialties: Swimming, Bully
Gear: Composite bow (x3 damage, +2 Aim),
to give their victims a chance to die with dignity, or quiver with 20 arrows, canoe paddle (x3 damage,
at least the hope of dodging their cross hairs for a +0 Brawl), banjo
short while. Karma: 12
31-40 Broke finger in mousetrap. Passed out from pain
and fell down basement stairs.
Agility 8
Specialties: Listen, Search
Alertness 9 Gear: Mousetrap, cheese, bathrobe, pajamas
Charm 2 Karma: 18
Cunning 5 41-50 Ordered by host to wrestle alligator for episode
Dexterity 12 of Animal Kingdom.
Specialties: Entertain, Danger Sense
Fate 7 Gear: Khaki shorts and shirt
Intelligence 4 Karma: 18
Knowledge 6 51-60 Got lost while duck hunting. Died of exposure.
Mechanical 3 Specialties: Mimic, Direction
Gear: .12 gauge shotgun (x5 damage, +4 Aim),
Nature 10
duck call, decoy
Stamina 13 Karma: 7
Strength 11 61-70 King, your favorite retriever, got fed up with your
“master/dog” relationship.
Talent: Quickfire Specialties: Tame, Bully
Gear: Stick (x2 damage, +0 Aim), dog whistle, .30-
Uses per day: Seven .30 rifle (x5 damage, +1 Aim)
Duration: (Passable vs Quickness) x 2 turns Karma: 9
Range: Self 71-80 Guide warned you not to hunt the sacred white
Effects: For the duration the Hunter is allowed rhino. Killed by irate natives.
Specialties: Bargain, Languages
two attacks per turn with any missile weapon.
Gear: .30-06 rifle (x6 damage, -1 Aim), skinning
knife (x2 damage, +2 Brawl), 6 arrows
Specialties: Quickness, Stealth, Track, Aim, Karma: 8
Drive, Animals, Run, Brawling. 81-90 Couldn’t quite manage to “Bring ‘em back alive!”
Specialties: Entertain, Customs
Gear: Net, tranquilizer dart gun with 6 darts
Gear: Pamphlet entitled The Greatest Hunting (target passes out for (Defense vs Aim) x 2 turns),
Sites and How To Get There, Swiss Army knife (x2 30 feet of rope
damage, +0 Brawl), small flask of whisky. Karma: 10
91-00 Thwarted while hunting “the most dangerous
game.” Jumped from castle window to escape
capture.
Specialties: Bargain, Persuade
Gear: Suave scarf, silver cigarette case, dagger (x2
damage, +2 Brawl), .45 pistol (x5 damage, +3
Aim), .30-30 rifle (x5 damage, +1 Aim)
Karma: 2

37 37
Chapter 3: Professions

Inventor Cause of Death


d100 Cause of Death
1-10 Science fair project went awry. Mini-volcano
Wild-haired and wacky, the Inventor has exploded, scaling you to death with imitation
dedicated his life to the creation of one item or lava.
Specialties: Dodge, Entertain
chemical compound. He hopes to change the world Gear: 1001 Science Projects, honorable mention
with his new-found knowledge, finally achieving ribbon
the recognition he deserves. He is particularly Karma: 16
scornful of the academic world which scoffs at his 11-20 Tried to build a better mousetrap. Nibbled to
death.
work.
Specialties: Animals, Tame
Often discounted as a crackpot, the Inventor is Gear: Piece of cheese, mouse trap, mouse
sensitive to comments about his mental health. His Karma: 16
work has alienated him from his family, but when 21-30 Discovered way to make inexpensive gasoline
he remembers their existence, it is with warmth substitute. Murdered by oil industry kingpin.
Specialties: Bargain, Search
and love. Gear: Can of pseudo-gasoline, matches
The Inventor is fascinated with ectoplasm. He Karma: 16
enjoys creating things from it and performs many 31-40 Created rocket pack. Head crushed on ceiling
experiments to discover its powers and properties. when body rocketed skyward.
Specialties: Direction, Jump
Gear: Rocket pack (can make 3 jumps per day, up
Agility 5 to 300 feet per jump. Must roll Passable on Drive
Alertness 3 to control it
Charm 4 Karma: 11
Cunning 2 41-50 Robot run amok.
Specialties: Bully, Run
Dexterity 9 Gear: Remote control device (affects material TVs
Fate 6 on a Passable Electronics roll), pliers, 40’ wire
Intelligence 13 Karma: 12
Knowledge 12 51-60 Lost on way to patent office. Died of despair
when rival got there first.
Mechanical 11
Specialties: Direction, Quickness
Nature 7 Gear: Atlas, compass, blueprints for invention
Stamina 10 Karma: 16
Strength 8 61-70 Squeezed to death before a TV audience by “New
& Improved” juicer.
Specialties: Bargain, Persuade
Talent: Invent Gear: Fresh fruits and vegetables, canteen
Uses per day: Two Karma: 17
Duration: Immediate 71-80 Teleportation booth still has a few bugs.
Range: Touch Specialties: Direction, Ride
Gear: Dr. Who episode guide
Effects: The Inventor can convert an
Karma: 17
ectoplasmic item of up to (Passable vs Science) x 2 81-90 Notes stolen by unscrupulous partner. Died in car
Karma cost into another object of equal or less crash while speeding after thief.
Karma cost. The possessor of the object does not Specialties: Ride, Track
incur any additional Karma loss (nor does he Gear: Tire iron (x2 damage, +0 Brawl), 6 flares (x3
damage, +0 brawl)
regain any if the new item has a lesser Karma Karma: 15
value). 91-00 Zapped by power surge while throwing the final
lever.
Specialties: Drive, Electronics, Forgery, Specialties: Danger Sense, Jump
Gear: 20’ power cord
Language, Memory, Repair, Science, Trap.
Karma: 16

Gear: Tool kit, smock, thick glasses, calculator,


notepad and pencil.

38 38
Chapter 3: Professions

Journalist Cause of Death


d100 Cause of Death
1-9 Fell off doorstep while delivering newspaper.
The Journalist was working on the story of her Specialties: Aim, Memory
life when she abruptly shrugged her mortal coil. Gear: Newspapers, bag for papers, receipt book,
cap, customer list, bicycle Karma: 10
Perhaps she was digging a little too deeply in a 10-18 Accused of yellow journalism. Had stoke while
politician’s background, or a drug lord decided to denying it.
terminate her snooping. At any rate, the Journalist Specialties: Conceal, Search
would love to file a report with her editor, and Gear: Tabloid, horn rimmed glasses, incriminating
photos of starlet Karma: 20
become the first Journalist reporting from the
19-27 Electric shock from body mike while interviewing
Afterworld - what a story! mobster.
Journalists are eager to explore the afterlife. Specialties: Conceal, Electronics
This sometimes causes them to be incautious and Gear: Body mike, tape recorder, horn-rimmed
foolhardy. Journalists often keep a notebook. While glasses Karma: 18
28-36 Caught in rock star’s slamming door.
not as detailed as an explorer’s log, it can be helpful Specialties: Dodge, Quickness
to a newly arrived spirit. Gear: Camera, intimate picture of rock star
Karma: 17
Agility 5 37-45 Allergic reaction to new makeup white reporting
evening news.
Alertness 12
Specialties: Disguise, Entertain
Charm 11 Gear: Microphone, make up, pocket comb, cue
Cunning 13 cards, hair spray Karma: 19
Dexterity 10 46-54 Murdered by politician while investigating
Fate 4 corruption story.
Specialties: Aim, Search
Intelligence 8 Gear: Tape recorder, files on politician, 9mm
Knowledge 9 pistol (x3 damage, +1 Aim)
Mechanical 6 Karma: 14
Nature 3 55-63 Researching drug trade. Murdered by thugs.
Specialties: Run, Science
Stamina 7
Gear: Video camera, drug sample, video tape
Strength 2 Karma: 15
64-72 Covering civil war in Latin America. Caught in
Talent: Scrutinize cross fire.
Uses per day: Two Specialties: Aim, Languages
Gear: Camera, .45 pistol (x5 damage, -3 Aim),
Duration: 5 minutes fatigues (+1 Defense), bug repellant
Range: Touch Karma: 12
Effects: By closely examining an object a 73-81 Disguised as homeless person for heart-warming
Journalist can deduce (Passable vs Alertness) Christmas story. Die of exposure.
Specialties: Disguise, Empathy
newsworthy things about the object. It usually
Gear: Shopping cart, dirty blanket, 3 garbage
relates to who most recently used it and for what bags, filthy overcoat (+2 Defense), lice
purpose. Karma: 16
82-90 Smashed computer when it erased important
Specialties: Customs, Forgery, Interrogate, Lie, story for the third time. Glass from monitor
severed an artery.
Listen, Persuade, Stealth, Unlock. Specialties: Electronics, Repair
Gear: Notepad, clippings, broken computer
Gear: Breath mints, caffeine pills, flask of Karma: 19
whiskey, notebook and pen, press badge, address 91-00 Long, weary research caused fatigue. Fell asleep
in bathtub and drowned.
book.
Specialties: Swimming, Will
Gear: Towel, bar of soap, shampoo, rubber ducky,
scrub brush, no clothing!
Karma: 20

39 39
Chapter 3: Professions

Musician Gear: Sunglasses, studded leather jacket or


padded coat (+2 Defense).

In life, this character was a slightly unstable Cause of Death


person who used the performance of music as a d100 Cause of Death
catharsis for life’s woes. Whether a rock musician 01-10 A jealous diva throws pipe bomb at rival singing
or a cellist in an orchestra, he will tend to be Madame Butterfly. It lands in your French horn.
manic-depressive: one moment in full party-mode, Specialties: Dodge, Danger Sense
Gear: Exploded French horn (x4 damage, -4
the next contemplating the cesspool of humanity Brawl), tuxedo, short length of pipe (x3 damage,
from the bottom. +0 Brawl, can be thrown), sheet music
As with the Performer, the Musician loves an Karma: 9
audience. He is accustomed to crowds and 11-20 Tour bus overturns en route to Kansas City.
Specialties: Drive, Direction
entourages, and has no problem socializing —
Gear: Road map of Kansas City, cigarettes, cheese
except when depressed. During those times he sandwich, tire iron (x3 damage, +0 Brawl)
tends to brood upon his lot, but the musician can Karma: 11
quickly snap out of this funk at anytime, often 21-30 Ravaged by lovesick groupies.
becoming enthusiastic about the very thing that Specialties: Dodge, Lie
Gear: Damp towel, cigarettes, bottle of mineral
made him blue. My existence as a lost soul is such a water (contains 10 “swigs,” restoring 1 WTL each),
burden, I just want to be reincarnated as a slug or condom (+1 Defense) Karma: 9
spineless jelly fish and get it over with. Hey, wait a 31-40 Private violin lessons out at the old Whitely estate
minute. turn bloody, as Mrs. Whitely is a vampire.
Specialties: Occult, Run
I’m dead.
Gear: Violin (x3 damage, +0 Brawl, usable once),
Cool. sheet music Karma: 12
41-50 Electrocuted during sound check.
Agility 10 Specialties: Jump, Electronics
Alertness 7 Gear: Earplugs, cigarettes, electric guitar (x3
damage, -3 Brawl. Three times per day its power
Charm 13 chords do (Attacker’s Entertain vs Defender’s
Cunning 9 Quickness) x3 damage to all incorporeal beings in
Dexterity 3 the local area) Karma: 7
Fate 12 51-60 Did stage dive into center of the mosh pit — no
one caught you.
Intelligence 5
Specialties: Jump, Athletics
Knowledge 6 Gear: Knit cap, Doc Martens (x2 damage, +0
Mechanical 11 Brawl) Karma: 12
Nature 2 61-70 Little Timmy played “Chopsticks” during piano
Stamina 8 recital. Died of embarrassment.
Specialties: Bargain, Bully
Strength 4 Gear: Copy of recital program, metronome
Karma: 13
Talent: Soothe 71-80 Fell asleep in Parisian bathtub.
Uses per day: Four Specialties: Medical, Swimming
Gear: Bottle of tranquilizers (10 left, drain 1 WTL
Duration: (Passable vs Charm) x 2 turns
each), cigarettes, empty wine bottle (x2 damage,
Range: Thrown +0 Brawl), bathrobe Karma: 11
Effects: While using this power, the Musician 81-90 Accidentally swallowed Kazoo.
must concentrate on his music. He may not attack Specialties: Dodge, Bargain
or speak, but he can move at a walk. This power Gear: Regurgitated Kazoo
Karma: 19
only effects those who hear it. By playing, singing, 91-00 Spontaneously explode while playing drums.
humming or whistling a peaceful tune, the Specialties: Athletics, Will
Musician prevents all combat in the local area. Gear: Drumsticks (x2 damage, +0 Brawl),
cigarettes, muscle shirt
Karma: 11
Specialties: Empathy, Listen, Entertain,
Persuade, Disguise, Mimic, Artistry, Repair.

40 40
Chapter 3: Professions

Performer Cause of Death


d100 Cause of Death
1-10 Slipped on high wire.
This person made her living by performing Specialties: Quickness, Track
daredevil feats. She may have been an aerialist in Gear: balancing pole (x1 damage, +2 Brawl),
slippers, 20 x 20 net, sash, 100’ wire, leotard
the circus, a race car driver or a sky diver. She is Karma: 15
very agile, confident and a bit of an egotist. 11-20 Car tire blew out in the second race.
Performers tend to be brazen and daring, but they Specialties: Drive, Repair
are not fools. Gear: Jump suit, helmet (+3 Defense), gearshift
(x1 damage, +4 Brawl), goggles (+1 Defense)
Some Performers enjoy leadership qualities,
Karma: 10
but most of them prefer to let someone else make 21-30 The old “sawing the lady in half” trick didn’t quite
the decisions. All Performers strive to join a party - work this time.
the desire for an audience is too strong for them to Specialties: Conceal, Stealth
remain alone for long. Gear: Saw (x2 damage, +2 Brawl), top hat, colorful
scarves, wand, skimpy outfit
Karma: 17
Agility 13 31-40 Lions became surly after the 300th performance.
Alertness 5 Specialties: Animals, Bully
Charm 10 Gear: Whip (x2 damage, +3 Brawl), stool, boots
(+1 Defense), .38 pistol loaded with blanks, lion
Cunning 4
treats, pith helmet (+2 Defense)
Dexterity 12 Karma: 7
Fate 7 41-50 Someone slipped you toxic greasepaint. Died
Intelligence 6 under the big top during matinee performance of
Knowledge 3 children’s benefit.
Specialties: Dodge, Mimic
Mechanical 8 Gear: Garish costume, gun that pops out “Bang,”
Nature 2 bicycle horn, floppy shoes (+1 Defense)
Stamina 9 Karma: 16
Strength 11 51-60 Attempted triple somersault with half-twist
without a net.
Specialties: Artistry, Will
Talent: Speed Gear: Leotard, slippers, 50’ rope, spotlight, broken
Uses per day: Five lucky charm
Duration: (Passable vs Agility) x 2 turns Karma: 16
Range: Self 61-70 Gored by a bull at the rodeo.
Specialties: Animals, Dodge
Effects: The Performer can do twice as much Gear: Cowboy hat, chaps (+2 Defense), 20’ rope,
per turn as he would be able to do otherwise. bowie knife (x2 damage, +2 Brawl), boots (+1
Defense), .38 revolver (x4 damage, +0 Aim)
Specialties: Aim, Climb, Disguise, Entertain, Karma: 6
71-80 Parachute unfolded too late.
Jump, Quickness, Ride, Run.
Specialties: Danger Sense, Will
Gear: Jump suit, helmet (+3 Defense), parachute,
Gear: 5 Bandages (heal 1 WTL each), goggles (+1 Defense)
insurance policy, fan letter. Karma: 11
81-90 Stunt person for disaster movie. Asbestos suit
tore on a nail.
Specialties: Artistry, Mimic
Gear: Asbestos suit (+5 Defense), fire
extinguisher, movie star mask, wig
Karma: 8
91-00 Skateboard went out of control. Hit by VW.
Specialties: Direction, Drive
Gear: Skateboard, kneepads (+1 Defense), neon
sneakers, wind breaker (+1 Defense), gum
Karma: 13

41 41
Chapter 3: Professions

Pilot Cause of Death


d100 Cause of Death
01-10 Ran out of fuel attempting record-breaking flight
High in the blue skies is where the Pilot finds across the Pacific.
himself most at ease. Regardless of whether he Specialties: Medical, Swimming
Gear: Coffee thermos (empty), tuna fish sandwich,
flew for a commercial airline, the military, or as a toothpicks Karma: 16
stunt pilot for an air show, his passion for flying 11-20 Crashed test-flying experimental plane for air
was always his greatest joy. force.
The Pilot is usually a charming individual with Specialties: Danger Sense, Science
Gear: Wrench set (x2 damage, +0 Brawl), flight
an outgoing, humorous, sometimes bold
manual Karma: 12
personality that some might mistake for an 21-30 Attempted shortcut through the Bermuda
oversized ego. He is confident of his own abilities Triangle.
and will take enormous risks on “a gut feeling.” Specialties: Occult, Folklore
Gear: Hawaiian shirt, Morse code book, broken
walkie-talkie, damaged compass
Agility 6 Karma: 14
Alertness 12 31-40 Was not shot down in enemy territory while
Charm 11 flying espionage mission for CIA. Nor did they
Cunning 3 ever send you on one. Nor have they ever heard
of you.
Dexterity 8
Specialties: Stealth, Brawling
Fate 4 Gear: Combat knife (x2 damage, +2 Brawl), 9mm
Intelligence 7 pistol (x3 damage, +1 Aim) Karma: 8
Knowledge 10 41-50 Crashed into flight-control tower while
Mechanical 13 attempting quadruple twisting barrel-roll while
blindfolded.
Nature 2 Specialties: Entertain, Athletics
Stamina 9 Gear: Bandana, flight cap (+1 Defense), goggles
Strength 5 (+1 Defense) Karma: 10
51-60 Chatting up flight-attendant when terrorist bomb
exploded in cargo hull.
Talent: Flight
Specialties: Persuade, Danger Sense
Uses per day: Four Gear: Headphones, paper coffee cup, clipboard,
Duration: (Passable vs Mechanical) minutes matchbook with flight-attendant’s telephone
Range: Self number Karma: 14
Effects: The Pilot can fly (without a plane). Use 61-70 First-time passenger attempted to crack window
for fresh air at 30,000 feet. Sucked from plane like
the Pilot’s Agility for determining speed and pasta through a straw.
maneuverability. The Pilot must make a Strength Specialties: Jump, Unlock
roll to carry heavy objects while flying. Gear: Captain’s cap, flight schedule
Karma: 14
71-80 Space shuttle overshoots salt flats. End up as part
Specialties: Quickness, Customs, Languages,
of metal sculpture in canyon wall.
Religion, Drive, Repair, Direction, Will. Specialties: Artistry, Science
Gear: NASA coveralls, helmet (+2 Defense),
Gear: Padded leather flight jacket (+3 to broken joystick
Defense), white scarf, flight itinerary. Karma: 10
81-90 While examining jet turbines, co-pilot performs
test check. Not much left to cremate.
Specialties: Electronics, Caves
Gear: Flashlight, oscillator, test kit
Karma: 12
91-00 Despite warnings, flew hot air balloon into wind-
storm over Topeka. Not in Kansas anymore.
Specialties: Science, Climb
Gear: Flight cap (+1 Defense)
Karma: 13

42 42
Chapter 3: Professions

Gear: .38 revolver (x5 damage, +0 Aim),


Private Eye fedora, trench coat (+1 Defense), PI badge, flask of
scotch, pack of Lucky Strikes, matches, notepad
and pen.
A cynical observer of human nature, the
Private Eye isn’t surprised to find himself in the Cause of Death
Afterlife. It figures, he thinks. Between the corrupt d100 Cause of Death
police, drug lord and shady politicians, it was 1-10 Got lost while tracking missing person. Starved.
bound to happen. Specialties: Stealth, Will
The Private Eye met his death on the job. He Gear: Photo of missing person
Karma: 12
has made a career out of bringing sleazy characters 11-20 Flash of camera tipped off married woman and
to justice. Though dedicated to the law, he does not lover. Pummeled to death.
always work within its confines; often the Private Specialties: Artistry, Conceal
Eye will commit a minor crime in order to catch a Gear: Camera
Karma: 9
big crook. For this reason, Private Eyes and Cops
21-30 Intense feedback over listening device caused
may not get along. brain to hemorrhage.
Private Eyes are sardonic, witty and Specialties: Electronics, Languages
observant. They have many acquaintances, but Gear: Headphones that magnify sound
rarely form close attachments. They are naturally Karma: 9
31-40 Ran out of bullets during shoot out with
suspicious, but strangely naive, particularly when kidnappers.
it comes to members of the opposite sex. Specialties: Dodge, Quickness
Gear: No bullets
Agility 7 Karma: 12
41-50 Governor’s wife promised you it would be an
Alertness 13
easy case. Machine-gunned down by angry
Charm 8 Mafioso.
Cunning 12 Specialties: Customs, Danger Sense
Dexterity 9 Gear: Client’s diamond necklace, compromising
Fate 3 photos of governor’s wife
Karma: 12
Intelligence 5 51-60 Betrayed by treacherous member of opposite sex.
Knowledge 6 Specialties: Lie, Persuade
Mechanical 4 Gear: Love letters, dozen roses, box of candy
Nature 2 Karma: 12
61-70 Discovered town dentist is Nazi “Death Doctor.”
Stamina 11
Tortured to death.
Strength 10 Specialties: Medical, Sanity
Gear: Hypodermic, straight-jacket (+3 Defense
Talent: Fast Talk when worn, but prohibits use of arms)
Uses per day: Four Karma: 8
71-80 Poked in eye while peering through keyhole.
Duration: (victim’s Intelligence vs user’s Died of resulting infection.
Charm) x 5 minutes Specialties: Conceal, Medical
Range: Brawling Gear: Eye patch, magnifying glass
Effects: The Private Eye can confuse people Karma: 11
81-90 Arch enemy puts poisonous snake in bed.
with his rapid banter. This may allow him to walk
Mistook it for bathrobe belt.
past an armed security guard or convince a pretty Specialties: Animals, Tame
girl that he’s a Hollywood talent scout. The subject Gear: Poisonous snake, pillow
remains confused for the duration. Afterwards, the Karma: 8
victim will realize the deception. 91-00 Car heater failed while you were staking out
criminal hideout in winter. Fell asleep and froze.
Specialties: Will, Conceal
Specialties: Aim, Direction, Disguise, Gear: Thermos of frozen coffee, ear muffs, gloves
Interrogate, Listen, Mimic, Search, Track. (+1 Defense), sweater
Karma: 11

43 43
Chapter 3: Professions

Scientist Cause of Death


d100 Cause of Death
1-9 No mice available, injected self with new drug.
The Scientist can be of the mad or sane Specialties: Animals, Danger Sense
variety. In any case, his last experiment backfired Gear: Test tube, stop watch, syringe, vial of
poison Karma: 17
horribly, and the only thing he can remember is 10-18 Pulled the wrong lever, resulting in total
being immersed into a sensory deprivation destruction of lab.
chamber or a needle piercing his flesh. Scientists Specialties: Memory, Will
are masters of rational thought. They tend to pooh- Gear: Bunsen burner, 3 vials of acid (x4 damage,
+0 Aim), dark goggles (+1 Defense)
pooh anything they can’t explain, making them
Karma: 13
rash and vulnerable in a world of demons and 19-27 Disgruntled assistant threw microscope at you to
unexplainable phenomena. A Scientist’s greatest get your attention.
motivation is to find a rational explanation for the Specialties: Dodge, Quickness
insanity around him. Gear: Microscope, stethoscope, tweezers, white
mouse Karma: 14
28-36 Unidentified virus escaped airtight container.
Agility 5 Specialties: Danger Sense, Quickness
Alertness 9 Gear: Not-so-airtight container with deadly virus,
Charm 2 syringe, petri dish Karma: 15
37-45 Murdered by rival who coveted secret formula.
Cunning 7
Specialties: Conceal, Forgery
Dexterity 11 Gear: Secret formula, 4 vials of acid (x4 damage,
Fate 3 +0 Aim), magnifying glass
Intelligence 13 Karma: 13
Knowledge 10 46-54 Murdered by government agents who never
found notes.
Mechanical 8 Specialties: Conceal, Lie
Nature 12 Gear: Bunsen burner, test tube, cage of 12 white
Stamina 6 rats, secret notes
Strength 4 Karma: 6
55-63 Spouse forgot to unlock sensory deprivation
chamber.
Talent: Disbelieve Specialties: Swimming, Unlock
Uses per day: Four Gear: Swim suit, goggles (+1 Defense), wires, ear
Duration: Immediate plugs
Range: Thrown Karma: 6
64-72 Accidentally swallowed deadly poison instead of
Effects: Simply by disbelieving in the existence lemonade.
of a supernatural being, a Scientist can cause Specialties: Sanity, Will
(Passable vs Intelligence) x 4 WTL damage to the Gear: Glass of poison, glass of lemonade
target. Karma: 16
73-81 Toxic fumes render everyone in your
neighborhood unconscious. choke on your own
Specialties: Caves, Electronics, Medical, vomit.
Memory, Repair, Science, Search, Traps. Specialties: Quickness, Unlock
Gear: Chemistry book, 3 stun grenades (x4
Gear: Lab coat, lab notes, thick glasses, damage, +0 Aim)
Karma: 13
squeaky shoes, calculator, pocket protector, 82-90 Latest theory denounced by colleagues. Die of
assorted pens and mechanical pencils. embarrassment.
Specialties: Bargain, Persuade
Gear: Essay, physics book, typewriter
Karma: 17
91-00 Pet ape escaped and went on rampage.
Specialties: Animals, Tame
Gear: Bullwhip (x3 damage, +2 Brawl), banana, 5’
chain (x2 damage, +4 Brawl), net
Karma: 12

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Chapter 3: Professions

Cause of Death
Spy d100 Cause of Death
1-9 Accidentally swallowed cyanide capsule instead
of aspirin.
This fellow has important information that is Specialties: Medical, Memory
Gear: 20 aspirin (heal 1 WTL each), roll of
vital to the survival of his country! Unfortunately,
microfilm, martini glass
the bad guys zapped him before he could turn his Karma: 10
information over to the good guys. He desperately 10-18 Feet entangled in black belt during martial arts
wishes to communicate with the real world, not practice.
only to pass on the secret information he has Specialties: Dodge, Jump
Gear: Robe, black belt, nunchaku (x2 damage, +4
gathered, but to offer his services. As a lost soul, he Brawl), sandals
realizes that his special powers are invaluable. Karma: 12
Urbane and charming, the Spy keeps his true 19-27 Betrayed by lover who secretly worked for the
motives to himself, though he often attaches other side.
Specialties: Bargain, Danger Sense
himself to a group for safety reasons. He is an
Gear: Lock pick, glass cutter, squeakless shoes
excellent observer and is well-equipped to protect Karma: 7
himself. 28-36 Slipped while rappelling down from penthouse
hideout.
Agility 11 Specialties: Climb, Jump
Gear: 40’ rope, camouflage makeup, piton gun
Alertness 13 (x2 damage, +0 Aim), black sweater, cap and
Charm 9 gloves (+1 Defense)
Cunning 10 Karma: 8
Dexterity 7 37-45 Started car rigged with bomb.
Specialties: Drive, Electronics
Fate 2 Gear: Mini-camera, sword cane (x3 damage, +1
Intelligence 3 Brawl), lock pick (+4 Unlock), steering wheel
Knowledge 4 Karma: 4
Mechanical 12 46-54 Murdered by fellow agent for knowing too much.
Nature 5 Specialties: Bargain, Lie
Gear: Binoculars, mini-tape recorder, secret files
Stamina 6 Karma: 10
Strength 8 55-63 Tied to table and lasered to death by sadistic
master criminal.
Talent: Question Specialties: Electronics, Science
Gear: Leather straps, boot knife (x2 damage, +2
Uses per day: Four
Brawl), watch, radiation badge
Duration: (target’s Intelligence vs user’s Karma: 11
Interrogation) x 2 turns 64-72 Speedboat flipped over during high speed chase.
Range: Brawling Specialties: Drive, Swim
Effects: This power can only be used in a non- Gear: Life preserver, sunglasses
Karma: 11
combat situation. Each turn, the Spy can ask the 73-81 Briefcase handcuffed to wrist detonates due to
target one yes/no question which the target must microwave in convenience store.
answer to the best of his ability with full honesty. If Specialties: Bargain, Filch
the target does not know the answer, he must say Gear: Briefcase, handcuffs, hot dog
Karma: 12
so but it still takes a turn.
82-90 Partner offers no support during raid. Killed by
gunfire.
Specialties: Aim, Brawling, Conceal, Disguise, Specialties: Danger Sense, Dodge
Listen, Persuade, Stealth, Unlock. Gear: Walkie-talkie, bullhorn, 9mm submachine
gun (x3 damage, -2 Aim)
Karma: 3
Gear: Code book, 9mm pistol (x4 damage, +2 91-00 Dressed in cement overshoes by mobster and
Aim), 1 poison capsule, false ID, dinner jacket or thrown into the sea.
gown. Specialties: Bargain, Swimming
Gear: Knife (x2 damage, +2 Brawl), 20’ rope, 50
pounds of cement
Karma: 11

45 45
Chapter 3: Professions

Thief Cause of Death


d100 Cause of Death
01-10 Armed shopkeeper caught you slipping pork
A Thief made his living by stealing from chops into your pants.
others, using subterfuge and daring. In the afterlife, Specialties: Conceal, Run
Gear: Pork chops, shopping cart, overcoat (+2
a Thief’s obsession for material goods will get him Defense)
no where, though his desire for riches will continue Karma: 10
to be a driving force. 11-20 Kidnapped millionaire from hospital bed.
Thieves try to maintain a low profile, but Contracted incurable disease.
Specialties: Interrogate, Medical
remain very alert to their surroundings. They
Gear: Bottle of 10 aspirin (heal 1 WTL each),
always know the fastest way out of a bad situation bottle of chloroform, 20’ rope, blindfold
and are willing to negotiate, barter or bend the Karma: 10
rules. Thieves hate imprisonment above all 21-30 Got stuck crawling into basement window.
conditions, and will do anything to avoid it. Mauled by Doberman guard dog.
Specialties: Animals, Tame
Gear: Dog biscuits, spiked dog collar, large sack
Agility 11 Karma: 14
Alertness 10 31-40 Tried to hijack truck full of cigarettes. Driver
Charm 9 refused to stop.
Specialties: Drive, Bully
Cunning 13
Gear: Flashlight (x2 damage, +0 Brawl), hood
Dexterity 12 ornament, .12 gauge shotgun (x5 damage, +4
Fate 2 Aim)
Intelligence 6 Karma: 1
Knowledge 7 41-50 Scarf stuck in printing press while counterfeiting
twenty dollar bills.
Mechanical 8 Specialties: Forgery, Artistry
Nature 3 Gear: Sack of twenties, scarf, bottle of ink,
Stamina 5 printing plate (x2 damage, +0 Brawl)
Strength 4 Karma: 13
51-60 Mailed incriminating photos to Senator with
demand for payment. Murdered by federal
Talent: Pick Pocket agents.
Uses per day: Three Specialties: Artistry, Customs
Duration: (victim’s Alertness vs user’s Gear: Polaroid camera, magazine with letters cut
Dexterity) minutes from it
Karma: 12
Range: Touch 61-70 Running a “sting” operation looked so easy on 60
Effects: A Thief can use this power to remove a Minutes.
material item from the pocket of a living person. Specialties: Bargain, Persuade
The Thief must be able to touch the victim, but not Gear: Deed to swamp land, plastic gun, suitcase
full of cut newspaper
necessarily the item. The filched object becomes
Karma: 18
incorporeal for the duration of the power. 71-80 Electrocuted while ripping stereo from
dashboard.
Specialties: Quickness, Stealth, Search, Lie, Specialties: Drive, Electronics
Filch, Unlock, Traps, Climb. Gear: Tire iron (x3 damage, +0 Brawl), car stereo
Karma: 12
81-90 Helpless old lady was packing a .357 magnum.
Gear: Gloves (+1 Defense), lock picks, ski- Specialties: Brawling, Bully
mask, black clothing. Gear: Baseball bat (x3 damage, +3 Brawl)
Karma: 12
91-00 Coke machine fell on you while you were digging
for quarters.
Specialties: Dodge, Repair
Gear: Coat hanger (x2 damage, -2 Brawl), leather
sack, two cans of Coke
Karma: 15

46 46
Chapter 3: Professions

Cause of Death
Tourist d100 Cause of Death
01-10 Drank the water.
Specialties: Danger Sense, Medical
An insatiable geography/history buff, Tourists Gear: Bottle of Anti-acid medicine (10 doses,
restores 1 WTL each), empty glass
live to travel. Their greatest love is discovering
Karma: 15
new and interesting people and places, buying 11-20 Fell into castle dungeon.
souvenirs and taking pictures. From the Alaskan Specialties: Occult, Caves
tundra to the streets of urban Cairo, the Tourist is Gear: Instant camera, castle tour brochure, long
never without a trusty map and travel bag. coat (+2 Defense)
Karma: 11
Despite their innate genius at picking up 21-30 Spouse backed over you in rental car.
languages and customs, Tourists usually get Specialties: Dodge, Danger Sense
involved in some sort of local trouble before their Gear: Polaroid camera, suitcase full of spouse’s
time is up in any given spot. A lifetime of American clothing
Karma: 15
Express commercials has programmed them with
31-40 Posed for photo in iron maiden when door shut.
an eternal vigilance where their property is Specialties: Unlock, Occult
concerned. Though sometimes pushy and Gear: Souvenir beer mug
obnoxious, Tourists love relating to people and can Karma: 17
easily turn out to be useful allies just by their sheer 41-50 Dropped camera from top of Eiffel Tower — dove
for it.
knowledge of the world. Specialties: Jump, Repair
Gear: Damaged Polaroid camera (must roll Good
Agility 12 on Repair when attempting to use it),
Alertness 11 windbreaker (+1 Defense)
Karma: 13
Charm 9 51-60 Provided main course for tribe of pygmies.
Cunning 8 Specialties: Entertain, Run
Dexterity 2 Gear: 10’ rope, box of matches
Fate 7 Karma: 15
Intelligence 6 61-70 Alaskan tour-guide warned you not to use moose
call during the mating season. Ravaged by
Knowledge 13 lovesick moose.
Mechanical 5 Specialties: Mimic, Animals
Nature 10 Gear: Moose call, camouflage parka (+2 Defense),
Stamina 4 binoculars, hunting knife (x2 damage, +2 Brawl)
Karma: 9
Strength 3
71-80 Hit on head by falling coconut.
Specialties: Dodge, Medical
Talent: Whereabouts Gear: Coconut (x2 damage, +0 Aim), bottle of
Uses per day: Three sunscreen (15 doses, each dose protects one lost
Duration: (Passable vs Knowledge) hours soul from sunlight for 1 hour), rum drink
Karma: 11
Range: Touch 81-90 Took nap while buried in sand. Tide came in.
Effects: The Tourist can cause his map to show Specialties: Danger Sense, Swimming
the floor plans of a specific building or a map of a Gear: Swimsuit, pillow, paperback book, plastic
named area. He could ask for a map of Paris, circa pail and shovel (x2 damage, +0 Brawl)
Karma: 15
1820, or he could summon the floor plans of the
91-95 Ate the fish special on the airplane. Should have
building he currently occupies. If a Tourist loses his had the chicken.
map, he may not use this power until he expends 1 Specialties: Quickness, Sanity
Karma to create a new map. Gear: Air sickness bag, ceramic knife (x2 damage,
+2 Brawl), in-flight magazine, pillow
Karma: 15
Specialties: Bargain, Conceal, Memory, 96-00 Mauled by shark while scuba-diving.
Customs, Folklore, Languages, Drive, Direction. Specialties: Animals, Swimming
Gear: Map, Bermuda shorts, Hawaiian shirt, Gear: Wetsuit (+1 Defense), mask (+1 Defense),
sunglasses, hat, travel bag (containing a towel, snorkel, fins, diving knife (x2 damage, +2 Brawl),
oyster with pearl
$100 in Travelers Checks, and tour brochures). Karma: 14

47 47
Chapter 3: Professions

Transient Cause of Death


d100 Cause of Death
01-10 Ate turkey special at soup kitchen. Died of
The Transient may be a hobo by choice or a indigestion.
homeless person new to the streets. He can be Specialties: Medical, Brawling
Gear: Turkey bones
found in the alleys and byways of nearly every city Karma: 16
and town. Many of them are looking for a handout 11-20 Fell asleep at 4 a.m. while riding your motorcycle
or a chance to become an active member of society to Reno.
again, though a few enjoy the freedom that living Specialties: Drive, Brawling
Gear: Leather biker jacket (+2 Defense), Harley
day to day brings them.
motorcycle
Karma: 1
Agility 8 21-30 Crawled into circus tent to sleep in the hay.
Alertness 10 Crushed by Jumbo the elephant.
Charm 5 Specialties: Animals, Tame
Gear: Bag of peanuts
Cunning 12 Karma: 16
Dexterity 6 31-40 Acted as official in fake wedding ceremony. Killed
Fate 2 by unscrupulous “groom” to keep you from
Intelligence 4 tipping off his unsuspecting “bride.”
Specialties: Mimic, Religion
Knowledge 7
Gear: Robes, holy book, $20
Mechanical 3 Karma: 16
Nature 11 41-50 Thought riding the rails was cool until boxcar
Stamina 13 uncoupled outside Denver. Eaten by bears.
Strength 9 Specialties: Jump, Run
Gear: Box of matches, blanket tied with 10 feet of
rope
Talent: Beg Karma: 16
Uses per day: Four 51-60 Passing millionaire left $1,000 in your begging
Duration: (target’s Intelligence vs transient’s bowl. Died of excitement.
Specialties: Brawling, Bully
Persuade) x 2 turns
Gear: Bowl, $1,007.52, spoon
Range: Brawling Karma: 16
Effects: By pleading, the Transient can 61-70 Hired after standing by road with sign reading,
convince a single target to give him a specific item. “Will work for Food.” Died of exhaustion.
The object must be on the target’s person. The Specialties: Athletics, Repair
Gear: Shovel (x3 damage, +0 Brawl), Pick (x4
target cannot try to reclaim the object for the damage, +1 Brawl)
duration of the power. Karma: 12
71-80 Urinated on third rail. Electrocuted.
Specialties: Dodge, Bargain, Persuade, Conceal, Specialties: Danger Sense, Electronics
Gear: Subway token
Disguise, Lie, Filch, Will.
Karma: 16
81-90 Went to sleep in cardboard box to stay warm.
Gear: Tattered coat (+2 Defense), fingerless Mailed to Siberia.
gloves, wool scarf, 29¢ Specialties: Languages, Direction
Gear: Cardboard box, shipping manifest
Karma: 16
91-00 Moved into shanty town under a bridge. Bridge
collapsed.
Specialties: Empathy, Caves
Gear: Stew pot, can of dog food, blanket
Karma: 16

48 48
Chapter 4
Lost Soul Types
Apparition Banshee
Apparitions look much as they did in life, only More than any other spirit, banshees bemoan
remarkably vaporous. They are quite taciturn their restless roaming. They think back upon their
around strangers, preferring to glide about in life with longing, and wail loudly when they learn
silence, wispy tendrils swirling in their wake. Most of a dying loved one, for they pity anyone who is
are homebodies who can be found floating around doomed to join them in the afterlife. The most
family mansions or crypts. Their feet trail away vocal of all lost souls, banshees are likely to make
into mist and they seem to float rather than walk. their wants and needs known to anyone who will
Consistency: Vaporous listen. They have pale, nearly translucent skin,
Visage: Alive matted hair, torn clothing, and eyes red-rimmed
Specialties: Search, Stealth from crying. Long fingernails and jagged teeth give
Powers: Manifest, Appear, Pass, Allure them a bedraggled countenance.
Banshees have the power to create horrible
Agility +6 sounds and to foretell doom.
Alertness +5 Consistency: Translucent
Charm +6 Visage: Haggard
Cunning +3 Specialties: Folklore, Quickness
Dexterity +4 Powers: Shriek, Foretell, Cackle, Howl
Fate +3
Intelligence +5 Agility +4
Knowledge +4 Alertness +2
Mechanical +1 Charm +1
Nature +2 Cunning +4
Stamina +2 Dexterity +6
Strength +1 Fate +1
Intelligence +2
Knowledge +3
Mechanical +3
Nature +5
Stamina +6
Strength +5

49 49
Chapter 4: Lost Soul Types

Doppelganger Ghast
The soft, pale ectoplasm of a doppelganger is This frightening lost soul usually has the face
as smooth as the melted wax used by morticians to of a moldering corpse. Rotting flesh hangs from its
soften the appearance of the dearly departed in body, and it is surrounded by the smell of
their caskets. Their waxy pallor gives them a corruption. Often, they hide their macabre visage
peculiar, fixed expression. in the shadows of a sweeping cowl or slouched hat.
Through mimicry, doppelgangers seek to When they speak, their voices are like echoes in a
regain a semblance of life. They are always eager to tomb. Ghasts dwell upon the aging process - the
try new ideas and see the positive side of any terminal cycle of decay that turns all things to bone
situation. and dust. Their pre-occupation with death is often
If life, doppelgangers were always very viewed as morbidity by others, but ghasts are not
adaptable. They enjoyed meeting new people and malicious.
traveling. They seemed able to change their Consistency: Translucent
personality to blend in with any situation or group. Visage: Decayed
Salespeople often become doppelgangers in the Specialties: Bully, Lie
afterlife. Powers: Revulsion, Molder, Corruption, Age
They specialize in the ability to change and
transform themselves and the things around them. Agility +3
Consistency: Translucent Alertness +2
Visage: Alive Charm +1
Specialties: Disguise, Mimic Cunning +2
Powers: Imitate, Mutate Object, Duplicate Dexterity +3
Object, Transform Fate +1
Intelligence +6
Agility +6 Knowledge +4
Alertness +2 Mechanical +4
Charm +4 Nature +5
Cunning +6 Stamina +5
Dexterity +1 Strength +6
Fate +4
Intelligence +1
Knowledge +3
Mechanical +5
Nature +3
Stamina +5
Strength +2

50 50
Chapter 4: Lost Soul Types

Ghost Grim
The most common inhabitant of the afterlife, Brooding and aloof, Grims relish the angst of
ghosts appear much as they did in life. Their being lost souls. They appear as they did in the
translucent consistency gives them a firm outline, prime of life, with a solid-looking consistency that
but their colors are washed out and objects show makes other lost souls easily mistake them for
through them. living beings. They like to wear black, not because
Ghosts have powers that allow them to it’s the traditional color of the dead, but simply
interact with the physical world. because they think they look cool in it. Despite
Consistency: Translucent their anti-social demeanor, they enjoy the company
Visage: Alive of others and feel especially vulnerable when
Specialties: Conceal, Sanity alone. Grims envision themselves as young rebels,
Powers: Write, Open Portal, Lock, Silence posing around coffee shop tables, smoking clove
cigarettes and talking with their friends about the
Agility +4 pointlessness of life.
Alertness +3 Consistency: Solid-looking
Charm +6 Visage: Alive
Cunning +1 Specialties: Stealth, Sanity
Dexterity +2 Powers: Eerie Music, Cloud Minds, Ghost
Fate +5 Cycle, The Creeps
Intelligence +5
Knowledge +6 Agility +1
Mechanical +1 Alertness +6
Nature +2 Charm +4
Stamina +3 Cunning +1
Strength +4 Dexterity +4
Fate +5
Intelligence +2
Knowledge +3
Mechanical +5
Nature +6
Stamina +3
Strength +2

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Chapter 4: Lost Soul Types

Guide Harbinger
Guides are good-hearted lost souls who wish Harbingers are eternal pessimists, and often
to help and comfort the living. They work with see only the dark side of things. Although gruff or
mediums on a regular basis, and spend a lot of time abrupt in manner, their dire predictions can serve
passing messages between the living and the dead. as important warnings to those who heed them.
Unable to break their link with life, guides still seek Harbingers favor black. Within their shadowy
to communicate with the living. hoods, their faces are pale and devoid of emotion.
In life, these do-gooders volunteered a great They appear as they did at the time of their death,
deal of their time to helping others. Some of them with pallid skin and dark shadows beneath their
were a little on the kooky side and were drawn to eyes. The wounds of their deaths are clearly visible
fringe groups interested in UFOs, pagan practices, on their eerie, diaphanous bodies.
channeling or fortune telling. They might have Harbingers have the power to foresee the
lived in communes or trailer courts, sometimes future.
eking a living off astrological charts or reading teal Consistency: Translucent
leaves. Visage: Cadaverous
Consistency: Vaporous Specialties: Danger Sense, Interrogate
Visage: Alive Powers: Precognition, Premonition, True
Specialties: Faith Heal, Occult Sight, Astral Walk
Powers: Ghostly knowledge, Write, Far Sight,
Read Minds Agility +1
Alertness +6
Agility +2 Charm +2
Alertness +4 Cunning +4
Charm +2 Dexterity +5
Cunning +1 Fate +3
Dexterity +3 Intelligence +1
Fate +6 Knowledge +5
Intelligence +5 Mechanical +2
Knowledge +6 Nature +3
Mechanical +4 Stamina +6
Nature +5 Strength +4
Stamina +3
Strength +1

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Chapter 4: Lost Soul Types

Haunt Manes
Haunts appear as they did on the post-mortem Pronounced mah-nez, this is the lost soul of
slab, with the wounds of their death clearly visible a person who has led a generally virtuous life.
on their pallid skin. Shadows puddle under their People who had a strong interest in history
eyes. They are vaporous, with restless wisps may become a manes in the afterlife.
curling around them. Sentimentalists, they favor
Antiquarians at heart, they delight in old
the places they loved when alive. They can’t stand
anyone in their space, and will try to drive away
buildings and the conventions of the past.
anyone who trespasses on their home. Traditions are especially important to manes,
Haunts have powers that allow them to and they will go to all sorts of trouble to avoid
frighten the living. breaking a cherished custom. On important
Consistency: Vaporous holidays, manes can usually be found at their
Visage: Cadaverous family homesteads, basking in the warmth and
Specialties: Memory, Track comfort of familiar rituals and old heirlooms.
Powers: Haunt, Astral Double, Glimpse of Manes are revered by their surviving
Death, Message family members, and their memory may be
honored for generations.
Agility +2
Consistency: Translucent
Alertness +6
Visage: Alive
Charm +4
Cunning +4 Specialties: Customs, Folklore
Dexterity +1 Powers: Object Reading, Headstone, Night
Fate +6 Watchman, Conquering Worm
Intelligence +3
Knowledge +5 Agility +4
Mechanical +2 Alertness +6
Nature +1 Charm +5
Stamina +5 Cunning +1
Strength +3 Dexterity +2
Fate +3
Intelligence +2
Knowledge +6
Mechanical +1
Nature +5
Stamina +3
Strength +4

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Chapter 4: Lost Soul Types

Phantasm Phantom
Masters of illusion, phantasms control This brooding spirit is usually quite intelligent,
powerful visions that can affect both the living and but his brilliance is marred by cynicism. Phantoms
the dead. They tend to be vain and manipulative. appear as they did in life and are often very good
In life, phantasms were unduly engrossed by looking, a deception augmented by a solid
image over substance, style of practicality. They appearance. Charming and well spoken, they are
might have been marketing specialists, television the most urbane of lost souls. They pride
stars, or anyone who insisted on wearing only themselves on their manners and sense of honor.
designer clothes. In life, phantoms went to all the best parties. They
Consistency: Luminous had many acquaintances, but few friends.
Visage: Cadaverous Phantoms did not get close to many people for fear
Specialties: Disguise, Entertain of getting hurt. Their worldly bravado hides a
Powers: Bedazzle, Image, Façade, Beguile certain amount of self-doubt.
Phantoms have powers that allow them to
Agility +5 seduce the living.
Alertness +4 Consistency: Solid-looking
Charm +6 Visage: Alive
Cunning +3 Specialties: Languages, Persuade
Dexterity +3 Powers: Seduction, Materialize Object,
Fate +6 Dematerialize, Speak to the Living
Intelligence +4
Knowledge +1 Agility +5
Mechanical +2 Alertness +1
Nature +1 Charm +6
Stamina +5 Cunning +2
Strength +2 Dexterity +3
Fate +2
Intelligence +6
Knowledge +1
Mechanical +3
Nature +4
Stamina +4
Strength +5

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Chapter 4: Lost Soul Types

Poltergeist Remnant
A mischievous spirit, the poltergeist enjoys Pathetic remnants of the living, this lost soul
chaos. They seem to glow with an internal light and type has gaunt features and a hollow-eyed stare.
have a young, healthy appearance. Poltergeists are They feebly glimmer as they shuffle through the
very exuberant, and their excess energy is best afterlife. Wan faces and bony limbs give them a
directed towards meaningful goals. Unfortunately, weak, mournful cast which instills a sense of pity in
they often become bored and entertain themselves those who see them.
by playing tricks or destroying items. Failures in their lives, upon dying, their
No matter how old a poltergeist was at death, frustrations and stymied desires caused a piece of
it always appears to be a child or teenager, them to be left behind.
whatever age it was happiest and most carefree. Most remnants are still haunted by their
It’s only natural a poltergeist would focus its greatest failure, whether it be in business or
supernatural play around a child its own age. If a romance. They often return to the site of defeat,
poltergeist becomes too attached to a “playmate” it reenacting their worst experience in a vain effort
may try to cause the child’s death so that the child to make it turn out right. A remnant is always
can join it in the afterlife. willing to join a group if he believes it will help him
Their powers allow them to manipulate to be more successful in the afterlife than he was in
physical objects. life. Feelings of incompleteness and inadequacy
Consistency: Luminous make them dreary companions.
Visage: Alive Consistency: Luminous
Specialties: Aim, Unlock Visage: Haggard
Powers: Whirling Chaos, Mechanical Failure, Specialties: Empathy, Memory
Move Object, Telekinesis Powers: Operate Contrivance, Cause Despair,
Inhabit Object, Presence
Agility +3
Alertness +5 Agility +2
Charm +2 Alertness +2
Cunning +6 Charm +5
Dexterity +4 Cunning +3
Fate +1 Dexterity +3
Intelligence +4 Fate +6
Knowledge +3 Intelligence +6
Mechanical +6 Knowledge +1
Nature +5 Mechanical +4
Stamina +1 Nature +1
Strength +2 Stamina +5
Strength +4

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Chapter 4: Lost Soul Types

Revenant Rusalka
Revenants are so tied to the world of the living (Females only). The most notable feature of
that they might even realize they are dead. Of all these young women is their long green hair and
the lost souls, they look the most solid and can sweet-faced beauty. Rusalki are the souls of
easily fool those they appear before into thinking women who dreamed of a better life. Often trapped
they are alive. in a routine of drudgery, or overlooked because of
Revenants strive to maintain the illusion that her plain appearance, the Rusalka found solace in
they are alive, and are very proud of their vitality. her work, church or friends. She may have nursed
They tend towards snobbishness, but can be very children or volunteered to read to the blind, never
charming when they want to be. expecting—or getting—any thanks. She hopes to
In life, revenants were proud of their physical obtain the status of a Higher Being so that she can
appearance. They were interested in physical continue to do good for others.
fitness and nutrition. Rusalki were often victims of physical abuse
Consistency: Solid and poverty. Their low self esteem did not allow
Visage: Alive them to see the injustice of this, and they accepted
Specialties: Direction, Will their fates stoically. However, they will not tolerate
Powers: Return, Compel, Sleepwalk, Steal wanton cruelty toward others. Now that their
Memory deaths have given them power, they use it to
protect the weak, especially women and children.
Agility +5 Rusalki are strangely attracted to water.
Alertness +4 Consistency: Luminous
Charm +3 Visage: Alive
Cunning +2 Specialties: Faith Heal, Swimming
Dexterity +1 Powers: Cohesion, Charon’s Ferry, Lend,
Fate +6 Water Whirlpool
Intelligence +2
Knowledge +3 Agility +4
Mechanical +1 Alertness +5
Nature +4 Charm +6
Stamina +6 Cunning +1
Strength +5 Dexterity +4
Fate +5
Intelligence +3
Knowledge +2
Mechanical +2
Nature +6
Stamina +1
Strength +3

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Chapter 4: Lost Soul Types

Shade Shadow
Often betrayed during life, shades mourn their Smoky and dark, shadows have a forbidding
crushed beliefs and are subject to moaning fits. demeanor and dour personality. They tend to be
Their sadness is so great that it often affects those taciturn, and their silence is often perceived as
around them (manifested through their ominous. They travel from shadow to shadow,
supernatural powers). They were seduced and often eavesdropping in this fashion. Although they
deserted, and then died as a consequence, either in say little, they enjoy knowing as much as they can
childbirth, despair or through suicide. They blame overhear. Whether it’s earth-shaking news or idle
themselves for being deluded, and vow never to let gossip, they take it all in.
it happen again. Nevertheless, shades are romantic Consistency: Vaporous
by nature, and cannot help repeating their Visage: Haggard
mistakes. Specialties: Listen, Stealth
Shades are often the lost souls of suicides, Powers: Steal Shadow, Blinding, Darkness,
lovers and poets. They are intuitive and Black Hound
sympathetic with all creatures, even those that are
potentially dangerous. Shades have a gray, nearly Agility +1
transparent pallor, and a gloomy expression to Alertness +1
match. Rope burns scar their necks, or else their Charm +3
wrists gape with the bloodless smiles of razor Cunning +5
slashes—eternal reminders of their deaths. Dexterity +3
In life, shades were empathic and sensitive, Fate +2
easily hurt by the brutalities of life. Intelligence +2
Consistency: Translucent Knowledge +5
Visage: Cadaverous Mechanical +4
Specialties: Empathy, Memory Nature +6
Powers: Moan, Faint, Aura of Pain, Possession Stamina +4
Strength +6
Agility +4
Alertness +1
Charm +5
Cunning +6
Dexterity +2
Fate +3
Intelligence +5
Knowledge +6
Mechanical +1
Nature +4
Stamina +2
Strength +3

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Chapter 4: Lost Soul Types

Specter Spirit
Specters revel in decay and disease, and do These stately lost souls are very gracious and
not hesitate to spread the corruption of death. pleasant, though they do not like to be disturbed
Angry at being dead, they take great pleasure in for frivolous or thoughtless reasons. They are the
frightening the living. They resent their early aristocrats of the afterlife, and often take it upon
demise and feel that the karmic system of rebirth is themselves to mentor other lost souls. They
unfair. They are often found in old ruins, ponder upon the spiritual aspects of death and try
cemeteries and other unwholesome places. to prevent the living from discovering the
A specters looks much like a bloated corpse existence of the afterlife.
that’s been left in the sun too long. Sprits have an ethereal beauty. They have
Consistency: Solid-looking idealized their appearance and boast a radiant
Visage: Cadaverous shimmer becoming of their stature. One can almost
Specialties: Brawling, Bully imagine the tinkle of harp music following them.
Powers: Charnel Breath, Stench, Putrefy, Their powers enable them to bring peace and
Fester harmony to others.
Consistency: Luminous
Agility +3 Visage: Alive
Alertness +3 Specialties: Customs, Religion
Charm +4 Powers: Forget, Truth Tell, Aura of Good
Cunning +5 Cheer, Healing Hands
Dexterity +6
Fate +2 Agility +2
Intelligence +4 Alertness +5
Knowledge +1 Charm +5
Mechanical +6 Cunning +1
Nature +1 Dexterity +1
Stamina +2 Fate +6
Strength +5 Intelligence +4
Knowledge +6
Mechanical +3
Nature +3
Stamina +4
Strength +2

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Chapter 4: Lost Soul Types

Spook Vapour
Restless and energetic, spooks move very Vapours are appropriately vaporous. They are
quickly. Their energy gives them a luminous glow wispy, as though made from gray smoke, and other
that makes their cadaverous appearance all the lost souls can see through them. Their limbs,
more disturbing. Gauzy ectoplasm covers them like though fully functional, seem to trail off into mist.
a transparent shroud of cobwebs. They are The swirling of their ectoplasmic bodies helps to
friendly, jolly spirits who enjoy a good scare, so hide their cadaverous appearance and the
long as they’re the ones doing the scaring. unhealed wounds of their death.
Spooks have powers that enable them to Vapours strive to follow the ever-changing
frighten the living without causing too much harm. tide of their emotions, and can be quite
Consistency: Luminous unpredictable. A vapour can be mirthful one
Visage: Cadaverous minute, and depressed the next. For this reason,
Specialties: Dodge, Run vapours make interesting companions, but cannot
Powers: Boo, Frightful Visage, Make Noise, Fly always be counted on.
Vapours are moody, ranging from maudlin to
Agility +5 violent. They make instant bonds with people, but
Alertness +6 any hint of betrayal will send them off in a rage or a
Charm +3 crying jag. Their powers allow them to affect the
Cunning +6 emotions of others.
Dexterity +2 Consistency: Vaporous
Fate +4 Visage: Cadaverous
Intelligence +1 Specialties: Bargain, Persuade
Knowledge +2 Powers: Mood Swing, Reverse Intentions, Fog,
Mechanical +5 Enslavement
Nature +4
Stamina +1 Agility +6
Strength +3 Alertness +4
Charm +4
Cunning +2
Dexterity +5
Fate +5
Intelligence +3
Knowledge +2
Mechanical +3
Nature +6
Stamina +1
Strength +1

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Chapter 4: Lost Soul Types

Wight Wraith
Born fighters, wights refuse to succumb to Scintillating with inner light, wraiths have the
death. Their fascination with weapons manifests pallid features of fresh corpses. Their death
itself in the collection of armaments they enjoy wounds bleed an eerie light. A wraith’s eyes appear
carrying. Wights are very protective of their filled with swirling blackness streaked with flashes
companions and will risk their own existence to of cosmic luminosity. Staring into a wraith’s eyes is
save another. They resist any attacker with much like gazing into the depths of the Milky Way.
amazing ferocity. Wights prefer to dwell Wraiths frequently seem distracted, as though
underground because barrow mounds and caves attuned to distant vibrations with their own alien
make ideal places for them to stash their arsenals. purpose. Through their supernatural powers, they
They appear solid to other lost souls, but have a can manipulate space, time and reality itself.
haggard, scruffy appearance from spending too Consistency: Luminous
much time underground. They have the infamous Visage: Cadaverous
thousand yard stare of veterans. Specialties: Electronics, Science
In life, wights depended on their bodies for a Powers: Distort Reality, Time Stop, Wind
living, but tended to neglect their intellectual Form, Teleport
capacity. Their interests were simple: football, beer
and guns. In the afterlife, their powers are limited. Agility +6
They are more comfortable using ectoplasmic Alertness +4
weapons. Charm +2
Consistency: Solid-looking Cunning +5
Visage: Haggard Dexterity +1
Specialties: Brawling, Caves Fate +6
Powers: Rise from Dead, Change Temperature, Intelligence +3
Slow, Freezing Touch Knowledge +4
Mechanical +5
Agility +5 Nature +2
Alertness +4 Stamina +3
Charm +1 Strength +1
Cunning +3
Dexterity +5
Fate +4
Intelligence +1
Knowledge +2
Mechanical +2
Nature +3
Stamina +6
Strength +6

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Chapter 5
How to Play
The narrator will need this freedom because
Game Basics he’ll be doing a lot of thinking on his feet. Since the
players are free to try most anything, they won’t
always go in the direction the narrator has
In Lost Souls, each player controls a character planned. He must learn to change his plot to
- a single spirit in the afterlife - and reacts to accommodate the actions of the players, not the
people and events according to the personality of other way around. Fortunately, Lost Souls invites
his part. One person serves as the narrator. He is the player’s creativity and the narrator’s
the interpreter of the rules, and in all spontaneity.
disagreements, his decision is final. Although the A Lost Souls adventure should be fast, free
narrator does not have a character like the players wheeling, and wild. A quick pace keeps the players
do, he controls the people and creatures the engrossed and slightly off balance, the perfect
players meet. combination for the recently dead. Their absurd
Using an outline prepared beforehand, the circumstances and the situations they find
narrator directs the course of the game according themselves in lend themselves nicely to comedy,
to the actions of the players. The players tell the but there is also horror to be found in the foes they
narrator what their characters are trying to do, and must confront and the very nature of their
the narrator tells them what happens, based on the existence.
abilities of their characters, the luck of their die Being a lost soul takes a lot of adjustment. The
rolls, and the rules of the game. The narrator uses players need plenty of time to examine their new
vivid imagery, and sometimes simple maps or supernatural powers and limitations. The narrator
sketches to explain what the characters see and should emphasize what they can do, not what they
experience. can’t. He should encourage creative thinking -
The narrator is responsible for creating a that’s what Lost Souls is all about.
challenging adventure for his friends. His job is not
to kill the player characters - after all, they’re
already dead! Instead, he should focus on running Goals
the game fairly and keeping the game enjoyable for
all. All players have the same goal: to accrue
enough Karma to become Higher Beings. Players
will have individual goals as well. All have
Game Tone unfinished business they’re eager to complete. For
instance, if a spy discovered a plan to assassinate
Lost Souls was designed with an emphasis on the world leaders, he may want to warn his living
player participation. Since the rules are structured colleagues of the dastardly plot. Individual goals
around the players, the narrator spends less time make the game more enjoyable for everyone, and
rolling dice and more time thinking about what is they are an excellent source of Ghostly Vows and
going to happen next. The narrator may be amazed Karma.
to find that after an exciting game, he hasn’t rolled
a single die!

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Chapter 5: How to Play

Ranges Turns
Because the action of Lost Souls occurs in the A turn is one complete cycle around the
imagination of the participants, and not on a gaming table. It represents just enough time for
playing board, it is unnecessary to measure each character present to perform a single action.
distance in exact feet. The distance between During a fight, a turn might represent a few
characters, or the size of a room, is set by the seconds—long enough for a character to swing a
narrator using one of four range classifications: sword or fire a bow. The duration of many powers
brawling, thrown, missile, and “too far away.” The are measured in short, combat style turns. But
narrator is always the final arbitrator in deciding during an interrogation, time might pass in hours.
ranges. It’s up to the narrator to pace the game so that time
Brawling range means a character is close doesn’t go by too fast (preventing the players from
enough to something to strike it with a brawling doing all they would like) or too slowly (resulting
weapon. Characters within five feet of each other in tedious detail).
are within brawling range. Some actions might require more than one
Characters are within thrown range if they turn to complete. Picking a lock might take several
are outside brawling range but are close enough to combat-style turns, as determined by the
hurl something at one another without obstruction. character’s Unlock roll.
In a football field, this would be about fifty feet, on
a crowded street it could be as little as twenty feet.
A character who is outside thrown range may
be at missile range. Effective missile range
Play Sequence
depends upon the weapon (crossbows fire further
than bows, and rifles shoot farther than handguns). During a turn, the narrator should allow every
In any case, missile range extends to no more than player the opportunity to act in some fashion.
500 feet, or less in obstructed areas. Starting with the character with the highest
Characters who are too far away may be Quickness and working his way down, the narrator
within sight, but they are too far away to interact. goes around the table, resolving each player’s
They may be on the horizon, or atop a skyscraper. action as he comes to her. To make things easier,
The local area is the immediate region. It the players may want to sit around the table in
could be a room, a forest clearing, or a stretch of order of their characters’ Quickness. The player
open field. It is always easy to interact with a with the highest Quickness sits on the narrator’s
character in the local area. The local area normally left, and so on around the table, with the player
extends no further than thrown range. with the lowest Quickness situated on the
narrator’s right. This will enable the narrator to
simply go clockwise around the table.
Time If a character specifically needs to act before
another, they both make Quickness rolls. The
All role playing games take into account the player who rolls highest acts first. The details on
difference between “real” time and “game” time. making an ability roll are explained in the section
Real time is the division of days, hours, and on Using Attributes & Skills, which follows.
minutes in which we all live. Actions that take Once all the players have had a chance to act,
place within the framework of an adventure occur the narrator explains what the NPCs are doing, if
in game time, which is arbitrarily set by the any are present. Then he begins the next turn by
narrator. The narrator tells the players what time describing how the situation has changed or stayed
of day it is, how long it takes to accomplish a task, the same.
when a special power wears off, and so on. It may
take only a few minutes of real time to play out
what happens in a day of game time. These rules
always express time in game time.

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Chapter 5: How to Play

Special Cases Automatic Failure


As long as characters perform actions that • The action is impossible (such as an
require about the same length of time, each player unaided human jumping over a 100 foot
receives one action per turn. If the characters are wide chasm).
doing things that require widely different times, a • The character has attempted the action
turn is based upon the action that requires the before and failed.
shortest time to complete. It is possible for one
character to make multiple actions while his
companion attempts a more time consuming
action.
Using Attributes & Skills
Occasionally, a character may be separated
from the party or unconscious. A player whose It’s not always easy to tell if an action is an
character is not present or is incapacitated cannot automatic success or failure. Some actions could go
participate (in effect, he misses his turn). either way. To determine the outcome of such an
action, a skill or attribute roll must be made on the
ART.
Actions ART stands for Action Results Table. This is
the table that you will use whenever you play Lost
There are three types of actions a character Souls. It’s so important that we’ve printed it in the
can attempt: those that result in automatic success, lower left corner of every character sheet.
those that result in automatic failure, and those Frequently, the narrator will ask the players to
that require an ability roll to resolve. The narrator roll against one of their abilities. The ability will
must decide whether an action requires an ability relate to the task at hand; for example, if you are
roll. trying to arm wrestle an opponent, the narrator
would ask you to make a “Strength Roll.”
When making an ability roll, find the value of
Automatic success your ability on the left hand side of the ART (the
side that ranges from 1 to 25). Roll percentile dice
• The character is performing a routine and read across the chart to find the die range in
action under normal conditions (walking, which the roll falls. The column you roll indicates
tying a shoelace, etc.). the degree of success or failure your character has
• Failure would have no substantial effect on achieved. A roll can range from Catastrophic (a low
the game. roll) to Awesome (a high roll).
• A die roll would cause more of a break in Example: A player who has a character with a
the game than it is worth. Strength of 12 rolls 37. Finding 12 on the left hand
• The character’s success benefits the flow of column of the ART, the player reads across that row
the adventure. until he finds the range labeled “30-42.” Since his roll
• The character has succeeded at the task so of 37 falls within this range, he looks at the top of
well once before that she never again has to the column to discover he has made a “Poor”
roll to do it. Example: A character who rolls Strength roll.
Awesome to read an archaic text would
never again have to roll to read that
particular book. She has already proven her
mastery of it.

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Chapter 5: How to Play

Action Results Table


Roll Catastrophic Pathetic Feeble Inferior Poor Passable Good Great Superior Awesome
1 1-30 31-56 57-73 74-86 87-95 96-97 98 99 00 -
2 1-20 21-48 49-66 67-80 81-90 91-93 94-96 97-98 99 00
3 1-15 16-39 40-59 60-74 75-85 86-90 91-94 95-97 98-99 00
4 1-12 13-29 30-52 53-68 69-80 81-87 88-93 94-97 98-99 00
5 1-10 11-24 25-45 46-62 63-75 76-84 85-91 92-96 97-99 00
6 1-9 10-22 23-36 37-56 57-70 71-80 81-88 89-94 95-98 99-00
7 1-8 9-19 20-32 33-50 51-65 66-76 77-85 86-92 93-97 98-00
8 1-7 8-17 18-29 30-43 44-60 61-72 73-82 83-90 91-96 97-00
9 1-6 7-15 16-26 27-39 40-55 56-68 69-79 80-88 89-95 96-00
10 1-6 7-14 15-24 25-36 37-50 51-64 65-76 77-86 87-94 95-00
11 1-5 6-12 13-21 22-32 33-46 47-61 62-75 76-86 87-94 95-00
12 1-5 6-11 12-19 20-29 30-42 43-58 59-73 74-84 85-93 94-00
13 1-4 5-10 11-17 18-26 27-38 39-55 56-71 72-83 84-93 94-00
14 1-4 5-9 10-16 17-24 25-35 36-51 52-69 70-82 83-93 94-00
15 1-3 4-8 9-15 16-22 23-32 33-47 48-66 67-80 81-92 93-00
16 1-3 4-7 8-13 14-20 21-29 30-43 44-63 64-78 79-91 92-00
17 1-3 4-7 8-12 13-18 19-26 27-39 40-55 56-76 77-90 91-00
18 1-2 3-5 6-10 11-16 17-23 24-35 36-50 51-72 73-89 90-00
19 1-2 3-4 5-8 9-13 14-20 21-31 32-45 46-68 69-87 88-00
20 1 2-3 4-6 7-11 12-17 18-27 28-40 41-61 62-85 86-00
21 1 2 3-5 6-9 10-14 15-23 24-35 36-56 57-82 83-00
22 1 2 3-4 5-7 8-11 12-19 20-30 31-50 51-78 79-00
23 - 1 2-3 4-5 6-8 9-16 17-26 27-45 46-71 72-00
24 - - 1 2-3 4-5 6-12 13-22 23-40 41-66 67-00
25 - - - 1 2 3-9 10-18 19-36 37-61 62-00

Part of the craft of being a narrator is in


Assigning the Ability adapting the quality of a character’s roll to actions
not specifically covered in the rules. Simply saying
The narrator must decide which ability a an action is “great” or “feeble” is not enough. The
player rolls against. Quite a few tasks and the narrator must describe what happens in terms of
abilities related to them are listed in Chapter 6: physical events.
Abilities. Example: Rupert wants to ride a nightmare.
When a player tries to do something that is Since Rupert has a low Ride skill (8), the narrator
not specifically addressed in these rules, the requires him to make an ability roll. He rolls a 14,
narrator asks him to roll against the ability that indicating a Pathetic result. The narrator does not
seems most appropriate. The narrator should tell him: “Since you rolled Pathetic, you can’t ride the
strive to be consistent and fair in his choice. He nightmare.” Instead she says: “You make a mighty
shouldn’t ask one player to make a Dexterity roll leap, but you’re just a little too short to mount the
and another to make an Agility roll when both are horse. You manage to grab a few hairs from the
trying to accomplish the same thing. mane before tumbling to the ground.”
A player never decides which ability he will Not all narrators will make the same judgment
use. He may offer suggestions, but the final call in the same situation. Faced with the above
decision is left up to the narrator. example, a different narrator might have declared
that Rupert’s foot was stuck in the stirrup or that
the nightmare shied away from him at the last
Describing the Results instant. There is no “right” answer. However, the
narrator should strive to be consistent and fair. If a
The ten possible results listed on the ART are player makes a Poor roll, the narrator would be
guidelines. These rules provide interpretations for unjustified in having complete disaster befall him.
many common actions, but players are certain to As a rule, disaster only happens on a Catastrophic
try things not listed here. This is to be expected in a roll, while an Awesome roll brings about
game where the players can try anything. unexpected benefits.

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Chapter 5: How to Play

By interpreting the degree of success and


failure, the narrator controls the tone of the game. The One Roll Rule
He may make the game as comical or serious as he
likes. His individual creativity is at work here, so he A player is allowed one roll to accomplish
should let his imagination flavor the game most actions. If he fails the first time, the task is
according to his own views of what is appropriate beyond his abilities. If he tries to repeat the action,
and fun. he will automatically fail. He must wait until the
In many situations, a player will suggest an next adventure before receiving another chance to
interpretation for the narrator. If it’s acceptable, succeed.
the narrator should let it stand! This takes the For instance, picking a lock requires a
burden off the narrator and gives the players a successful Unlock roll. If the roll is failed, the
strong sense of participation. Their contribution character cannot open that lock no matter how
can only enrich the story, making it more enjoyable hard he tries. However, he could still attempt to
for everyone. pick other locks.
Likewise, if a character succeeds at a task by a
wide margin, she should never again have to roll to
Example do it. So if Antoinette rolls Awesome to pick a lock,
she would never again need to roll to pick that
Here’s an example of how the ART might be particular lock. She has already proven her
interpreted for a common undertaking. Rupert is mastery of it.
trying to get information from a graveyard ghost. Many situations allow a character to
The narrator asks him to roll his Interrogate skill. accomplish the same task using different abilities.
Depending on what Rupert rolls, the following If a character can’t pick a lock, he could try using
results might occur: his Strength to break it. Players should be
Awesome: Proving to be a storehouse of encouraged to attempt a variety of tactics.
information, the ghost answers all of Rupert’s By the same token, a player should only have
questions, plus gives him helpful, detailed to make one roll to avoid an unpleasantry. A player
information that surprises even Rupert. who has made his roll to resist an NPC’s
Superior: The ghost answers all of Rupert’s supernatural power should not have to roll again
questions, plus gives him additional unsolicited to withstand that same power should the NPC
advice of moderate value. attempt it again.
Great: The ghost answers all of Rupert’s The only exceptions to the One Roll Rule are
questions to the best of his ability. combat actions and supernatural powers. A
Good: The ghost answers most of Rupert’s character may attempt to strike a foe repeatedly,
questions, but forgets an important detail. and each attack is considered a separate action.
Passable: The ghost answers most of Rupert’s Likewise, a power may be attempted repeatedly
questions, but without many specifics. The ghost until it succeeds, it runs out of uses, or the player
obviously doesn’t care much for talking to Rupert. gives up.
Poor: The ghost answers a few of Rupert’s
questions, but cuts off the conversation early
before answering the most important questions.
Inferior: The ghost replies with only a few
The Roll Required
words, and is virtually no assistance. Some of his
answers might be misinformed or misleading. The roll required (RR) is the absolute lowest
Feeble: The ghost refuses to speak to Rupert. roll needed to succeed at a specific task. Most
Pathetic: The ghost lies to Rupert, giving him actions have an RR of Passable. Difficult tasks have
false information that could cause Rupert harm in greater RRs (such as Good or Superior), while
the future. easier tasks have lower RRs. Any roll equal to or
Catastrophic: For some reason, the ghost greater than the roll required results in success.
hates Rupert’s intrusion. He might even attack him! Any roll below the roll required will fail.

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In these rules, many actions have already been form, she attempts to kick open the rust encrusted
assigned RRs, but in some cases the narrator will door. The narrator decides that she will need only a
have to set the RR herself. When setting an RR, the Poor roll to open the door since it is so badly
narrator considers how difficult the task is decayed.
compared to a Passable task. For instance, if
juggling two balls requires a Passable Dexterity
roll, juggling six balls might require a Superior roll. Assigning The RR
The narrator should consider any unique
circumstances. Juggling three balls in a strong wind To help the narrator, here are some guidelines
might require a Good roll, while a professional for setting the roll required:
juggler might need only an Inferior roll. Catastrophic: The action is so routine that it
The narrator doesn’t have to tell the players is automatically successful. There is no reason for
the roll required for a task, but it will help to keep the player to make an ability roll. Example:
her honest. At the very least, she should warn the Walking up a flight of stairs.
players when they are undertaking something she Pathetic: The action is almost automatic, but
consider especially difficult. In such cases, she the narrator feels there is small chance of failure.
should also allow the players a chance to change Example: Walking up stairs with one shoelace
their minds before attempting the action. untied.
Example: Fleeing from a demon, Antoinette Feeble: The action requires only nominal
races to the rooftop of an old tenement. She reaches ability to accomplish. Example: Walking up stairs
the edge of the roof. It’s 25 feet to the next roof, over while carrying two bags of groceries, without either
a fifty foot precipice. Antoinette backs up for a of them breaking.
running start with the intention of jumping. Inferior: The action is very easy. Example:
Before she leaps, the narrator warns her that Walking up stairs with a sprained ankle.
Antoinette will need a Superior roll on her Jump to Poor: The action is easy. Example: Walking up
get across the chasm. Antoinette reconsiders her a flight of rickety stairs.
jump at the last moment and skids to a stop. Wisely, Passable: The action is moderate. This is the
she chooses to find a narrower place to make her default for all actions, and most rolls will be at
jump. Passable. Example: Walking up a flight of icy stairs.
Example: Judy wishes to tame a ghostly hound. Good: The action is fairly difficult. Example:
The narrator decides she needs to make a Good roll Walking up a flight of icy stairs without a banister.
on her Tame skill in order to gain the hound’s trust. Great: The action is difficult. Example:
Judy’s Tame skill is 11. She finds 11 on the left hand Walking up a narrow flight of icy stairs.
side of the ART and rolls percentile dice, getting a Superior: The action is very difficult.
78. By cross-referencing 78 on the ART, she finds out Example: Walking up stairs with a broken leg.
that her result is Great. Judy successfully tames the Awesome: The action is almost impossible.
ghostly hound. Example: Walking up a flight of burning stairs,
Example: During an adventure, Antoinette covered in oil, with your legs tied together and no
attempts to scale a tower. The narrator decides she banister available.
needs a Passable Climb roll to make it to the top. Inhuman: The action is impossible. There is
Antoinette’s Climb skill is 9, and she rolls 26 on her no reason for the character to make an ability roll.
percentile dice. Looking up her roll on the ART, she He has no chance of success. Example: An
finds she has failed with a Feeble result. unconscious person walking up a flight of stairs.
Example: Rupert challenges Larry, an NPC, to
an arm wrestling competition. To win, Rupert must
roll his Strength versus Larry’s. Since Larry has a Interpreting the Result
Passable Strength, Rupert must roll over Passable to
win. Rupert has a Strength of 12. By rolling 61, he How well a player rolls determines the degree
achieves a Good roll, and barely defeats Larry. of success or failure. The following guidelines are
Example: Julie the revenant is trapped in a designed to help the narrator decide what
crypt. Using her Return power to assume material happens. The list includes both the number of

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Chapter 5: How to Play

columns over the RR, as well as the column result


assuming the RR is Passable (the most commonly
used RR).
Roll Shorthand
4 columns over the RR (Awesome): The action
is 200% accomplished. The character succeeds Throughout this manual, we use a shorthand
with outrageous excess. Not only did he accomplish method for noting the possible results of an ability
everything he wanted, he looked good doing it and roll. The shorthand looks like this: (X vs Y) where X
gained an unexpected benefit in the process! and Y equal columns on the ART.
Frequently, the character has acted so quickly that Starting with X on the ART, count the number
he should be allowed a second action in the same of columns to the right to Y. Be sure to include both
turn. X and Y in your count. This is the result of the roll.
3 columns over the RR (Superior): The action If Y appears to the left of X on the ART, the result is
is 150% accomplished. The character succeeds 0.
without difficulty, making the action look easy. He This will become easier to understand with a
also gains a small, unexpected advantage. few examples:
2 columns over the RR (Great): The action is Example: During a struggle, John’s ammunition
100% accomplished. The character succeeds pouch burst open and his ectoplasmic bullets spilled
completely. Nothing fancy, just solid success. onto the floor. Now the fight is over and he wants to
1 column over the RR (Good): The action is recover his bullets. The narrator decides that John
90% accomplished. The character cannot do all he will find (Passable vs. Search) bullets. John has a
wanted. There is some small part left undone. This Search skill of 9 and rolls an 82, for a Great result.
is more of a nuisance than anything else. Starting with the Passable column, the narrator
0 columns over the RR (Passable): The action counts the number of columns to the right until he
is 75% accomplished. With considerable difficulty, reaches Great. This equals 3, so John recovers 3
the character finishes most of what he attempted, bullets.
but there is much left undone. Usually, a Passable If John had rolled 27 (Inferior) he would not
success results in a complication that will require have found any bullets at all.
another ability roll to overcome. Example: Kim has swallowed a ghostly
1 column under the RR (Poor): The action is concoction. The narrator informs her that she will
40% accomplished. The character fails more than fall unconscious for (Stamina vs Poor) x 2 hours.
he succeeds. Most of what he tried to do is not Kim’s Stamina is 6 and she rolls a 19 (Pathetic).
finished. Starting with Pathetic, she counts to the right until
2 columns under the RR (Inferior): The action she reaches Poor. She counts 4 columns, and since 4
is 25% accomplished. The character only did a x 2 is 8, Kim is unconscious for 8 hours.
small fraction of what he wanted. If Kim had rolled Passable or better she would
3 columns under the RR (Feeble): 100% have resisted the concoction and not fallen
failure. The character failed completely, and looked unconscious at all.
foolish in the process. Example: A specter with a Strength of Great
4 columns under the RR (Pathetic): 150% grapples Bob, pinning him for (Strength vs Great)
failure. Not only did the character fail, he caused turns. Bob has a Strength of 14, but only manages to
some additional, embarrassing complication which roll 34, a Passable result. Since the number of
must be resolved. columns from Passable to Great is 3, Bob will be
5 columns under the RR (Catastrophic): 200% pinned for three turns.
failure. A spectacular blunder. The character’s
screw up causes significant problems, possibly
even physical harm. A second roll must be made
immediately to avoid the mishap.
Adjusting the ART
There are two ways to modify the ART:
Column Shifts and Ability Adjustments. The die roll
itself is never modified.

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Chapter 5: How to Play

Ability adjustments are written with the


Column Shifts adjustment appearing before the ability. A leather
jacket that grants (+2 Defense) would increase the
Sometimes your character will receive an Defense of the character who wore it by 2 points.
adjustment to the column you roll. If you roll your
character’s Strength at +1 column, and you make a
Good roll, the roll is adjusted one column to the
right, making the result Great.
Special Ability Rolls
A positive column shift means to move to the
column on the right. A negative adjustment means Not all ability rolls are as straightforward as
to move to the column on the left. those explained above. There are situations where
The narrator should be free with her column players will be working together to accomplish an
shifts. If she thinks a plan will work, she should action. They might also be competing against one
give a column bonus, or else make the RR easier. If another. The narrator may even wish to keep the
she thinks it’s hopeless, she should give a column results of an ability roll hidden from the players.
penalty, or make the RR higher. The point is, the The following section describes how these
players should feel that by using their wits they can conditions are resolved.
augment their chances of success, while
thoughtlessness will increase their chances of
failure. Cooperative Rolls
The narrator should always tell the player the
column shift before the roll is made. As a rule, the When two or more characters are trying to
player must apply the shift to his roll before telling accomplish the same task simultaneously, the
the narrator the result. A column shift cannot players make separate ability rolls. The highest roll
increase a roll beyond Awesome, nor below is used as the result, unless either player rolls a
Catastrophic. Catastrophic. If this happens, the task cannot be
Example: Rupert comes upon the ghostly hound successfully completed due to some sort of mishap,
that Judy tamed earlier. He happens to have some bad luck, or incompetence.
ectoplasmic doggie treats which he hopes will help Increase the high roll by +1 column if the
him tame the hound. Like Judy, he must roll Good to other player rolls Good or better. Decrease the high
achieve his goal. His doggie treats give him a +1 roll by -1 column if the other player rolls Inferior
bonus. He makes a Poor Tame roll, and though the or worse.
+1 column increases the roll to Passable, it still isn’t The maximum number of characters who can
good enough to tame the mastiff. combine their efforts must be set by the narrator,
following the rules of common sense. For example,
Ability Adjustments two characters can batter down a locked door, but
only one character at a time can pick a lock.
Example: Antoinette is helping Rupert to weave
Ability adjustments are added or subtracted a ghostly shroud for haunting purposes. Since
from your character’s ability before making a roll. neither is particularly skilled at weaving, the
Normally, ability adjustments result only from an narrator sets their RR at Good versus Dexterity.
item the character is using, for instance, a lock pick Antoinette makes an Inferior roll, while Rupert rolls
will increase your Unlock skill. Although ability Passable. Rupert’s Passable weaving is dragged
adjustments are usually specified in these rules, down to Poor because of his inept companion.
your narrator may also assign other ability Instead of a shroud, they end up with a dish towel.
adjustments depending on the situation.
Since ability adjustments are temporary, do
not change the ability on your character sheet. Competitive Rolls
Ability adjustments cannot increase an ability
above 25 or below 1. When a character pits himself against another
character, each player makes the appropriate

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Chapter 5: How to Play

ability roll. The character with the higher result


achieves his goal. If the results are the same, the
character with the highest ability score wins. If
Inspiration Points
both ability scores are identical, the result is a tie.
Both characters do not always roll against the Whenever you roll a Catastrophic or Awesome
same ability. A character seducing someone would result on a roll the narrator asked you to make, put
roll his Charm, while the character being seduced a check mark (in pencil) next to the ability you
would roll her Will to resist. rolled against. Check marks indicate that your
A player should not be forced to obey another character has the possibility of learning from his
character because of an ability roll. The narrator mistake or outstanding success. For this reason,
simply tells the affected player what his character they are called inspiration points.
thinks or feels. The player still has final control You may have only one inspiration point per
over his character. If he doesn’t consider his ability. If you roll another Catastrophic or
“feelings,” the narrator may wish to penalize him Awesome against an ability that already has a
for playing out of character by giving him fewer check, you do not gain a second check.
Karma points at the end of the adventure. You only gain inspiration points for rolls the
Example: Rupert challenges Antoinette to a narrator asked you to make. In addition, you only
foot race. Both have a Run skill of 7, and they tie receive inspiration points for unadjusted
with identical Great rolls. There is no winner. The Catastrophic or Awesome rolls. In other words, a
race must be run again. character with a +1 column bonus who rolls
Example: Rupert’s most prized possession, his Superior, giving him an Awesome result, does not
great-grandfather’s pocket watch, is missing! He is receive an inspiration point.
positive that Antoinette stole it. He makes his If you gain an inspiration point on a Defense
accusation, and threatens to bop her a good one if roll, place the check next to your Defense stat.
she doesn’t cough it up. Antoinette lies to cover her
theft.
Antoinette rolls Passable on her Lie, while Increasing Abilities
Rupert makes a Feeble Empathy roll to detect the lie.
Rupert’s Feeble roll serves to increase Antoinette’s At the end of an adventure, once you have
roll by 3 columns, to Superior. Rupert’s player still returned to your Sanctum, you may roll to increase
suspects that Antoinette stole the watch, but Rupert those abilities with check marks next to them. If
firmly believes Antoinette’s denials. you roll Awesome to Passable, there is no
improvement. The check mark is erased without
changing your ability. “Success” in this case means
Hidden Rolls the inspiration was something the character
already knew.
Sometimes, a situation requires the narrator If you roll Poor to Catastrophic, you still erase
to make a roll against a character’s ability without the check mark, but you also get to increase the
the player knowing the true result. This happens ability by one point. Rolling to increase an ability is
when the narrator doesn’t want a player to know the only time a “failure” is good for your character.
that his character has failed. This way, a character with a low ability has a
Hidden rolls are the exception. In most cases, greater chance of increasing his abilities. It’s
the players should be allowed to make their own harder for someone who is good at something to
rolls. improve. It’s easy to pick up the basics of a skill,
Example: Rupert searches a room for a secret but it takes time to master the finer points.
door. Though the narrator knows that there is no When rolling to improve abilities, Awesome
door, he makes a hidden roll against Rupert’s and Catastrophic rolls do not give you additional
Search. Rolling Catastrophic, the narrator tells inspiration points.
Rupert that he’s certain there’s a secret door. He can After your character is created, Defense is
even see a faint outline, but he just can’t find the totally separate from Agility and Stamina and is not
means to open it. affected by increases to those attributes.

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Chapter 5: How to Play

Will to Live is affected by changes to Fate and


Stamina. Recalculate WTL if either of those
attributes increases.
Karma
Lost Souls’ advancement system is self
regulating. If the players seem to advance too A character’s Karma level ranges from 1 to 60.
quickly, it probably means the narrator is asking If a character’s Karma drops to 0 or less, he
them to make too many ability rolls. Instead of becomes an evil spirit. The narrator assumes
having them roll for everything, he should make control of the character, turning it into an NPC. A
some of their actions automatically successful. As a character who becomes evil is even worse off than
general rule, each character should go up in one to one who is reincarnated. An evil character will turn
five abilities per gaming session. on his former friends, wreaking havoc and
destruction. The player must create a new
character just as though his previous one had been
Re-Using A Character reincarnated.
Once a character reaches 60 Karma points, he
Over the course of several adventures, a becomes a Higher Being and escapes the eternal
successful character’s abilities will increase, cycle of reincarnation. In effect, the character is
making the character more powerful. At the same retired from the game. This isn’t as easy as it
time, the narrator must develop greater challenges sounds, and most characters will never achieve this
for the character to face. goal.
A character who survives an adventure does
not have to be used again. Unless the same
character is necessary to connect interrelated Karma & Personality
adventures, the narrator should allow players the
option of creating new characters. Some people Some players misinterpret Karma as a
even create stables of characters, and run a measure of a being’s enlightenment. The more
different one in every adventure. While it can be Karma a character has, the logic goes, the more
fun to play different roles, it doesn’t allow the saintly he behaves. Characters with low Karma act
characters much chance to improve. Nor does it violently or fiendishly. Such players believe good
allow for their personalities to develop fully. role playing demands they act according to their
If you become dissatisfied with a character, character’s Karma.
work at making him into the kind of character you In play, this means that once a character
want. Don’t abandon him, or else you may find reaches low Karma, his actions become
your gaming life littered with a trail of half formed increasingly evil, and he quickly winds up with
characters. negative Karma. He becomes an evil spirit
Although players are encouraged to reuse controlled by the narrator, and the player must
their characters, this is not always possible. It’d be start a new character. This is not how Karma is
hard for you to participate if the narrator’s running intended to be used in the game.
an adventure that takes place 100 years before Karma is a measure of a character’s behavior,
your character was born! Likewise, your character it does not control conduct. People behave with
may not fit the plot of a certain adventure. The free will. Even a degenerate with a 2 Karma can
narrator should also prohibit characters that are turn his life around and gain enlightenment. Sadly,
too powerful for the adventure, or those that are most people choose to indulge their baser natures.
significantly more powerful than the other The knowledge that their downfalls are not fated
characters. by Karma but freely chosen makes it none the less
tragic.
A lost soul knows his good actions will save
him from being recycled as a newt. This simple
incentive should be enough to encourage player
characters to stay on the straight and narrow.

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Chapter 5: How to Play

Ghostly Vows Column Shifts


Lost souls gain Karma by accomplishing By expending Karma, a character may gain
Ghostly Vows. The lost soul promises not to rest column shifts on any die roll the narrator asks him
until some specific occurrence has transpired. The to make. The Karma is expended immediately
lost soul then strives to make the event happen. A before the roll is made. For every two points of
lost soul cannot return to their Sanctum until all Karma expended, the player gains +1 column on
their Ghostly Vows have been satisfied. his roll (up to a maximum of +3 columns).
The player must tell the narrator what the Example: Dermot the apparition wants to jump
Ghostly Vow is at the time the vow is taken, and over a 10 foot wide chasm. To do it, he must roll
must write it on the back of their character sheet. Passable on Jump. To help ensure his success, he
Once the vow is completed, the narrator expends 4 Karma points to gain a +2 column bonus.
awards the character Karma depending on how He makes his ability roll and gets Inferior, a
hard the Ghostly Vow was to achieve. If it was complete failure! His +2 columns increases the roll to
absurdly easy or happened without the player’s Passable, and he barely makes it over the chasm.
intervention, the narrator should give no Karma
for its completion. Otherwise, the character
receives 1 to 4 Karma points. Gaining Information
If the Vow is something evil or harmful to
others, the player receives negative Karma. The By expending 1 or more Karma, a player may
character loses 1 to 4 Karma points when the vow appeal to the narrator for some helpful
is completed. information. The narrator decides how much
A ghost may have only three incomplete information to give, depending on how much
Ghostly Vows at a time. No other vows may be Karma the player spends. He is under no obligation
taken until at least one is finished. to give the party clues that he feels will ruin the
Once taken, a Ghostly Vow cannot be adventure. He should give them just enough
“deactivated.” It stays in effect until it is completed information to get the game moving again.
or the character is reincarnated. The only Example: Antoinette has taken a vow to help
exception is if a vow becomes utterly impossible to her poor, ailing brother pay for the medical
accomplish. For instance, say a shade vows to fund treatment he desperately needs. She wants to find
her son’s college education, but he ends up getting her pirate ancestor so she can ask him where he
killed by a mad scientist. The shade is released buried his booty. She knows he has not been
from her vow. She neither gains nor loses Karma. reincarnated, but she doesn’t know how to find him.
Erasing one Karma point from her character sheet,
Antoinette petitions her narrator for help. He
Using Karma During Play reminds her that Redbeard frequented New Orleans
when alive. Antoinette decides to visit that city.
Players may expend their Karma during an
adventure to gain help from their narrator.
Expended Karma is subtracted from the character’s
total. You can never expend more Karma than you
Will To Live
currently possess; you must always have 1 Karma
point left over. You may use Karma in the following The Will to Live (WTL) is the driving force in
ways: all living creatures. It helps them survive against all
odds, keeps them from succumbing to the ravages
• As column shifts. of disease, and gives them the strength to endure
• To gain information from the narrator. injury. Without the Will to Live, a person will die
and be reborn. Because player characters have
died in an abrupt manner, their WTL is still intact.

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Chapter 5: How to Play

Though they are no longer vulnerable to successful or not, all remaining “/” slashes in his
starvation, temperature changes, fatigue, and WTL boxes are turned into “X”s.
illness, they can lose their Will to Live in other “X” wounds cannot be restored with Faith Heal
ways. Madness and injury to their ectoplasmic or Medical. They can be healed by resting in the
body are just two examples. Demons and evil character’s Sanctum between adventures. The only
spirits may also deplete a ghost’s WTL, and a other way to heal “X” wounds is with a
powerful exorcism can destroy it all together. supernatural power such as Healing Hands.
Sunlight is also quite harmful.
Characters start every adventure with WTL
equal to their Fate plus Stamina. As a player, you Reincarnation
must keep careful track of how much WTL your
character has at any time. If a character loses all of his WTL and is not
healed within ten minutes, he is reincarnated. All
ectoplasmic items he is maintaining disappear with
Taking Damage him. Your current Karma determines what new
form your character will take, as shown on the
The narrator will let you know how badly your Reincarnation Table.
character has been wounded by telling you how When a lost soul is reincarnated, some
many points of damage she has taken. A character narrators have the character turn misty and
who takes 15 or more points of damage at one time assume his new form before vanishing. Even if
must make a Great Agility roll or else fall down. your narrator doesn’t choose to do this, she should
For each point of damage you take, put a slash still tell you what your character is reincarnated
through one of the circles on the Wound track of into.
your character sheet. When your total wounds A reincarnated character is gone. You may not
equals your character’s WTL he is incapacitated. reuse him. There is much sorrow at seeing a
The character falls down and cannot move at more character reincarnated, but don’t think of it as
than a crawl. He can talk, but he cannot perform losing a character. Think of it as an opportunity to
any action requiring the use of an ability, talent or create a new and different character! Your narrator
power. Any further damage will reincarnate the should let you roll up a new persona and reenter
character. Incapacitation lasts until the character the game as soon as he can work you in.
regains at least 1 WTL If the character is not healed Example: Perkins has 28 Karma points. During
within ten minutes, the character will reincarnate. the course of an adventure, he is attacked by a
NPCs and foes do not become incapacitated. powerful demon which destroys all his Will to Live.
They are automatically reincarnated when their He rolls his Stamina on the Zero Will To Live table
damage equals or exceeds their WTL. and gets a Pathetic result. His character has been
reborn! Looking at the Reincarnation table, Perkins
sees that 28 Karma points equals a chicken. Perkins
Healing is instantly reborn as a chicken.

Wounds stay with your character until you are


healed or your character returns to its Sanctum.
Lost souls recover WTL by using the Faith
Heal skill. Living creatures, such as mediums, heal
by using the Medical skill. Supernatural powers
and other extraordinary methods may also provide
healing.
Faith Heal and Medical are explained in
Chapter 6: Abilities. They can only heal WTL boxes
that are marked with a “/” slash. After a character
is treated with Faith Heal or Medical, whether

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Chapter 5: How to Play

Reincarnation Table
Karma Reborn as Hazards
1 Pond scum
2 Intestinal parasite
3 Bread mold Lost souls do not need to eat, sleep, eat, or
4 Amoeba
rest, nor do they suffer for this deprivation.
5 Worm
6 Spineless jellyfish Although they are immune to physical fires, cold,
7 Slug suffocation, and material poisons and diseases,
8 Maggot there are many other things that can harm them.
9 Louse Incorporeal weapons can shatter a ghost’s
10 Flea
11 Clam ectoplasmic body. Insanity can reduce his ability to
12 Spider maintain his ethereal form. Attacks by demons are
13 Snail especially devastating - a demon can literally tear a
14 Crab ghost apart. A lost soul is also vulnerable to
15 Cockroach
ectoplasmic or magical fire, and they can be
16 Grasshopper
17 Centipede harmed by ectoplasmic poisons.
18 Fish Here are some other dangers a lost soul must
19 Newt beware.
20 Toad
21 Turtle
22
23
Snake
Lizard
Sunlight
24 Shark
25 Lion Ectoplasmic objects and beings are dissolved
26 Rat
27 Hamster by daylight. The sunlight increases the energy level
28 Chicken of the ectoplasm to the point where it is too kinetic
29 Hedgehog to be held together by the lost soul. The ectoplasm
30 Bear itself isn’t destroyed, it simply breaks apart and
31 Walrus
returns to an ambient state.
32 Ferret
33 Goat A lost soul exposed to direct sunlight takes
34 Camel (Defense vs Great) WTL damage each turn.
35 Sheep Even diffused sunlight, such as that found on
36 Kangaroo an overcast day, does (Defense vs Passable)
37 Deer
38 Cow damage each turn.
39 Pig Fluorescent lights and incandescent lights
40 Horse cause ghosts discomfort, but do no harm. Ghosts
41 Dog are most comfortable when in candlelight, deep
42 Cat
shadows, or complete darkness. Lost souls can see
43 Lemur
44 Mandrill even in pitch black, unless the darkness is
45 Dolphin supernaturally created.
46 Baboon
47 Gorilla
48
49
Orangutan
Chimpanzee
Iron
50 Lawyer
51 Politician Supernatural powers cannot affect iron. For
52 Criminal instance, an apparition with the Pass power cannot
53 Low-life
54 Stock boy move through an iron door, nor could a character
55 Teacher with X-Ray Vision see through even a thin sheet of
56 Well to do iron. Even telekinesis has no effect on iron.
57 Doctor Placing a one pound block of iron on a grave
58 Destined for Greatness
that contains a ghost’s body will prevent the ghost
59 Saint
60 Higher being from leaving his casket until the iron is removed.

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Lost souls even avoid walking over iron; if a block nails are removed (the lost soul cannot remove the
of iron is buried under a doorstep, no ghost may nails himself, even with the help of a supernatural
enter by that door. power).
An unbroken circle made of iron filings mixed
with ashes and chalk forms an effective barrier
against ghosts. No lost soul may cross the line of
iron and ash, and no supernatural powers may be
Combat
cast across the barrier. The protection of the circle
is dispelled the moment the line is broken. A Combat is the simplest form of interaction
supernatural power could not be used to break the between characters and NPCs. Lost souls will have
line, but a physical being controlled by a spirit to defend themselves against demons, evil entities,
could easily breech the circle. fiendish mediums, and other hostile beings.
In this section, the term “foe” refers to any
enemy, whether it is an NPC or another character.
Animals
Although ghosts are undetectable by most Who Can Attack
living people, they can be sensed by animals. Dogs,
cats, and wild animals will bristle, growl, or back Characters can only attack opponents who are
away from spirits. Their reactions can give the in range. A character using a Brawling weapon can
living a clue to the presence of lost souls. only strike at foes within brawling range;
characters with thrown weapons can only attack
foes within thrown range; and characters with
Folklore missile weapons can attack foes at missile or
thrown range. A character coming within Brawling
Folklore is filled with methods of detecting range of a foe must deal with that foe if it blocks or
and neutralizing the powers of supernatural attacks him.
beings. The narrator must decide which legends Remember, ghosts cannot hurt living people
are true and which are fallacies. In addition, he unless the ghost has a materialized weapon or uses
may allow certain procedures to work against only a supernatural power. A living person cannot harm
certain types of ghosts. Here are some common a ghost unless he has an unnatural weapon.
rumors you may employ.
Candles: If a candle’s flame turns blue, a lost
soul has entered the room. Attacking
Doors: A lost soul cannot enter through a door
that has been taken off its hinges and hung wrong Here’s the attack procedure broken down step
side out. by step:
Burning Shoes: Burning old shoes in a
fireplace drives unwelcome lost souls from the • Attacker rolls his skill with the weapon he
home. is using to attack.
Church Bells: Ringing a church bell banishes • The target rolls his Defense. If the target
all lost souls from the local area. rolls a higher column result than the
Knots: Tying knots in the funeral shroud of a attacker, the attack misses or does no
corpse will bind its ghost to its grave. The lost soul damage.
cannot leave his grave until the knots are removed • Otherwise, the target takes damage equal
(the lost soul cannot remove the knots himself, to his attacker’s weapon damage multiplied
even with the help of a supernatural power). by the number of columns by which he
Nailing Blood: Driving three iron nails failed his defense roll. If the target takes 15
through the bloodstain of a murder victim forces or more points of damage, the target falls
the victim’s ghost to remain within the area where down.
he was slain. The lost soul is entrapped until the

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Chapter 5: How to Play

• Any damage the target takes is marked off a -1 column penalty, while imaginative attacks
his WTL as “/” slashes. should be given a +1 column bonus. Here are some
suggestions:
Simply put: +1 column when attacking a prone foe.
Damage taken by target = (Target’s Defense vs -1 column when attacking while prone.
Attacker’s Skill with Weapon) x Attacker’s Weapon -2 columns when attacking someone you can’t
Damage Rating see.
Okay, maybe that doesn’t sound so simple Unconscious NPCs are automatically
now, but these examples will help clarify the dispatched by a player with a weapon.
procedure.
Example: Rupert has a skill of 12 with his
chain. It has a damage rating of x2. He uses the Armor & Shields
chain to attack a specter. To hit, he must roll equal
to, or over the specter’s Passable Defense. He rolls a Armor increases the Defense of its wearer. The
Great. Since Great is three columns to the right of Defense bonus for different pieces of armor are
Passable, Rupert does 2 x 3 = 6 points of damage, cumulative. Arm and leg armor come in pairs. If
which is subtracted from the specter’s WTL of 20. only one glove or boot is worn, divide the Defense
The specter is left with 20 - 6 = 14 WTL. bonus in half, rounded down.
Example: Antoinette has a skill of 14 with her A shield fills one hand. In addition to a Defense
.38 revolver. It inflicts x5 damage when it hits. bonus, shields have a minimum Dexterity required
Shooting at a demon with a Defense of Great, she to use them properly. A character lacking the
rolls Passable on her weapon skill. Since Passable is Dexterity required receives only +1 Defense from
below Great, Antoinette’s shot does no damage. the shield, no matter what it’s normal Defense
Example: Rupert is attacked by a specter with a adjustment.
scimitar. The specter has an Attack skill of Passable A non-flexible weapon held in the left hand
and a damage rating of x4. If Rupert rolls Passable may also be used as a shield, giving +1 Defense.
or less, he will be injured. Rupert rolls a Pathetic Example: Joining the Hell’s Angels, Rupert, with
result, which is five columns under Passable. The a Defense of 12, dons a motorcycle helmet (+3
specter does 5 x 4 = 20 points of damage. Rupert Defense) and a leather jacket (+2 Defense). His
puts a slash through twenty WTL boxes on his Defense increases to 12 + 3 + 2 = 17.
character sheet. He falls unconscious, and must roll
his Stamina to resist being reincarnated (see
Chapter 4). Weapons
All weapons have an Aim or Brawl adjustment
Catastrophic Attacks and a Damage rating. Add the Aim or Brawl
adjustment to your character’s skill to determine
If a player rolls Catastrophic on his attack, he your character’s skill with that particular weapon.
must roll Passable on Dexterity or else drop his Example: Rupert, with a Brawling of 8, is using
weapon. If his Dexterity roll is also Catastrophic, a cutlass (x2 Damage, +3 Brawling). His skill with
his weapon breaks. the cutlass equals 8 + 3 = 11.
A character who uses a missile on a foe who is Example: Antoinette has an Aim of 14. She is
adjacent to a friend will hit his friend on a using a .44 Auto Mag Pistol (x8 Damage, -7 Aim).
Catastrophic or Pathetic attack. The friend takes Her skill with this handgun is 14 - 7 = 7.
(Defense vs Passable) x Weapon Damage. Example: Rupert, with a Brawling of 8 and an
Aim of 13, picks up a wood axe (x4 Damage, -1
Brawling) from a shed. When using the wood axe in
Combat Modifiers hand-to-hand combat, he has a skill of 8 - 1 = 7.
When throwing it, he has a skill of 13 - 1 = 12.
Your players’ tactics will have an effect on how
well they fight. Foolish maneuvers should result in

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Chapter 5: How to Play

rolls separately to attack each target in the field of


Automatic Weapons effect.
The area of affect depends upon the weapon. A
Fully automatic weapons have a selector grenade has a kill radius of about 20 yards. The
switch which allows the user to fire one bullet, a spray of an automatic rifle has a cone shaped field
burst of three bullets, or a spray of ten or more of fire with an arc of about 45 degrees. Ultimately,
bullets. it’s up to the narrator to decide who is in the area
Burst: At every pull of the trigger, a burst of a weapon’s effect.
discharges 3 bullets at a single target. The damage Friendly characters in the field of effect take
multiplier is increased by 1. If the character does (Dodge vs Passable) x Weapon Damage.
not have 3 or more bullets in his clip, he cannot fire
a burst.
Spray: A spray fires 10, 20, or 30 bullets (the Using Two Weapons
attacker’s choice). If the character has less than 10
bullets in his clip, he cannot fire a spray. The A character may use two one-handed weapons
attacker rolls separately to hit each target in the to attack. If he is right-handed, his skill with the
field of fire, up to the number of bullets in the weapon in his right hand is -3, while his skill with
spray. his left-hand weapon is -6; this is reversed if the
If the attacker fires 20 bullets in a spray, he character is left-handed. A character may attack
receives +1 column on each attack roll. If he fires once per turn with each weapon. If he wishes, he
30 bullets, he receives +2 columns on each roll. may attack two separate foes.
Friendly characters in the field of fire will take Example: Antoinette is carrying a short sword
(Dodge vs Good) x Weapon Damage. in her right hand and a whip in her left. Her weapon
Example: Antoinette is armed with an skill with the sword is 10, while her skill with the
ectoplasmic Uzi (a 9mm submachine gun), with whip is 14. When she attacks with both weapons on
which she has a skill of 12. The Uzi has x4 damage, a single turn, she must subtract -3 from her sword
30 rounds in its clip, and is capable of automatic fire. skill (reducing it to 7), and -6 from her whip skill
She is charged by three crypt lurkers, each with (dropping it to 8).
a Defense of Passable. She decides to spray 20 bullets
at them as they run at her. She rolls to hit each crypt
lurker at +1 column. Her first roll is Good, which is Combat Options
increased to Great because of the spray bonus. She
does 12 WTL damage to the first lurker. Her second Besides attacking, there are a number of other
roll is only Inferior. Even with +1 column, she still actions a character may attempt during a fight.
misses. The second crypt lurker dodges through the This section covers some of the most common
hail of bullets and emerges unscathed. Her last roll is actions.
Superior, which is increased to Awesome. It does 20
damage to the third crypt lurker, blowing it away.
The next turn, Antoinette decides to fire a burst Multiple Attacks
at the unharmed lurker just as it lunges at her. She
rolls Good, 2 columns over the lurker’s defense. A character with one weapon at hand, and a
Normally, an Uzi would do 2 x 4 = 8 points of Weapon Skill of 10 or more, may attack multiple
damage, but since Antoinette is firing a burst, she times. He divides his Weapon Skill between his
does 2 x 5 = 10 points. The crypt lurker flinches, but attacks so that no attack is made with a skill less
keeps on coming. than 5. This method may be used to attack a single
target multiple times, or more than one foe.
Guns can also be fired more than once this
Area Effect Weapons way. However, a character cannot fire more than
one submachine gun spray per turn (although
An area effect weapon has the opportunity to multiple bursts are allowed).
harm everyone in its field of effect. The attacker

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Chapter 5: How to Play

Example: Rupert is fighting two spooks, both A character cannot parry with a flexible
with Passable Defenses. He has a long sword skill of weapon, nor can a character parry missile attacks.
11, and wants to strike at both on the same turn. He Example: Rupert has a skill of 12 with his long
uses 6 points to attack the first, and the remaining 5 sword and a Defense of 7. He is attacked by two
points to attack the second. ghouls. Rupert swings at the first ghoul and misses
Example: Antoinette has a weapon skill of 16 with a Poor roll. Now he must defend himself against
when using a .22 revolver. She fires twice at an the attacks of the ghouls. As the first ghoul claws at
approaching chain rattler, using 9 points on the first him, Rupert decides to use 4 points of his 12 long
attack and 7 points with the second attack. sword skill to parry the attack. This gives Rupert a
Defense skill of 7 + 4 = 11 versus that attack only.
Rupert rolls Great, and is unharmed. Now the second
Surprise Attacks ghoul lashes at him. Rupert again parries. He has 8
points left in his weapon skill, so Rupert decides to
A player who sneaks up on an unsuspecting use 3 points to parry, giving him a Defense of 7 + 3 =
foe and attacks from behind with a Brawling 10. He rolls Good and is again missed.
Weapon does double damage on the first blow. Now it is Rupert’s turn to attack, but since he
Surprise attacks cannot be done upon characters used 7 points of his weapon skill to parry, he has
who are already in combat - they are actively only 5 points left. He rolls his attack at skill level 5
prepared for attacks. and misses with a Pathetic result.

Dodge Standing Up
When a character dodges, he cannot be hit by A prone character can rise to his feet in one of
any opponent with an attack skill which is less than two ways:
or equal to his Dodge roll. If a character rolls a
Catastrophic Dodge, he stumbles and must roll • The character uses the entire turn to stand.
Passable on Agility or else fall down. • The player rolls Passable on Agility. If
Because he is concentrating on avoiding harm, made, the character can also act that turn.
a character cannot attack on the turn he dodges. If If failed, the character cannot stand.
the character has already attacked that turn, he
cannot dodge. Example: Rupert finds himself on the ground, a
Example: Rupert is fighting hand-to-hand with large demon hovering above him. He tries to stand
a banshee. As she reaches for his throat, he attempts and attack the demon in one turn. Rupert has an
to roll between her legs. Achieving a Great result on Agility of 14. He rolls Passable, and manages to get
his Dodge roll, he tumbles across the floor and to his feet. He has just enough time to take a swipe at
springs to his feet behind her. During this turn, the demon before his turn ends.
Rupert cannot be hit by any NPC with an Attack of
Great or less. Since the banshee has only a Passable
Attack, she has no hope of hitting him. All she can do Drawing a Weapon
is turn around and scowl.
A character can draw or pick up a weapon in
one of two ways:
Parry
• The character uses his entire turn to draw a
A character can use an at-hand Brawling weapon.
weapon or a shield to parry his opponent, but it • The player rolls Passable on Dexterity. If
reduces his ability to attack. For each point the made, the character can also act the same
character adds to his Defense Skill, he must turn. If failed, the new weapon is dropped.
subtract one from his Weapon skill on his next
attack.

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Reloading Knock-outs
A player must keep track of how many bullets A character may attempt to knock a foe
his gun fires. Once his gun is out of bullets, he must unconscious, either with his fist or the flat of a
reload it before firing again. A character cannot brawling weapon (thrown, flexible, and missile
dodge or parry while reloading a gun. weapons cannot do subduing attacks). The player
Pistol or Machine Gun: These clip fed guns knocks the foe out for (foe’s Defense vs player’s
require one turn to reload, provided the character Brawling) -2 turns. Double the duration if the
has a fully loaded clip available. The player may player uses a metal object such as a sap or gun
attempt a speedy reload by rolling Passable on his butt.
Dexterity. If made, he may also fire on the same Example: Rupert has gone temporarily insane
turn. If failed, the weapon is dropped. and is attacking Antoinette. She doesn’t want to hurt
Revolver, Rifle, Shotgun or Clip: A character him, so she tries to knock him out by pistol whipping
can reload (Passable vs Dexterity) +1 bullets per him. Rupert rolls Feeble on his Defense while
turn, up to the capacity of the gun or the clip. Antoinette rolls Great on her attack. Since Great is 6
Bow: A bow is reloaded and fired at the same columns over Feeble, Rupert is knocked out for 6 - 2
time. = 4 turns, x 2 because Antoinette used a weapon for
a total of 8 turns.

Fleeing Combat
Blocking
While engaged in combat, a character cannot
simply leave. First of all, he must be standing. He A character may wish to protect a companion
may disengage from combat if his foe is being by blocking a foe’s attack. The character must roll
blocked by another character. Or, he can escape by Great on his Agility to interpose himself. If made,
rolling Passable on Dodge. The final way to escape the character jumps in front of his friend and he
is to shove his opponent back (see Force Back must roll his Defense to avoid being harmed
below). instead of the intended target. Of course, the
A character escaping from combat must roll narrator must judge whether or not the character
his Run over the Run of his opponent to get away. is close enough to make this maneuver.
If a foe does not pursue, he automatically gets
away.
Example: Antoinette is fighting two skeletons, Bashing
and wishes to dodge out of combat. She has a Dodge
skill of 10. She manages to roll a Superior, four A character can knock a foe down by rolling
columns above Passable. Antoinette can easily flee, his Strength over his opponent’s Strength. If the
but now she must out-distance her attackers. She bash fails, the attacker must roll Passable on Agility
has a Run skill of 4, while the skeletons have a Run of or else fall down!
Good. Antoinette rolls a Feeble and the skeletons Example: Rupert has a Strength of 9. He is
easily catch up to her. fighting a demon with a Strength of Good. He makes
his Strength roll, and achieves an Inferior result.
Rupert bounces off the demon and must roll on his
Force Back Agility to keep on his feet. Rupert rolls Poor, and falls
down right in front of the grinning demon!
Instead of attacking for damage, a character
may force a foe back (foe’s Strength vs Character’s
Strength) yards. This may be used to maneuver the Grapple
foe into a bad position (into a cage or off a balcony)
or to enable the character to flee. An attacker can pin an opponent for (Target’s
Strength vs Attacker’s Strength) turns. At the end

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Chapter 5: How to Play

of this time, the attacker must make another


Strength roll to continue holding his opponent. If Disarm
the attacker rolls Awesome, or the target rolls
Catastrophic, the opponent is held until the A character may use his own weapon to knock
attacker lets him go. In addition, the held character an opponent’s weapon or shield (defender’s
can do nothing until released. Otherwise, a held Dexterity vs attacker’s Strength) -1 yards. If the
character can still fight back, but he will be at a attacker gets an Awesome roll, the defender’s
column penalty equal to the number of turns he is weapon is shattered. On a Catastrophic roll, the
being held. A victim who is held for 3 turns would attacker’s weapon is shattered.
be at -3 columns on all attacks. Example: Rupert is fighting a spook armed
A character who grapples with one hand with a spear, and wants to knock it away with his
suffers -1 column on his Strength roll, but it frees sword. The spook has a Dexterity of Poor. Rupert
him to attack with a weapon in the other hand. rolls his Strength and gets a Great. He easily knocks
Only fists, knives, hammers, and clubs may be used the spear out of the spook’s grasp, and it lands three
in a grapple, but these weapons do double damage yards away.
when they hit. A character who grapples with one
hand may attack on the same turn.
Example: Rupert sneaks up behind a guard in Grabbing a Weapon
Hitler’s haunted bunker. He tries to grab the guard
over the mouth. Rupert rolls Good on his Strength A character may try to take an opponent’s
versus the guard’s Passable Strength. Because weapon away from him. First, the attacker must
Rupert is using only one hand, his Good roll is roll his Dexterity over the defender’s Dexterity. If
reduced one column to Passable. This is still high this roll is made, the attacker has grabbed the
enough for Rupert to hold the guard for 1 turn. weapon. He must then roll his Strength over the
The same turn he grabs the guard, Rupert is defender’s Strength to pull the weapon loose. If
allowed a free attack. He tries to slit the guard’s made, the attacker has the weapon. If failed, he gets
throat with his knife (x2 damage, 18 skill). Making a -1 column on his Defense roll against the
Great roll on his Weapon skill versus the guard’s opponent’s next attack.
Passable defense, Rupert would normally do 6 points Example: Antoinette has a Dexterity of 10 and
of damage. Because it’s a surprise attack (see a Strength of 6. She is fighting a specter with a
Surprise Attacks, above), Rupert does double Dexterity of Passable and a Strength of Good. The
damage, or 12 points. Since a knife does double specter is carrying a club, and Antoinette hopes to
damage in a grapple, Rupert does a grand total of pull it away. She rolls her Dexterity and gets a Good
24 points of damage. The guard has his windpipe result. Grabbing the club, she now rolls her Strength.
cleanly cut. The result is Pathetic. Antoinette cannot tear the
club from the specter’s grasp. She suffers a -1 column
penalty on her next Defense roll versus the specter’s
Feint attack.

By faking an attack, a character draws his


opponent’s attention away from the point at which Attacking Objects
he will strike next. The feint has no chance of
hitting, so no attack roll is made. On the following Some objects, such as mirrors and pottery, can
turn, the attacker receives +4 skill on his next be easily smashed - there is no roll required. For
attack versus the same opponent. It only works more sturdy objects, such as a barricaded door, the
with brawling weapons. narrator assigns a roll required to destroy the
object, based on how sturdy the object is and how
large of a weapon the player is using. Unlike living
creatures, an object is either destroyed or
unharmed.

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Chapter 5: How to Play

A lost soul may attack only ectoplasmic Superior. She rolls Awesome on her Brawling and
objects. If attacking a material object, the lost soul crushes the amulet.
must have a materialized weapon.
Example: Rupert wants to smash an
ectoplasmic amulet with his long sword. The NPC vs. NPC
narrator decides that Rupert will need a Good roll to
destroy the amulet. Rupert makes his attack roll, and Sometimes, NPCs fight between themselves. If
achieves a Passable. He dents the amulet, but it the players are not involved, the narrator controls
remains intact. the fight completely. She decides how badly the
Now Antoinette tries to smash the amulet. She combatants are wounded, who wins, how long it
is using her bare fist, so the narrator sets her RR at takes, and so on, according to logic and the
dramatic necessities of the adventure.

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Chapter 6
Abilities
The narrator should ask players to make
Introduction Alertness rolls if their characters have the
possibility of noticing something that is not
obvious. If a character is specifically looking for a
This is an alphabetical listing of all abilities. hidden object or person, the Search skill is used
Using abilities is explained in Chapter 5: How to instead.
Play. Example: Without knowing it, Antoinette
passes a concealed door. The narrator asks her to
make an Alertness roll without telling her why. The
Agility door is well concealed, so the narrator sets the roll
required to spot it at Superior. He does not tell
Agility reflects a character’s balance, physical Antoinette the roll required. Antoinette makes a
grace and limberness. It’s used when dancing, Great roll. The narrator figures that this is good
walking a tightrope, squeezing through a narrow enough for Antoinette “To notice something is not
space, or wiggling free from bondage. A character quite right about the wall on the left.”
can kick an object (Passable vs Agility) x 3 feet. Antoinette stops and searches the wall. The
narrator now makes a hidden Search roll for
Antoinette. Since she is specifically searching for the
Aim door, the narrator drops the roll required to Good.
His roll for Antoinette is Poor.
This is your character’s hand-eye coordination “You must have been wrong,” the narrator tells
and accuracy with thrown objects, bows, guns, and her. “You find nothing unusual.”
other missile weapons. Most missile weapons will Antoinette tries searching again, but since she’s
modify your Aim skill when you attack with them. already failed her roll, it won’t do her any good. The
Attacking with your Aim skill is explained in secret door is beyond her ability to locate.
Chapter 8: Combat.
Aim is also used when throwing a grapnel or
tossing an item to a friend.
Animals
This is your character’s knowledge of animals
Alertness and their habits. It does not cover the ability to
handle animals, which falls under the Tame skill. A
Characters use Alertness to see or notice successful Animals roll will allow a character to
things. Lost souls can see perfectly well in deduce the habits, abilities, and possible actions of
darkness, but bright light blinds them. Distance any natural or supernatural animal.
and weather can also affect the outcome of an
Alertness roll.
A character who fails an Alertness roll may be
Artistry
ambushed by a foe. A surprised character cannot
attack. On the following turn, the character may Artistry is used in all creative endeavors, such
react normally. as painting, sculpting, or writing poetry. If a

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Chapter 6: Abilities

character with a high Artistry draws a picture and


rolls Superior, the picture is a near masterpiece. Caves
Likewise, an Inferior Artistry roll indicates that the
character was only able to make childish scrawls. This skill is used to detect earthquake faults,
This skill is important when drawing maps or cave areas, and landslide zones. It includes
writing accurate descriptions. spelunking, the detection of underground passages
and the ability to ascertain if cave formations are
natural or man-made. The Caves skill is useful
Athletics when escaping crypts and catacombs.

This skill shows how good a character is at


sports. It is used when a character is skiing, Charm
skydiving, surfing, water-skiing, or performing any
other strenuous sport. This is your character’s appearance, charisma,
manners, credibility, and style. It’s the impression
he makes on others. Not only is Charm used for
Bargain making friends, it is also used to get people to
believe your character, provided he is telling what
Bargain is used to negotiate with others, make he believes is the truth. It’s especially helpful for
bribes, and develop compromises. A successful telling unbelievable stories that just happen to be
Bargain roll will make everyone feel like they’ve true.
come out ahead.

Climb
Brawling
This skill is required for climbing walls, cliffs,
Indicates your character’s fighting ability. It’s and other steep surfaces. Climbing stairs or ladders
used in unarmed combat, or when using a Brawling does not require a Climb roll unless there are
weapon. Most weapons will modify a character’s extenuating circumstances, such as a crippled
Brawling skill. See Chapter 8: Combat for more character struggling up stairs covered in oil.
information on attacking with the Brawling skill. The narrator sets the RR depending on the
distance being scaled, the condition of the surface,
and the equipment of the characters. Climbing a
Bully twenty foot cliff with many hand-holds and
crannies might take only a Passable roll, while
A character uses his Bully skill when he tries surmounting a one hundred foot monastery wall
to intimidate others, but intimidation wears off without the benefit of a rope or pitons would take
fast. Bullying makes enemies, not friends, and a an Awesome roll.
Catastrophic result usually means that the The greater characters succeed, the faster they
character has a fight on his hands. climb the surface. Failure means the character falls.
Bullying often includes threats of violence, and The worse the roll, the further the character falls.
is most effective against the helpless (such as Or, if the roll barely fails, the narrator may decide
slaves or prisoners) or brutal, stupid folk who the character is stuck half way up the surface. The
believe that bullying is a sign of authority. A Bully distance a character falls determines the amount of
roll may be enhanced if the character can back up damage taken, as shown on the Falling table.
his threats with a show of strength or cruelty. Example: Rupert tries to climb a 30’ stone wall.
Example: Rupert brandishes his ghostly The narrator sets the RR at Passable. Rupert makes
revolver at a harbinger. “How would you like to be a Feeble roll, three columns under the RR. He takes
reborn as pond scum?” he sneers. “Put down your Defense vs Good x 2 damage. He rolls Passable on his
scythe.” He makes a Great Bully roll and the Defense, for a total of 1 x 2 = 2 points of damage.
harbinger surrenders.

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Chapter 6: Abilities

Falling Danger Sense


# of Columns
Climbing
Failed By WTL Damage This measures a character’s common sense
1 (Defense vs Passable) and intuition. The narrator may ask a player to
2 (Defense vs Good) make a Danger Sense roll when he thinks
3 (Defense vs Good) x 2
4 (Defense vs Great) x 2
something the character is about to do is extremely
5 (Defense vs Great) x 3 foolish or dangerous. If the player makes a
6 (Defense vs Superior) x 3 successful roll, the narrator tells the player that the
7 (Defense vs Superior) x 4 character senses his folly. The player can ignore
8 (Defense vs Awesome) x 4
this warning, or change his plans as he so chooses.
9 (Defense vs Awesome) x 5
A character may also try to use his Danger
Sense to ascertain whether or not he is about to
Conceal enter a dangerous situation. If the roll is successful,
the hair on the back of his neck will stand on end.
Conceal is used when a character wishes to
hide something. This could be as simple as tucking
an object into a coat pocket, or as elaborate as
Defense
smuggling coffins from a graveyard. Conceal is also
This is a combination of a character’s
used when a character wishes to camouflage
resistance to injury and ability to avoid harm. It is
himself or another. The camouflage remains
equal to the average of a character’s Stamina and
effective as long as the character doesn’t move.
Agility, rounded up. Whenever a character has the
Moving while concealed requires a Stealth roll.
potential to have his WTL reduced, the player rolls
Defense to determine how many wounds the
Cunning character takes. Normally, the wounds a character
takes is equal to (Defense vs RR) x Damage.
This measures how devious and sly the
character is. It’s used when cheating, fast-talking,
and committing other acts of deceit. It does not
Dexterity
include out-and-out lying, which is a separate skill.
This attribute rates a character’s ability to
Cunning is also used when trying to misdirect or
work with his hands. Tying and untying knots,
manipulate someone with innuendo or
building a fire, catching a ball, weaving a basket,
psychological tricks. It is also used to fake
and drawing a weapon during combat are all
emotions such as respect, devotion, and so on.
examples of Dexterity.

Customs Direction
This is your character’s knowledge of the
Your character’s sense of direction will help
customs, laws, and politics of various communities
her determine which way is north, or how to get
and races. It’s used when dealing with
from Los Angeles to Bay City when the signpost is
bureaucracies and the legal system. Customs is also
down. At night, a character studies the stars in
used to determine the time period a ghost belongs
order to determine where she is and the direction
to. For example, a character may determine that a
she wishes to travel. During the day, she uses the
ghost was a member of 17th century German
position of the sun, the wind, and the growth of
royalty by examining it’s clothes, speech and
moss on trees to guide her. When at sea, the
mannerisms.
currents and water temperature may help her stay
on course.

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Chapter 6: Abilities

to make an Electronics roll. She rolls Good, and the


Disguise narrator acknowledges that she has figured out how
the lights work. She must still use her supernatural
This skill governs a character’s ability to Move power to physically manipulate the levers.
create disguises. It can be used to make a character
look like a different ghost type, or a different
person. A disguise roll should be made if a Empathy
character tries to blend in with a crowd.
To test whether or not a Disguise is effective, a Your character uses his Empathy to determine
player must make a Disguise roll versus the how another character feels by interpreting
Intelligence of anyone who is closely examining gestures, tone of voice, and body language.
him. The Disguise roll is made at the time the Empathy can be used to detect lies, ulterior
character is examined, not at the time the Disguise motives, or an NPC’s emotional state (such as fear,
is applied. love, hatred, suspicion, or anger). Empathy cannot
be used on animals (use the Animals skill instead).
Example: “Don’t you remember me?” a soft
Dodge voice echoes from the shadows. Rupert looks a little
closer as the pale woman dressed in gray walks
Dodge is used to escape combat, avoid a falling towards him. “You said I was your best girl in the
object, or dodge an attack. See Chapter 8: Combat third grade. I’ve always loved you.” Rupert makes an
for information on Dodging during combat. Dodge Empathy roll and gets a Superior. The narrator tells
is also used for tumbling, so if a character did a him he senses great animosity. He jumps out of the
back flip out a window, he would use Dodge. way just as the gray lady pulls out a dagger. “But
you never loved me!” she shrieks.

Drive
Entertain
This skill is used when driving any vehicle,
from a car to a motorboat or a plane. A character This covers a character’s ability to sing, tell
can only drive a vehicle he is familiar with. A jokes, dance professionally, play an instrument, tell
character who has never been taught how to pilot a stories, and otherwise entertain. Writing original
helicopter would have a hard time getting it off the songs or stories requires an Artistry roll as well.
ground, let alone piloting it.
In most cases, a roll is required only when the
character is attempting a maneuver under difficult Faith Heal
circumstances. For instance, a character making a
hairpin curve at 90 m.p.h. would have to make a This skill restores WTL that a ghost has lost
Drive roll to avoid skidding and possibly rolling the for whatever reason. It only works on ectoplasmic
car. beings; material beings require the Medical skill
Piloting a plane requires a successful Drive instead.
roll to take off, fly and land. Additional drive rolls A character may use his Faith Heal skill on
might be required if the plane hits turbulence. himself or any other character he can touch. It
takes 5 uninterrupted turns to Faith Heal a
character. The recipient regains (Inferior vs
Electronics healer’s Faith Heal) + (Inferior vs recipient’s
Stamina) WTL. A character can never regain more
This skill covers the operation and repair of WTL than he has wounds.
electronic devices, including computers. Faith Heal can only heal WTL boxes that are
Example: Antoinette wishes to turn out the marked with a “/” slash. After a Faith Heal, whether
lights in the Erik Opera House. She locates the main successful or not, all remaining slashes are turned
switches in the basement, and the narrator asks her to “X”s.

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Chapter 6: Abilities

“X” wounds are permanent. They can only be


healed by a trip back to the lost soul’s Sanctum. Folklore
Certain supernatural powers also allow for the
healing of “X” wounds. This is your character’s knowledge of the
Example: Rupert has 10 WTL boxes that are history of an area, item, person, or supernatural
marked with slashes. Antoinette attempts to Faith creature. A legend normally has a nugget of truth
Heal him. She rolls Poor on her Faith Heal, which to it, though the narrator may embellish it as much
restores only 2 WTL. But Rupert rolls Good on his as he likes. Folklore may give just the clue needed
Stamina, healing another 4 WTL. Altogether, Rupert to help a character defeat a terrible devil, or locate
heals 6 WTL. Six slashes are erased from his WTL a lost treasure.
boxes. The remaining 4 WTL boxes containing
slashes are converted to “X”s.
Forgery
Fate This is used when a character attempts to
forge signatures, create false documents,
Fate measures the fortune of a character. It’s counterfeit money and copy works of art. To create
generally used when the narrator wants to make a successful forgery, a character will need a high
an arbitrary decision. How many plates did the Forgery roll as well as the genuine item to copy
poltergeist break? Roll Fate. Who will the demon from. A character attempting to make a Forgery
attack next? Roll Fate. On whose watch did the based on memory should receive a -2 column shift,
specter attack? Roll Fate. while a person who has never seen the original
Fate is also used to determine a character’s must take a -3 column shift. Forgery is also used
luck when gambling. If she cheats, a Cunning or when a character is trying to detect a forgery.
Dexterity roll should be made instead. Of course, if a ghost is making a material
forgery, he will need to use a supernatural power.
For example, he might need to make a successful
Filch use of the Write power before continuing with a
Forgery roll.
This is used any time a character tries to pick a
pocket, or steal something without getting caught.
The narrator sets the RR according to the Alertness Intelligence
of nearby NPCs, the size of the item, and the
security of the area. The better a character’s Filch This is your character’s swiftness of thought
roll, the more he or she can get away with. Failure and understanding of complex ideas. It shows how
means the character gets nothing or is caught in easy it is for your character to figure out difficult
the act. puzzles and codes. It is also your character’s ability
A lost soul may filch an item from a living to understand mathematics and logic. Use
person only by using a supernatural power in Intelligence to determine how much information a
conjunction with Filch. character gains when he is doing research at a
Example: Cecily is sure a man waiting at a bus library or hall of records.
stop stole a deck of tarot cards from her favorite This attribute also covers assessing the value
medium’s shop. Since Cecily cannot physically affect of an item.
her material suspect, she uses her Levitate power to
lift the tarot cards from his pocket. Only if the
Levitate power is successful, must she roll her Filch Interrogate
to see if the man notices.
Cecily rolls Inferior on her Filch skill, an Interrogate is used to gain information from a
unsuccessful result. The customer pulls his coat reluctant source. It determines how much useful
tightly under his chin and complains of a chill. information is obtained during an interrogation.
Information may only be obtained from sentient

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Chapter 6: Abilities

life forms. In addition, both the victim and the


interrogator must be able to understand one Languages
another.
A poor Interrogate roll might result in little or This is your character’s ability to read and
useless information, or the NPC being questioned speak foreign or arcane languages. A Pathetic or
may lie. The narrator may wish to make Catastrophic roll may result in a completely
Interrogate rolls in secret to keep the players misunderstood message. A character need not roll
guessing. to communicate in English.
Don’t overuse the Interrogate skill - most
NPCs will readily answer questions. Constantly
requiring rolls will bog down an adventure. Lie
Lie is used whenever a character lies to an
Jump NPC or companion. A high Lie skill means a
character can tell tall tales and be believed. Lie is
The Jump skill is used to determine how far a generally used to fast talk one’s way out of (or
character can leap. The roll required to make a into!) trouble. Lying always entails speech.
jump depends upon the distance, as shown on the Lying can be used to con people into believing
Jump table. Increase the roll required by one something or into doing something that is not
column if the character does not have a running necessarily in their best interests.
start.
Characters who try to jump over a pit and
barely make it might fall down on the far side. Listen
Character who barely fail may find themselves
hanging from the far edge. They will have to roll Used primarily when eavesdropping, Listen
Passable on Strength to pull themselves out - or can also be used to distinguish garbled sounds or
else fall in. track distance via sound waves. Use it to see if a
character notices the chains rattling in the
Jumping basement, or the eerie moaning behind the attic
Distance Roll Required door. But don’t overuse this skill. Normal sounds
3’ Inferior can be easily heard by anyone who isn’t too
5’ Poor distracted.
8’ Passable
10’ Good
15’
20’
Great
Superior
Mechanical
30’ Awesome
If a character attempts to use a complicated or
unfamiliar mechanical device, he must make a
Knowledge Mechanical roll. An unsuccessful roll indicates that
the character cannot operate the device correctly.
While Intelligence measures your character’s A Catastrophic roll may mean the item is damaged.
ability to figure things out, Knowledge reflects A character should also use this attribute when
what he already knows. It covers both general and trying to identify an unknown device and to
specific knowledge such as geography, astronomy, discover how it operates. Electronic devices
and so on. Your character’s background will require the use of the Electronics skill instead.
influence the type of knowledge she has. For When dealing with material mechanical
instance, a character with a Knowledge of 5 who devices, a character will need to use a supernatural
grew up on a farm might know how to milk a cow power as well.
whereas someone with an equal Knowledge who Example: Rupert wishes to set off a burglar
grew up in a city might not even know that milk alarm in the Museum of Egyptian Art. The narrator
comes from a cow. has him make a Mechanical roll to see if Rupert has

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Chapter 6: Abilities

the knowledge to set off the alarm. Rupert achieves a once - such as a map or the plans of an enemy
Good, and the narrator tells him that all he needs to heard through a door.
do is cut a certain yellow wire in half, and the alarm
will shut off. Rupert will need to figure out a way to
do this using one of his supernatural powers. Mimic
This skill allows a character to impersonate
Medical someone else’s voice, gestures, and mannerisms.
As such, it is also a measure of the character’s
The Medical skill is used when diagnosing acting ability.
disease, tending physical wounds, and preparing To test whether or not an impersonation is
medications. It is used when dealing with the living effective, a character must make a Mimic roll
only. Unsuccessful Medical rolls can result in versus the Intelligence of anyone who interacts
misdiagnosis, and ill-prepared drugs. with him. The Mimic skill is only effective on living
A Medical roll is needed to determine whether beings if they can hear the character doing the
or not a material NPC is dead, unconscious, or impersonation.
merely playing possum. It can also be used to Mimic is also used to make realistic animal or
determine how a character died and how long ago. bird noises.
The character may also recognize and prepare
poisons and antidotes using the Medical skill.
Most importantly, the Medical skill allows a Nature
character to heal material beings (ectoplasmic
beings require the Faith Heal skill instead). The Nature covers the character’s general
character doing the healing must be able to knowledge of weather, animals, farming, and
physically touch the patient, and must have simple woodcraft. Using Nature, a character can
bandages, splits, and other first aid equipment. The predict tomorrow’s weather, or locate the best
patient recovers (Inferior vs healer’s Medical) + place to make camp during a storm. It also includes
(Inferior vs patient’s Stamina) lost WTL. A hunting, trapping, fishing, and collecting edible
character can never regain more WTL than he has fruit, roots, and berries. It allows a character to find
wounds. enough food and water in the wilds to feed
Medical can only heal WTL boxes that are (Passable vs Nature) people per day (of course, lost
marked with a “/” slash. After a Medical skill souls don’t eat, so this won’t be a concern for
attempt, whether successful or not, all remaining them).
slashes are turned to “X”s.
“X” wounds are permanent. They can only be
healed by a trip to the hospital. Certain Occult
supernatural powers also allow for the healing of
“X” wounds. A character uses the Occult skill to determine
whether or not an item or creature is supernatural
and (to some degree) what it’s purpose and
Memory powers are. It is also used to determine the magical
qualities of a person or object. It shows how much
Memory is used when a character is trying to your character knows about the supernatural.
remember something complex. The character’s
Memory roll indicates the amount of information
retained and the accuracy of his recall. Persuade
Characters do not make Memory rolls to
remember mundane things such as their names or This skill is used to sway an individual or a
how to tie their shoes. Use it when a character tries group by playing upon their emotions. It can
to recall something they have seen or heard only persuade an individual or a group to accept an idea
or certain course of action.

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Chapter 6: Abilities

Example: Rupert prepares to do battle with a it; then he might need to take possession of a living
chain rattler, while Antoinette tries to dissuade him: person in order to follow through with the repairs.
“What will happen to me if you’re reborn?” she wails
“I’ll lose my best friend, and be all alone in the
afterlife. Rupert, it isn’t fair to do this to me!” She Ride
continues to plead, and makes a roll against her
Persuade skill. With a Superior result, she convinces This is the ability to ride any mount, normal or
Rupert that it would be wrong for him to fight. He fantastic. Anyone can sit on a horse as it walks, but
holsters his pistol and wipes the tears away from her to stay on while galloping or in combat requires a
eyes. roll against the character’s Ride skill. If two or
more people ride an animal, one should be
designated the pilot.
Quickness A character can ride (Catastrophic vs Ride) x
40 feet per turn, and travel (Catastrophic vs Ride) x
This skill governs a character’s speed and 5 miles per day.
reflexes. It is used to determine if your character
can react before some event occurs. Use it to draw
your weapon before your opponent, or to grab an Run
item before it falls out a window. Quickness may
also be used to determine which player can act first This skill is used for sprinting as well as
during a turn. The players involved both roll their marching or hiking cross country. Always adjust a
Quickness. The high roller goes first. character’s speed due to rough terrain, inclement
weather or heavy burdens.
If in doubt about whether a character can
Religion attack after moving, have him make a Run roll -
success means he can also attack.
This is the character’s knowledge of religions, During a chase, both the pursuer and the
myths and deities. A character does not have to pursued make only one Run roll each. Whoever
practice a religion in order to know about it. A rolls higher achieves his goal, whether it be
character receives a +2 column shift when rolling catching up with the other character or getting
for information about his own religion. away. The greater the column difference, the more
quickly it is accomplished.
If a character is racing a time limit, the
Repair narrator sets a roll required to beat the clock. If
two characters are trying to get out of a building
Your character’s Repair skill can be used to fix before the roof caves in, the narrator can simply
almost anything, from a broken sword to a broken decide that the characters need a Good Run roll to
lock (repairing an electronic device requires an get out without injury.
Electronics skill check instead). This skill will also If you need exact distances, assume a
help your character jerry rig something until it can character can sprint (Catastrophic vs Run) x 20
be fixed properly. Of course, you’ll need the proper feet per turn and hike (Catastrophic vs Run) x 3
tools and materials, and some broken objects may miles per day along a road, or (Catastrophic vs
be beyond repair. Run) miles cross country.
A repair job can take anywhere from a few Example: Rupert is being chased by a crypt
minutes to a few days, depending on the lurker with a Run of Good. Rupert rolls his Run skill
character’s ability roll and the complexity of the and gets Poor. The lurker slowly gains on Rupert,
task. and unless something happens to intervene, it will
In order to repair a material item, a lost soul eventually catch up with him.
will need to use a supernatural power as well. If
Rupert wished to repair a truck, he would first
need to make a Repair roll to see if he is capable of

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Chapter 6: Abilities

Sanity Sanity Check


Sanity Result
This skill measures the character’s resistance
Awesome You’ve coughed up scarier things
to insanity. The horrors of the afterlife can drive a
than this.
lost soul to madness. For instance, a character who
Superior You’re disturbed but keep your
sees a horrible demon for the first time may be
cool.
required to lose (Sanity vs Poor) WTL. This
Great You grit your teeth and swallow
damage is treated in exactly the same fashion as
your rising panic.
normal wounds.
Good You are paralyzed with fear for 1
When characters are confronted by extremely
turn.
dangerous and unnatural situations, the narrator
Passable You flee in terror. Each turn, you
may require them to make Sanity Checks. This is
may try to make a Good Sanity roll
frequently the result of a supernatural power, but
to regain control.
it may also be because of an extreme shock, such as
Poor You cry, whimper, scream, or
finding a loved one horribly mutilated. The player
huddle in a corner until slapped or
rolls on the Sanity Check table. A column
shaken.
adjustment should be applied by the narrator to
Inferior You faint. Once per turn,
reflect the situation.
you may try to make a Good Sanity
The column adjustment is based upon three
roll to recover. In addition, you
factors: the degree of personal danger, the
lose all memory of the event that
proximity of the source of fear, and the grisliness
frightened you.
or unnaturalness of the situation. For example:
Feeble You faint. Once per
minute, you may try to make a
+2 columns: Disgust. Example: Find a mangled
Great Sanity roll to recover. In
corpse.
addition, you are unable to speak
+1 column: Fright. Example: Touch a mangled
for 12 hours.
corpse unexpectedly.
Pathetic You go catatonic. Once per hour,
+0 columns: Shock. Example: Find the
you may try to make a Great Sanity
mangled corpse of a loved one.
roll to recover. During this time,
-1 column: Panic. Example: Attacked by a
you cannot move or speak. Once
loathsome and obviously dangerous creature.
you recover, you gain a permanent
-2 columns: Fear. Example: Receive visit by an
phobia related to the event that
IRS agent.
frightened you. Decide on the
-3 columns: Extreme terror. Example: Witness
phobia with your narrator.
a horrifying event: river runs with blood, body parts
Catastrophic Your character goes completely
rain from the sky, etc.
insane. Each day, you may try to
-4 columns: Mind numbing horror. Example:
make a Great Sanity roll to recover.
Confronted by a greater demon. Faced by own worst
You still control your insane
fear.
character, but you must behave in
an irrational fashion. The narrator
may require the insane character to
do certain things or to behave in a
certain way, including requiring the
character to plot against former
friends, or go into a violent frenzy.
After your character recovers, roll a
permanent mental illness from the
Mental Illness table.

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Chapter 6: Abilities

While a character needs to make a Strength


Science roll to lift a large stone above his head, holding it
there requires a Stamina roll.
This skill covers your character’s
understanding of the hard sciences of physics,
chemistry, and biology (as opposed to the less Stealth
experimentally based sciences of anthropology,
psychology and sociology). Use it to understand the This is the character’s ability to move on foot
natural laws of the universes, chemical theory, and without being noticed. It is used when hiding,
the workings of living systems. The skill would be sneaking up on someone, or shadowing an NPC.
handy to have when speaking with the ghost of Since a foe cannot counterattack during the turn in
Albert Einstein. which he is surprised, a successful Stealth roll can
give a character the advantage he needs to subdue
his opponent.
Search When following someone, the Stealth roll is
required as long as the victim is in sight, otherwise
Search is used when your character is actively the Track skill is used. A character can follow an
looking for something hidden, such as a secret door NPC for (Alertness vs Stealth) x 10 minutes
or a letter stashed in a desk (except tracks which without being noticed before a second roll is
requires the Track skill). Search is also used to find, required. Failure means detection. A character
salvage or scrounge up equipment that might following within thrown range gets -1 column on
otherwise not be found. A narrator may even allow his roll.
a character to Search a town for a post office. Of course, Stealth is not usually needed when
A successful Search roll indicates that a player following living persons, as they cannot see a
has found the hidden object. On a low Search roll, ghostly character anyway.
the narrator may allow the character to find a
misleading clue that she thinks is important, when
it is actually useless. Strength
Example: Rupert searches a deserted cottage
where the man who killed his grandfather once This is a character’s physical power, used
lived. The narrator rolls Rupert’s Search skill, and when trying to lift or carry heavy objects, break
gets a Feeble result. The narrator tells Rupert that down locked doors, bend iron bars, dig a hole, or
he finds a scrap of paper in the fireplace. It looks like perform any other strenuous feat. The Lifting table
it was torn from a diary, and when read it reveals gives some common RRs for hoisting heavy objects.
the location of his grandfather’s tomb. Rupert Lost souls cannot affect material objects without
rejoices; if he can speak to his grandfather’s spirit, the use of a supernatural power.
maybe they can locate the dastard who slew him.
Secretly, the narrator knows that this is a red Lifting
herring and that the tomb doesn’t exist. Weight Roll Required
30-50 lbs Inferior
51-70 lbs Poor
Stamina 71-100 lbs Passable
101-150 lbs Good
151-200 lbs Great
Stamina measures a character’s endurance 201-300 lbs Superior
and ability to withstand adverse conditions. Lost 301+ lbs Awesome
souls use it when resisting ectoplasmic poisons
and supernatural flames. It’s also used to recover
lost WTL, regain consciousness, or resist Swimming
reincarnation (as explained in Chapter 5: How To
Play). Lost souls are slowed considerably when in
water. They move at half their normal speed, and

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Chapter 6: Abilities

can only perform one action every other turn. The


sensation of water moving constantly through their Tame
ectoplasmic bodies is an unpleasant feeling, and
very unnerving those who are unaccustomed to it. Tame is used to train animals and
Whenever an incorporeal being enters a communicate with beasts on a very limited basis.
liquid, the narrator should set an Swimming roll This skill is more successful with domestic
required depending on the distance the character animals rather than wild creatures. Give a
intends to travel and the strength of local currents. character a -2 column shift when trying to tame a
In still water, the RR is Passable, in swift moving wild animal. Insects, fish and other low intelligence
rapids, the RR could be as high as Awesome. A lost creatures are too stupid to train.
soul who enters water retains control of his
ectoplasm for (RR vs Swimming) x 5 minutes. At
the end of this time, the character must make Track
another roll.
A character who retains control of his Tracking is the finding, following, and
ectoplasm can move through the water by a careful interpreting of tracks and other signs of passage.
manipulation of his density. In this fashion, he can It’s used to follow someone, or to tell what
change depth and direction. This is accomplished happened in an area by the footprints left in the
by a graceful swaying of the arms, but it is not truly dirt.
swimming since the liquid passes right through The narrator sets a roll required depending on
him. the terrain and age of the tracks. A character can
A character who fails his Swimming roll loses follow the tracks for (RR vs Track) hours before
control of his ectoplasm. In still water, failure another tracking roll must be made. The narrator
means the character sinks to the bottom of the may also require a character to make another
liquid. Since ghosts do not need to breathe, there is Track roll if the person being followed climbed a
no danger of drowning, and they can easily walk tree or swam a river.
along the bottom of lakes and other still waters. In order for a character to overtake a victim,
In running water, a lost soul who fails his the character’s Track roll must exceed the victim’s
Swimming roll is carried away by the current for 5 Run by two columns or more. For example, to catch
minutes for every column by which he missed his up with an NPC with a Run of Good, a character
roll. At the end of this period, the character reaches would need a Track roll of Superior.
an area of still water where he can re-form. While
being carried away, the character’s ectoplasm is
dispersed by the water and all his efforts are Traps
focused on retaining his form. A dispersed ghost
looks like a cloud of ectoplasm from whence This skill is used to deactivate traps. Unless it
humanoid features occasionally sprout and fade. A is obvious, a trap must first be located with the
lost soul takes damage from this traumatic Search skill. The narrator sets the roll required to
experience as though he had been exposed to remove or circumvent the trap depending on its
daylight. Thus, a ghost who was dispersed for 15 complexity. The higher the character’s success, the
minutes would take (Stamina vs Great) x 2 damage. quicker the trap is deactivated. The time required
Shallow water has no effect on an ectoplasmic can range from less than a minute to a half-hour.
being. A ghost would wade through an ankle deep On a failed roll, the character wastes up to a half-
creek without making an Swimming roll. His feet hour unsuccessfully working on the trap before
might become fuzzy and semi-dispersed, but it giving up. On a very low roll, the character
wouldn’t slow him down. However, if the water is accidentally sets off the trap.
knee deep or very fast, the narrator may require an Lost souls attempting to deactivate a material
Swimming roll to avoid dispersal. trap will need to use an appropriate supernatural
power.

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Chapter 6: Abilities

supernatural Move power allows her to manipulate


Unlock the tumblers for 4 turns. She tries to open the lock
before her power fails. Her Unlock roll of Superior
If something is locked, the Unlock skill is used allows her to open the box in 5 turns, just outside the
to open it. This includes lock picking, safe cracking, time allowed. She’ll have to use her Move power
and even jimmying a window latch. Some locks again to complete the task.
require a lock pick kit, but most can be opened
with a paper clip or hairpin.
The narrator sets the roll required to open a Willpower
lock depending on its complexity. The higher the
character’s success, the quicker he opens the lock Willpower encompasses a character’s self-
(the time required can range from less than a awareness, self-control and confidence. It is used
minute to a half-hour). On a failed roll, the when resisting temptation, seduction,
character wastes time unsuccessfully working on interrogation and mental torture. It frequently
the lock. comes into play when resisting the persuasion of
When opening a material lock, a lost soul will others and the mental manipulation of
need to use a supernatural power as well. supernatural forces.
Example: Antoinette wants to break into a
combination safe with a Good difficulty. Her

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Chapter 7
Supernatural Powers
Tom rolls Poor on his Strength, so his Boo has
Power Descriptions no effect. Oblivious to Tom’s shouting and waving
arms, the guard walks right past.
The next turn, if Tom tries to Boo the guard
All characters and many NPCs have again, he will automatically fail in accordance with
supernatural powers. It normally takes one action the one roll rule. Instead, Tom tries his Make Noise
to activate a power. A character who attempts to power. He checks off one use. According to Chapter
use a power can perform no other action that turn. 7: Powers, the Make Noise power lasts (Passable vs
Power parameters are explained here. Intelligence) x 3 turns. Tom rolls Great on his
Uses per Day: Each power may be used a Intelligence, giving him a duration of 9 turns. He
certain number of times per day. Players keep creates the sound of a woman screaming in the alley
track on their character sheets how many times outside the warehouse. The guard hears it and runs
they try to use their powers. Every attempt counts outside to see if he can help.
as a use, even if it has no effect. When a character is
out of uses for a power, he cannot use it again that
day. At midnight, all expended uses are regained. NPC Powers
Powers are not limited by the one roll rule,
which states that a character can try to do a certain Foes usually have fewer powers than player
action only once with any chance of success. characters. One or two powers are about all a foe
Players can strive to use a power repeatedly in the needs, and many NPCs have no powers at all. Often,
same situation; each attempt counts as a use and NPCs have powers that are unique, usually
takes one action. reflecting the kind of people they were in life. Or,
Duration: The duration of a power is specified they may have standard powers with strange
in its description. The duration often requires an twists. In short, when assigning NPC powers, a
ability roll by the character using the power. If the narrator is not limited to the rules for player
ability roll is failed, then the power has no effect character creation.
whatsoever, although it still counts against the
uses per day for the power.
Range: Unless otherwise specified, powers Mortals and Powers
can be used only on visible targets within range.
Effects: This is a brief explanation of what the Haunting the living is a common pastime for
power does. The narrator may interpret these lost souls. Supernatural powers allow for a
definitions as he sees fit. multitude of ways to frighten mortals, from pulling
Example: In an attempt to scare a night a bed sheet from a sleeping person to a full-fledged
watchman out of a warehouse, Tom the spook uses materialization.
his Boo power on the unsuspecting fellow. Tom The response of mortals to the inexplicable
checks off one use of the Boo power on his character ranges from curiosity to terror. The narrator may
sheet. As specified in Chapter 7: Powers, the duration describe their reactions by deciding how obvious
of the power is (victim’s Intelligence vs user’s the power is, and describing an appropriate
Strength) x 2 turns. The night watchman has reaction. Or, he can determine responses from the
Passable Intelligence, so Tom must roll Passable or Mortal Reaction Table.
better for his power to work.

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Chapter 7: Supernatural Powers

If the narrator decides to use this table, the Supernatural Powers


player using the supernatural power must make a Karma Powers
Fate roll; column adjustments may be awarded 1-4 4
depending on how easy the effect is to explain. If it 5-9 5
could be explained away or be readily overlooked, 10-14 6
the narrator should assign a column penalty. If it’s 15-19 7
20-24 8
an obvious power, the narrator gives a column 25-29 9
bonus to the Fate roll. 30-34 10
Large groups of mortals tend to resist displays 35-39 11
of supernatural prowess. Their collective disbelief 40-44 12
45-49 13
enables them to disregard even overt powers. The
50-54 14
narrator should assess a -1 column penalty to the 55-59 15
player’s Fate roll for every five mortals present.

Mortal Reaction Powers List


User’s
Fate Roll Reaction
Awesome Fear. The viewer flees in terror.
Superior Unease. The viewer moves slowly away from the
event.
Activate/Deactivate
Great Receptiveness. The viewer believes in ghosts and
tries to communicate. Uses per day: Eight
Good Rationalization. The viewer comes up with a Duration: Immediate
logical explanation for the event which he clings
to no matter how ridiculous it sounds. Range: Variable
Passable Curiosity. The viewer investigates the event in an Effects: The user can turn one material object
attempt to explain it rationally. on or off. The object must be within the user’s line
Poor Denial. The viewer notices the event but pretends of sight. The Mechanical roll required depends on
it didn’t happen.
Inferior Skepticism. The viewer believes someone is
the range, as shown on the following table.
pulling a prank.
Feeble Ignorance. The viewer didn’t notice the event, or Activate/Deactivate Range
simply doesn’t respond.
Range Mechanical RR
Touching Passable

Gaining Powers Brawling


Thrown
Good
Great
Missile Superior
Beyond Missile Awesome
Between adventures, look up your character’s
current Karma on the Supernatural Powers table to
see how many powers you should have. If too
many powers are listed on your character sheet,
Age
you lose the extra powers, starting with those most
recently acquired. If your Karma goes up again Uses per day: Three
later, you gain totally new powers. Duration: Immediate
If your character has too few powers Range: Thrown
according to the table, you receive new powers. Effects: The user appears suddenly before his
You may select your powers from those listed here. victim, causing the victim to age (victim’s
You may even choose the same power multiple Intelligence vs user’s Cunning) x 3 years. This
times, thereby increasing its uses per day. awful experience will cause the victim’s hair to
Write your character’s supernatural powers in turn white until it grows out again. It works only
the Powers section of your character sheet, in the on material beings.
order that they are gained. The original powers are
always listed first. A character can only gain or lose
powers between adventures.

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Chapter 7: Supernatural Powers

Allure Appear
Uses per day: Five Uses per day: Three
Duration: (victim’s Will vs user’s Charm) x 3 Duration: (Passable vs Charm) x 2 turns
turns Range: Thrown
Range: Thrown Effects: If successful, the character can appear
Effects: The victim goes into a trance and must before a single living being. The lost soul is suitably
follow the user at walking speed. During this time, transparent. When a lost soul appears in this
the victim cannot perform any other action. The fashion, it cannot speak, but only gestures. Lost
victim will fiercely attack anyone who tries to stop souls normally appear in candlelight or moonlight.
him; once the interloper stands aside, the victim A lost soul cannot appear in broad daylight. The
will continue on his way. Any successful attack on ghostly image breaks apart if touched by a material
the victim will break the allurement. being.

Animal Possession Assemble


Uses per day: Four Uses per day: Three
Duration: (animal’s Strength vs user’s Nature) Duration: Permanent
x 5 minutes. Range: Touch
Range: Thrown Effects: An item that is broken is miraculously
Effects: This power allows the user to take made whole. It may be used as though it had never
over the body of an animal. If it works, the animal been broken. The size and complexity of the object
will have all of the user’s mental abilities, but the determines the roll required. A small, non-
user will be limited to the animal’s physical mechanical device such as a goblet would require a
abilities. In addition, the user cannot use his Passable roll to reassemble. A complex machine,
supernatural powers while possessing the animal. such as a computer, would require an Awesome
Damage taken by the animal does not harm the roll. The item must be the size of a car or less, and
user, unless the animal dies while it is still may be incorporeal or material.
possessed, in which case the user loses (Stamina vs
Superior) WTL.
Astral Double
Animate the Dead Uses per day: Two
Duration: Until destroyed
Uses per day: Four Range: Missile
Duration: (Passable vs Knowledge) x 5 Effects: The character makes a duplicate of
minutes himself appear anywhere in the local area. The
Range: Touch double has all the skills and gear of the original, but
Effects: The user can cause one human corpse no supernatural powers. The double has (Passable
to rise up as a zombie. The zombie has an Attack vs Knowledge) WTL, and loses 1 WTL every hour.
skill of 15, Damage of x4, a Defense skill of 20, and Once it runs out of WTL, the double vanishes. The
20 WTL. As long as the corpse remains in line of double’s personality is identical to the original,
sight, the user has complete control over it. with the same goals. However, the double must be
Otherwise, the zombie must be given a simple played as a separate character.
series of instructions to follow.

Astral Walk
Uses per day: Two

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Chapter 7: Supernatural Powers

Duration: (target’s Stamina vs user’s Strength) Effects: All enemies in the local area are struck
x 5 minutes; or x 10 minutes if the target is willing by searing pain. For the duration of the power, they
Range: Brawling cannot attack, only Defend against attacks and use
Effects: This power only works on physical supernatural powers. Enemies who make a
beings. By grabbing hold of the target’s spirit, the Stamina roll greater than the Knowledge roll that
user pulls the target’s spirit from his body. The created the aura are unaffected.
target has an ectoplasmic duplicate of everything
he was carrying. His body lies comatose for the
duration of the power (see Astral Projection, Aura of Powerlessness
above).
Uses per day: Four
Duration: (Passable vs Fate) x 2 turns
Aura of Death Range: Thrown
Effects: For the duration of this power, no
Uses per day: Three other supernatural powers may be used by anyone
Duration: (Passable vs Strength) x 2 turns in the local area, including the user of this power.
Range: Thrown Any powers that are already in effect are not
Effects: All beings within 20 feet of the caster affected by this power.
lose 1 WTL each turn.

Backdoor
Aura of Good Cheer
Uses per day: Five
Uses per day: Four Duration: (Passable vs Cunning) x 2 minutes
Duration: (target’s Intelligence vs user’s Range: Thrown
Charm) x 2 turns Effects: When used on a material wall, this
Range: Thrown power creates a ghostly door that any incorporeal
Effects: All those in the local area are being can pass through. The door leads to the other
overcome by feelings of silliness and jolly good side of the wall, which must not be more then five
will. They will behave like happy drunks. This feet thick. The door cannot be seen or used by the
power does not affect the user. living.

Aura of Hostility Bedazzle


Uses per day: Four Uses per day: Five
Duration: (target’s Charm vs user’s Cunning) x Duration: (Passable vs Fate) x 2 turns
3 turns Range: Thrown
Range: Thrown Effects: The user creates a dazzling display of
Effects: The target becomes the focus of rage colored lights. All characters in the locale area
for everyone else in the local area. Each turn, (except the user) are at -1 column on all ability
everyone else in the local area (except the user) rolls for the duration.
must roll Passable on Will or else attack the target.

Beguile
Aura of Pain
Uses per day: Four
Uses per day: Three Duration: (Passable vs user’s Will) x 2 turns
Duration: (Passable vs user’s Knowledge) Range: Missile
turns Effects: This power allows the user to change
Range: Thrown places with one of his enemies. The target will

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Chapter 7: Supernatural Powers

appear to everyone else as the user, while the user Duration: (target’s Stamina vs user’s
will appear as the target (although both will retain Knowledge) x 3 turns
all their physical and supernatural abilities). Each Range: Thrown
turn, creatures in the local area can attempt to Effects: The target is totally blinded for the
disbelieve the power by rolling Great on duration of the power.
Intelligence (this counts as the creature’s only
action for the turn, and a player must state he is
specifically attempting to see through the power). Blood Sign
Failure means the creature refuses to believe the
characters have been transposed, although the Uses per day: Four
creature may try to disbelieve the power again on Duration: (Passable vs Intelligence) x 30
the next turn. minutes
Range: Missile
Effects: For the duration of the power, the user
Bind will instinctively sense where the target object or
person is located and can track him down using the
Uses per day: One Blood Sign as a homing device.
Duration: Until freed
Range: Brawling
Effects: Similar to Entrap, this power may only Blur
be used on lost souls. This power has an
“effectiveness” of (target’s Will vs user’s Fate). If Uses per day: Five
successful, this power forces the target to remain Duration: (Passable vs Agility) x 2 turns
within 10 feet of his body until some condition set Range: Touch
up by the caster is met. Usually, the condition is Effects: The user (or a cooperative target)
such that the ghost must rely on someone else becomes blurry and faint. Grants +5 Defense
fulfilling it. The “effectiveness” of the power versus other incorporeal or unnatural beings.
determines how difficult the conditions are to
meet.
Body Bugs
Black Hound Uses per day: Three
Duration: (target’s Defense vs user’s Nature) x
Uses per day: Four 2 turns
Duration: (Passable vs Nature) x 3 turns Range: Brawling
Range: Brawling Effects: By simply touching a victim, the lost
Effects: This power summons a black hound, soul causes a welt to appear on his skin. The welt
which the user controls completely. It will will seethe and burst open, doing two points of
disappear when killed or when the power runs out. damage and revealing a mass of bugs. The biting
The hound is unnatural, and can attack and be bugs, which are the same consistency as the target,
attacked by both physical and incorporeal beings. inflict one point of damage each turn. The victim
The user shares the hound’s senses. must make a Great Sanity roll or else spend the
The hound has Attack skill of 10, Defense of duration of the power clawing at the horrid
12, Damage of x2, and 20 WTL. The user makes all infestation.
rolls for the hound.

Boo
Blinding
Uses per day: Six
Uses per day: Five Duration: (victim’s Intelligence vs user’s
Strength) x 2 turns

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Chapter 7: Supernatural Powers

Range: Brawling but is incapable of speaking or concentrating on


Effects: By briefly appearing and shouting this any complex task.
word loudly, the user causes terror in one victim.
The victim flees for the duration of the power. Can
be used on the living as well as lost souls. No living Call Item
creature besides the target will hear the boo or see
the user. Uses per day: Two
Duration: (Passable vs Dexterity) x 2 turns
Range: Unlimited
Break Object Effects: The user may summon to his hand one
inanimate object he has touched since his last trip
Uses per day: Six to his Sanctum. The item remains with him for the
Duration: Immediate duration of the power, then returns to wherever it
Range: Variable came from. The item must be able to be carried by
Effects: Causes a material object to break. The the character doing the calling, so a character could
object must be in line of sight and must be the size not call an automobile. This power works on
of a microwave oven or less. This power can break material and incorporeal items, however a ghost
part of a larger object. The range to the object may need to use another power in order to
dictates the Strength roll required. manipulate a material object.

Break Object Range


Range Strength RR
Cause Despair
Touching Passable
Brawling Good Uses per day: Five
Thrown Great Duration: (Passable vs Cunning) minutes
Missile Superior
Beyond Missile Awesome
Range: Thrown
Effects: Everyone within range feels
completely depressed. They feel that their cause is
Bridge hopeless, whatever it may be. Gives a -1 column on
all actions. This affects friends as well as foes, but
not the caster.
Uses per day: Five
Duration: (Passable vs Mechanical) minutes
Range: Thrown
Effects: A bridge of ectoplasm forms over a
Cause Insanity
puddle, lake or stream allowing lost souls to cross
to the other side. Uses per day: Three
Duration: (victim’s Sanity vs user’s Strength)
days
Cackle Range: Thrown
Effects: The victim receives a Mental Illness
rolled on the Mental Illness table.
Uses per day: Five
Duration: (target’s Intelligence vs user’s
Intelligence) x 10 minutes
Range: Thrown
Change Temperature
Effects: For the duration of the cackle, the
victim cackles insanely. The laughter is so creepy Uses per day: Four
that anyone hearing it will be certain the victim has Duration: (Passable vs Nature) x 10 minutes
gone insane. While cackling, the victim can still Range: Thrown
perform other physical actions, such as attacking, Effects: The user can change the temperature
in the local area by up to 40 degrees. Once the

98 98
Chapter 7: Supernatural Powers

duration is over, the temperature quickly returns


to normal. Cloaking
Uses per day: Four
Charnel Breath Duration: (Passable vs user’s Knowledge) x 10
minutes
Uses per day: Six Range: Touch
Duration: Immediate Effects: The target becomes completely
Range: Thrown invisible for up to the duration of the power. The
Effects: The user can breathe on a group of up power is broken if the invisible target moves or is
to 4 characters within range. The terrible blast touched. This power works on inanimate objects as
does (target’s Defense vs user’s Strength) x 3 well as sentient beings.
points of damage to ectoplasmic beings, and
(target’s Defense vs user’s Strength) x 1 damage to
material beings. Sickness, vomiting and even Cloud Mind
unconsciousness can result.
Uses per day: Five
Duration: (Passable vs Cunning) x 2 minutes
Charon’s Ferry Range: Thrown
Effects: Causes a material being to believe he
Uses per day: Five is dreaming. The target will react to supernatural
Duration: (Passable vs Fate) x 5 minutes events with nonchalance. Nothing will seem to
Range: Thrown surprise him, and he will be accepting of the most
Effects: An ectoplasmic boat appears, which incredible events. Even after the power has worn
can carry up to ten lost souls across a body of off, the victim will continue to believe he nodded
water. The character who summoned the boat off and dreamed the whole thing. This can be used
controls it with his Drive skill. effectively when trying to communicate with the
living, without terrifying them in the process.

Cheshire Cat
Cohesion
Uses per day: Six
Duration: (Passable vs Nature) x 3 minutes Uses per day: Seven
Range: Self Duration: (Passable vs Stamina) x 10 minutes
Effects: The user transforms into a material Range: Self
cat. He maintains his mental faculties, but is limited Effects: This power makes the user immune to
to the abilities of a cat. The character’s skills are the adverse effects of liquids.
unchanged (his claws do x1 damage). As the power
fades, so does the cat. Once the cat completely
vanishes, the user instantly reappears. Compel
Uses per day: Four
Chill Touch Duration: (victim’s Intelligence vs user’s
Charm) turns
Uses per day: Five Range: Thrown
Duration: (Passable vs Cunning) x 2 turns Effects: Compels the victim to perform a
Range: Self simple action, such as “drop your weapon,” “spit on
Effects: For the duration of the power, the your boss,” or even “jump off a bridge.” The victim
user’s touch does x4 damage in unarmed combat will perform the action for the duration of the
versus ectoplasmic beings, and x1 damage versus power. The victim cannot be compelled to kill
material beings.

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Chapter 7: Supernatural Powers

himself, and the command cannot be more than 4 walking speeds. They must remain within the
words long. user’s line of sight. Up to 5 beings who see the
lights will be compelled to follow them for (target’s
empathy vs user’s Knowledge) x 3 turns. Normally,
Conquering Worm this is used to lead the unwary victims off of ledges,
into bogs, etc.
Uses per day: Three
Duration: (Passable vs Nature) turns
Range: Thrown Corruption
Effects: The victim’s eyes, mouth and other
orifices become infested with aggressive worms, Uses per day: Four
which bore into his body with devastating results. Duration: Immediate
Each turn, he takes (Stamina vs Passable) x 3 Range: Touch
damage. It can also be used on wood and paper to Effects: The user can corrupt food or drink
cause it to become worm eaten. This power can be merely by touching it. The food immediately
used on material as well as incorporeal beings. molders and turns wormy. Anyone eating it will
become sick for (victim’s Stamina vs user’s
Cunning) hours, taking 2 WTL damage per hour of
Contact Higher Being sickness.

Uses per day: Two


Duration: (Passable vs Intelligence) turns Dance of the Damned
Range: Self
Effects: The user can ask the narrator one Uses per day: Five
yes/no question per turn. The narrator must Duration: (victim’s Will vs user’s Will) x 2
answer truthfully; if the narrator honestly does not minutes
know the answer, he must say so. It still counts as a Range: Brawling
question. Effects: This power allows the user to enter
the body of a living being. The victim and the user
battle for control, leaving the body to shake and
Control Animal stagger as though dancing. After a minute, the user
takes over the body. If the body is slain or rendered
Uses per day: Five unconscious, the user is forced out but is otherwise
Duration: (Passable vs Nature) x 5 minutes unharmed.
Range: Thrown
Effects: The user takes control of a natural,
material animal. The control is broken if the animal Darkness
moves outside the power’s range.
Uses per day: Four
Duration: (Passable vs Cunning) minutes
Corpse Lights Range: Thrown
Effects: Inky darkness fills the local area. All
Uses per day: Seven light sources become dull spots of red. If the user
Duration: (target’s empathy vs user’s only wants shadows (equal to candlelight), double
Knowledge) x 3 turns the duration.
Range: Missile
Effects: This power is usable only in darkness.
It creates a series of small flickering flames (up to Death Dog
six) that look like candles, torches, or lanterns of
any color the user chooses. The lights are under the Uses per day: Four
complete control of the user, and can move at Duration: (Passable vs Nature) minutes

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Chapter 7: Supernatural Powers

Range: Thrown
Effects: This power summons a semi-material Death-Knock
fairy dog to do the user’s bidding. The dog is as
large as a young calf, has a short tail, big paws, Uses per day: One
green fur, and red ears. When sent by its master, Duration: (victim’s Stamina vs user’s Cunning)
the dog runs after its prey in a straight line, passing days.
through solid objects if necessary. Although the Range: Touch
dog has a Defense of 14 and does (Defense vs Poor) Effects: By knocking 3 times on the head of a
x 2 damage with its bite, its greatest weapon is its living person’s bed, the user can cause that person
bark. Every other turn, the dog may utter a bark. to fall ill and possibly die. On the first day after he
On the first bark, the victim feels a cold chill wakes up he is simply ill, on the second day he is
emanate from the animal. On the second bark, the very sick, on the third day he is bedridden, on the
victim feels a coil of fear loosen within him. On the fourth day he is incapacitated, and on the fifth day
third bark, if the victim is still within thrown range, of the illness (if it has progressed this far), the
he immediately takes 20 WTL damage. victim dies. The user of this power may stop the
illness at any time.

Death Rattle
Decapitation
Uses per day: Five
Duration: (target’s Stamina vs user’s Stamina) Uses per day: Four
minutes Duration: (Passable vs Stamina) x 2 turns
Range: Thrown Range: Self
Effects: Causes a living victim to choke. Within Effects: The user’s head assumes material
two minutes, he will be asphyxiated into consistency and flies from his body. The head bites
unconsciousness, but the Death Rattle will not for x2 damage, flies at running speed, and can
cause death. travel any distance from its body. The head
continues to control the decapitated body for as
long as it remains within sight. The body remains
Death Sleep incorporeal for the duration of this power.

Uses per day: One


Duration: (target’s Stamina vs user’s Cunning) Deflect
hours
Range: Touch Uses per day: Two
Effects: Usable only on living beings. At the Duration: (Passable vs Agility) turns
user’s touch, the victim screams terribly and Range: Self or Thrown
collapses in a heap. He appears completely dead Effects: For the duration of this power, any
for the duration of the power. object or person that strikes at the target is
deflected. This power can be used instantly, even if
it means interrupting another player’s turn, and
Death Throes does not require an action to activate.

Uses per day: Five


Duration: (target’s Stamina vs user’s Stamina) Dematerialize
x 2 turns
Range: Thrown Uses per day: Four
Effects: Spasms of pain course through the Duration: (Passable vs Fate) x 3 turns
bodies of up to five victims. The pangs are so Range: Brawling
intense that they are at -2 columns on all die rolls, Effects: Converts a material object of up to 10
including Defense, until the end of the duration. pounds into an unnatural form usable by both

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Chapter 7: Supernatural Powers

incorporeal and material beings. If a lost soul (Passable vs user’s Cunning) points. If reduced to
dematerializes a gun, the bullets are also affected. zero Charm, the victim loses Will to Live instead.

Detect Aura of Blood Distort Reality


Uses per day: Ten Uses per day: One
Duration: (Passable vs Alertness) x 10 minutes Duration: Permanent
Range: Self Range: Special
Effects: Allows the user to determine on sight Effects: The user may re-roll one roll. This
whether any creature within thrown range has the power is used immediately after the roll is made
power to drain the lifeforce, blood or WTL from the and does not count as an action.
living or lost souls.

Divination
Disease
Uses per day: Five
Uses per day: Four Duration: Immediate
Duration: (target’s Stamina vs user’s Cunning) Range: (Passable vs Knowledge) x 10 feet
x 2 hours Effects: Lets the user detect one specified kind
Range: Touch of thing: water, money, hidden doors, etc. It cannot
Effects: The user’s touch causes illness in the detect a specific item, only a generic class of object.
victim. The target will suffer diarrhea, nausea, The user senses the direction of the closest
fever, headaches, and other flu-like symptoms. The example of the desired object, provided it is within
effects start in just five minutes. range as determined by a Knowledge roll.

Disembowel Dream Control


Uses per day: Three Uses per day: Two
Duration: Immediate Duration: (target’s Sanity vs user’s Empathy) x
Range: Thrown 5 minutes
Effects: Can only be used on material Range: Touch
creatures. It causes the victim’s belly to burst like Effects: The target must be a physical, sleeping
an overripe plum, doing (Passable vs Strength) x 4 being. The user causes the target to dream. The
damage. The actual effect can range from a user has complete control of the dream’s contents,
stomach ache (4 points damage), to a burst but the victim has control of his dream self.
appendix (16 points damage) or a wet explosion Although the dream may be frightening, resulting
(20 points damage). even in the victim’s apparent death, the victim will
awake unharmed at the end of the duration (unless
the user forces him awake sooner). During the
Disfigure dream, the victim will think that the events are
real. This power allows the user to communicate
Uses per day: Four with the victim in his dreams. During the dream,
Duration: Permanent the victim cannot be awakened by anyone but the
Range: Touch user.
Effects: By touching the victim (it doesn’t
matter if the victim is material or incorporeal) the
user causes an awful scar to appear at the point Duplicate Object
touched. The victim’s Charm is reduced by
Uses per day: Three

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Chapter 7: Supernatural Powers

Duration: (Passable vs Mechanical) x hours


Range: Touch Entrap
Effects: The user can duplicate (in ectoplasm)
a material item. The user must touch the item to be Uses per day: One
duplicated. Duration: Until freed
Range: Brawling
Effects: This power has an “effectiveness” of
Eerie Music (target’s Will vs user’s Fate). If successful, this
power forces the target to haunt the place where
Uses per day: Three he was slain. The target cannot leave the local area
Duration: (target’s Intelligence vs User’s of where he died until some condition set up by the
Charm) x 10 minutes user is met. Usually, the condition is such that the
Range: Thrown victim must rely on someone else fulfilling it. The
Effects: All beings within the local area hear “effectiveness” of the power determines how
the soft sound of a musical instrument, usually a difficult the conditions are to meet.
harp, organ or violin. The music is haunting and
hypnotic. For the duration of the power, up to four
victims will walk toward the apparent source of Evil Eye
the music, which the user controls. The victims are
neither helpless nor entranced; they are simply Uses per day: Three
determined to find out where the music is coming Duration: (target’s Fate vs user’s Fate) x 2
from. turns
Range: Brawling
Effects: The target and the user must be visible
Enslavement to one another. The victim is at -2 columns on all
rolls for the duration of the power.
Uses per day: Two
Duration: (target’s Will vs user’s Charm) x 10
minutes Excerpt
Range: Touch
Effects: This power only works on living Uses per day: Six
people who must be unconscious. For the duration, Duration: (Passable vs Knowledge) x 2
the user has complete mental control over the minutes
victim. However, the victim will be slow moving, Range: Touch
like a sleepwalker. The enslaved victim may speak, Effects: The user can sense the contents of a
but must remain within the user’s line of sight or material book, notebook or journal without having
else the power ends. to open it physically. The duration limits the
amount of information received.

Entrance
Extinguish
Uses per day: Four
Duration: Up to five minutes Uses per day: Four
Range: Self Duration: Not applicable
Effects: Works only on material beings. The Range: Variable
user appears as a wavering, vaporous form. Up to Effects: Allows the user to shut off lights and
(Passable vs Charm) x 3 people in the local area douse fires. A light bulb burns out, a fuse blows, or
will stand bemused, staring at the ever shifting a transformer explodes, depending on how large of
forms. Any abrupt movement or loud noise (such an area the user wishes to affect. The Science roll
as an attack) will end the power. While using this required is determined by the area affected, as
power, the lost soul cannot move. shown on the Extinguish table.

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Chapter 7: Supernatural Powers

Extinguish Area memory equals (target’s Intelligence vs user’s


Range Mechanical RR
Intelligence) x 10 seconds.
One light or small fire Passable
One room Good
Suite of rooms Great Far Sight
One building Superior
One city block Awesome
Uses per day: Four
Duration: (Passable vs Alertness) minutes
Facade Range: Unlimited
Effects: By concentrating on an area where he
has been before, or on a person that he knows well,
Uses per day: Five
the user can see or hear what is happening there or
Duration: (Passable vs Knowledge) hours
around the selected person. In addition, if the user
Range: Touch
has an item that was touched by someone in the
Effects: The touched subject of the power
past day, he may focus on the location of the
takes on the appearance of whatever the user
person who touched the item (provided he knows
chooses, provided it is about the same size.
who that person is). When using this power, the
Appropriate sound effects are included. This power
player must specify whether he is trying for sound
may also be used to cause rotten food to appear
or picture. If he wants both, it costs 2 uses.
fresh, a ruined house to look new (but only from
the outside), or a new house to look old and
decrepit. Father Figure
Faint Uses per day: Four
Duration: (target’s Intelligence vs user’s
Cunning) x 2 turns
Uses per day: Four
Range: Self
Duration: (target’s Stamina vs user’s Cunning)
Effects: The user assumes the appearance of
turns
the target’s father or another highly respected
Range: Brawling
individual (only the target sees the illusion). The
Effects: The user appears abruptly in a
victim will obey whatever the father figure tells
frightening manner, causing the victim to faint.
him.
This power works on the living as well as the non-
living. Only the victim sees the user.
Feral Fellow
False Memory Uses per day: Five
Duration: (target’s Intelligence vs user’s
Uses per day: Two
Intelligence) x 2 turns
Duration: Permanent
Range: Thrown
Range: Thrown
Effects: The target immediately drops to all
Effects: The user plants a false memory in the
fours and scampers around like an animal. He
target’s mind (the target must be within thrown
cannot carry anything in his hands or use any
range). The memory is woven into the target’s
weapons. However, he may still attack by biting
mind, fitting between other memories so that no
and clawing.
real memories are actually lost. The target will
completely believe the false memory unless it is
somehow proven to be false. The false memory can
be planted as far back as the user wishes, although
Fester
the further back it is, the less precisely it will be
Uses per day: Four
recalled. The span of time covered by the false
Duration: (Passable vs Cunning) turns

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Chapter 7: Supernatural Powers

Range: Missile
Effects: All wounded characters in the local Fog
area take 1 point of WTL damage each turn as their
wounds break open and fester painfully. This Uses per day: Four
power affects friends and foes alike. Duration: (Passable vs Cunning) x 10 minutes
Range: Local area
Effects: A thick fog fills the local area, reducing
Find the Way light and vision. The fog will protect any lost souls
within it from sunlight. The user may sculpture it
Uses per day: Five into any shape or color. Strong winds will dispel
Duration: Immediate the fog. The fog’s duration is halved in full daylight.
Range: Self
Effects: This power gives the user the
direction of a specific object (or person), provided Foretell
it is within (Passable vs Search) miles. The user
may try to determine the distance as well, but the Uses per day: Three
power then only works out to (Passable vs Search) Duration: Immediate
x 100 feet. The user must be familiar with the Range: Thrown
object, having touched it earlier. If the user has no Effects: The user can tell (Passable vs Fate)
first hand knowledge of the object, he may try to things about a human’s future and/or past just by
locate it by concentrating on a drawing or looking at her. The player asks that many questions
description, but he will be at -1 column. If the user about the person, which the narrator must answer
has a small piece of the object or person’s clothing, honestly. The narrator may be as vague as he likes.
then he receives +1 column.

Forget
Flesh Crawl
Uses per day: Four
Uses per day: Four Duration: Immediate
Duration: Immediate Range: Local area
Range: Thrown Effects: All beings in the locale area (except
Effects: This power can only be used on the caster) forget everything that happened in the
material beings. It causes the flesh of the target to last (Passable vs Charm) x 2 turns. Player
crawl off his body, inflicting (target’s Defense vs characters may try to resist the power by rolling
user’s Cunning) x 5 damage. The amount of Memory higher than the Charm roll of the user.
damage done determines how much of the target’s
skin is affected.
Fragment
Fly Uses per day: Four
Duration: Immediate
Uses per day: Five Range: Thrown
Duration: (Passable vs Agility) x 10 turns Effects: Causes a specified hand or foot to drop
Range: Self away from the body of an incorporeal being. The
Effects: Fly at (Catastrophic vs Agility) x 50 user must state which part (left hand, right hand,
feet per turn. Use Agility for maneuvering. Make a left foot or right foot) is to fragment from the rest.
Strength roll in order to carry heavy objects while While this experience does no harm to an
flying. incorporeal being, it can cause her to be hampered.
The body part reforms in (victim’s Stamina vs
user’s Medical) x 2 turns.

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Chapter 7: Supernatural Powers

addition, the victims must all roll on the Sanity


Fray Check table.

Uses per day: Eight


Duration: Immediate Ghost Cycle
Range: Touch
Effects: This power allows the user to tatter, Uses per day: Four
unravel or wear away any clothing, cord or rope. Duration: (Passable vs Mechanical) x 10
The roll required depends upon the amount of minutes
material to be frayed. A Passable roll will destroy a Range: Thrown
typical rope, while a Great roll would reduce a Effects: Creates an ectoplasmic motorcycle,
person’s clothing to threads. This power only which can be driven by any incorporeal being.
affects the material world. Maneuvering the motorcycle requires a Drive roll.
The motorcycle can carry one passenger safely.
Freezing Touch
Ghostly Bonfire
Uses per day: Six
Duration: (target’s Defense vs user’s Cunning) Uses per day: Six
x 2 turns Duration: (Passable vs Nature) x 20 minutes
Range: Touch Range: Missile
Effects: Just by touching the target, the user Effects: Creates a large, intense fire. The
can cause complete paralysis. During this time, the Bonfire burns lost souls and other incorporeal
victim can see and hear everything that is going on beings, doing (Defense vs Good) x 5 damage to
around him, he simply can’t move. those foolish enough to enter it. It is visible to the
living, though it cannot burn them.
Frenzy
Ghostly Knowledge
Uses per day: Three
Duration: (Passable vs Stamina) x 2 turns Uses per day: Two
Range: Self Duration: 2 minutes
Effects: The user receives +1 column on all Range: Self
Brawling, Dodge, Run, and Defense rolls. The user Effects: The user can discover up to (Passable
must attack each turn. If no foes are in the local vs Knowledge) pieces of information which can
area, he must attack the nearest character. If the only be known by a person who has died. For
user is unconscious or alone, the power ends. The instance, recent historians believe that Napoleon
user may also roll Good on Will to snap out of his may have been poisoned, rather than dying
frenzy. peacefully in his bed. The user could employ his
ghostly knowledge to find out if this were true. The
character may also use this power to discover how
Frightful Visage to perform some action; he could contact the spirit
of a plumber to find out how to fix a sink.
Uses per day: Five
Duration: Immediate
Range: Local area Glimpse of Death
Effects: The user appears as he did in death Ñ
rotting, maggoty, and so horrible that he causes all Uses per day: Four
characters (friend and foe alike) in the local area to Duration: (Passable vs Cunning) hours
lose (victim’s Stamina vs user’s Cunning) WTL. In Range: Touch

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Chapter 7: Supernatural Powers

Effects: This power is cast on a mirror, pool, or


other reflective surface. The mirror will remain Hallucination
enchanted for the duration. The first living person
who looks into the mirror during this time will see Uses per day: Three
a hideous glimpse of his own death. The type of Duration: (target’s Sanity vs user’s
death is specified by the user at the time the power Intelligence) x 3 turns
is used. The horrible vision causes the victim to Range: Thrown
lose (target’s Stamina vs user’s Cunning) WTL. In Effects: Creates a full sensory hallucination of
addition, the victims must roll on the Sanity Check the user’s design. Anything of any size can be
table. created; for instance, the user could create the
illusion of an army of ghouls marching on the
victim. The only limitation is that the victim cannot
Graveyard Shift really be hurt by the hallucination. Only the target
will see the hallucination.
Uses per day: Two
Duration: Immediate
Range: Self Haunt
Effects: This power transports the user and up
to ten incorporeal beings he is touching to any Uses per day: One
graveyard. The location of the destination must be Duration: (Passable vs Will) nights
known to the user. The power requires a Passable Range: Brawling
Stamina roll. The user suffers -1 column for every Effects: This power is used to make a person
two companions he takes along. One companion do a specific action. Usable only on living people,
would cause a -1 column penalty, three only one Haunt can be used on a person at a time,
companions a -2 column penalty, and so on. and a character can cast Haunt on a specific victim
only once every thirty days. Each night, the victim
suffers an awful nightmare of the user’s design.
Growth The nightmare must make it obvious what the user
wants the victim to do, as well as the punishment
Uses per day: Four for not doing it. The same dream is experienced
Duration: (Passable vs Stamina) x 3 turns every night, each time progressing a little further.
Range: Self The victim will awaken in the middle of the night,
Effects: The user increases in size and mass by bathed in sweat, at which time he must roll his
up to 20 feet. For every 2 feet of height increased, Sanity over the Will of the ghost who used the
he gains +1 to his Strength and Defense skills. This power. If the victim rolls lower, he must do what
power may also be used on another being simply the user wants. Once the person does the user’s
by touching it. bidding, the user is reincarnated, or the duration
ends, the victim is free from the nightmares.

Gust of Air
Headstone
Uses per day: Six
Duration: (Passable vs Nature) minutes Uses per day: Eight
Range: Local area Duration: Immediate
Effects: Creates a gust of wind for the duration. Range: Self
The gust is strong enough to open unlatched doors, Effects: This power is used to gain information
part curtains, or blow the pages of a book open. on a person, living or dead. The subject must be
someone the user has seen, or someone who’s
name the user knows. The user learns (Passable vs
Knowledge) facts about the subject.

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Chapter 7: Supernatural Powers

Duration: (target’s Sanity vs user’s Strength) x


Healing Hands 2 turns
Range: Local area
Uses per day: Five Effects: Affects up to five characters in the
Duration: Immediate local area, including the user’s friends. The ghost
Range: Touch rolls versus each character’s Sanity to see how long
Effects: Heals (Passable vs Nature) x 2 WTL. that character must flee.
Characters can use this power on living as well as
incorporeal beings. This power heals “X” damage
as well as “/” damage. Hurl
Uses per day: Seven
Heart Attack Duration: Immediate
Range: Touch
Uses per day: One Effects: The user may hurl one baseball-sized
Duration: Immediate material object up to (Passable vs Aim) x 10 feet.
Range: Brawling The object can be used to inflict (Defense vs Aim)
Effects: Causes a single material creature to WTL damage on a living being.
suffer a heart attack. The user must roll Cunning.
On a Superior roll, the victim passes out and must
be hospitalized for three days. On an Awesome roll, Hypnotism
the victim dies.
Uses per day: Four
Duration: (target’s Intelligence vs user’s
Hell’s Bells Intelligence) x 2 turns
Range: Thrown
Uses per day: Six Effects: For the duration of the power, the
Duration: Six hours target cannot make any decisions for himself. He
Range: Missile may act on the suggestions of others, but is not
Effects: Every move the target makes required to follow their commands.
produces the tolling of a bell. This power makes it
impossible for the victim to sneak around. The
loudness of the bell depends upon the user’s Ignite
Cunning roll, as shown on the Hell’s Bells table.
Uses per day: Six
Hell’s Bells Loudness Duration: (Passable vs Nature) x 2 turns
Cunning Strength RR Range: Thrown
Passable Chimes. Can be heard at 50 feet. Effects: Causes an inanimate material object to
Good Small bells. Can be heard at 100 feet. burst into flames. The burning area can be no more
Great A gong. Can be heard at 100 yards. than one square yard. The fire burns out at the end
Superior Church bells. Can be heard at a half mile.
Causes a splitting headache to victim.
of the duration, even if the target is inflammable. A
Awesome Cathedral bells. Can be heard at 1 mile. person wearing burning clothes would take 1 point
Every time the victim moves, he must of damage per turn.
make a Passable Stamina roll or else suffer
1 WTL damage. On a Catastrophic roll he
is deafened for 1 week. If the damage
drives the victim to 0 WTL, he goes insane.
Image
Uses per day: Four
Howl Duration: (Passable vs Fate) x 3 turns
Range: Thrown
Uses per day: Four

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Chapter 7: Supernatural Powers

Effects: Creates a lifelike image of a single Effects: This power creates an ectoplasmic
object or creature that the caster chooses. The ladder of up to one hundred feet in length (the user
image must fit within a 10’ x 10’ x 10’ cube. It must chooses the length at the time it is created). It is
stay within thrown range of the user. The image is firmly rooted in place, and while it can’t be moved,
completely silent, unless the Make Noise power is it doesn’t need any additional support. It can be
used to give it sound. This power does not work in used by any incorporeal being.
full daylight.

Keening
Imitate
Uses per day: Three
Uses per day: Two Duration: Immediate
Duration: (Passable vs Cunning) x 5 minutes Range: Local area
Range: Self Effects: All those in the local area, friend and
Effects: The user assumes the appearance of foe alike, lose (victim’s Stamina vs user’s Cunning)
any one creature or person within line of sight. If x 3 WTL.
the target is a material being, the user also
becomes material. The user’s abilities all remain
the same. Lend
Uses per day: Five
Increase Ability Duration: (Passable vs Stamina) x 3 turns
Range: Thrown
Uses per day: Four Effects: For a short period of time, the user can
Duration: 1 turn “loan” a companion 5 points in any skill or ability.
Range: Self For instance, if a companion is about to use Faith
Effects: Grants a bonus of (Good vs Fate) Heal with a skill of 10, this power will allow the
columns to the user’s next action. The use of this user to lend 5 more points before the roll is made.
power does not count as an action, and it may be Of course, the user’s own Faith Heal score will be at
activated at any time. -5 until the power wears off. The user’s ability
must be at least 6 to successfully use this power.

Inhabit Item
Levitate
Uses per day: Five
Duration: (Passable vs Mechanical) x 2 turns Uses per day: Four
Range: Touch Duration: (Passable vs Agility) x 3 turns
Effects: Allows the user to inhabit item and Range: Thrown
animate it. The object, which must be man sized or Effects: Levitate the target. Gives up and down
smaller, assumes an evil visage and moves movement only. Can move target up or down at 10
according to its nature. A rug would slither and feet per turn. As the power wears off, the target is
strangle victims, a lamp would waddle across the slowly lowered to the ground at the rate of 10 feet
floor. If the object is broken, the power ends. per turn. This power also works on inanimate
objects.

Jacob’s Ladder
Life Detection
Uses per day: Five
Duration: (Passable vs Mechanical) hours Uses per day: Five
Range: Thrown Duration: Immediate
Range: (Passable vs Nature) x 20 feet

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Chapter 7: Supernatural Powers

Effects: The user can sense the direction and


approximate distance of the nearest intelligent Materialize Object
beings that are within range. The maximum
number of beings that can be detected is 1 for Uses per day: Five
every twenty feet of range. Duration: (Passable vs Fate) x 6 turns
Range: Touch
Effects: Converts one ectoplasmic item of up to
Life Drain 10 pounds weight into an unnatural state, allowing
it to be touched and used by both material and
Uses per day: Four incorporeal beings. For instance, a ghost cop could
Duration: Immediate materialize his gun, thereby allowing him to fire
Range: Brawling and harm a living creature. Note that if this power
Effects: The user absorbs (victim’s Defense vs is used on a gun, all of its bullets are also
user’s Brawling) x 2 WTL from the target. These materialized.
points are added to the user’s WTL, and may even
take the user over his limit of 20 WTL. This power
can be used against the living as well as lost souls. Mechanical Failure
Uses per day: Three
Lock Duration: (Passable vs Mechanical) x 5
minutes
Uses per day: Five Range: Local area
Duration: (Passable vs Mechanical) x 10 Effects: All mechanical and electronic devices
minutes in the local area are rendered useless. Radios buzz
Range: Thrown with static, cameras don’t work, computers crash,
Effects: This power causes one door, window, etc.
or other portal within the local area to stick closed
for the duration. The user may remove and re-
install the lock at will. Anyone else must physically Mental Link
break the door down.
Uses per day: Four
Duration: (Passable vs Knowledge) hours
Make Noise Range: Unlimited
Effects: This power is used on another being
Uses per day: Six within the local area. At any time during the
Duration: (Passable vs Intelligence) x 3 turns duration, the target may send a telepathic call for
Range: Missile help to the user. No details can be given, just the
Effects: The user can make a noise, such as call for help and a vague sense of the target’s
moaning, screaming, rapping, rattling chains, or direction relative to the user.
anything else except actual speech.

Message
Manifest
Uses per day: Eight
Uses per day: Six Duration: up to 1 hour
Duration: (Passable vs Intelligence) x 3 turns Range: Touch
Range: Local area Effects: The user may write (Passable vs
Effects: Allows the user to play out a scene Dexterity) x 5 letters. The letters appear on any
they have personally seen. This is an excellent way surface (including flesh), and drip as though
of replaying a murder. The scene is totally silent. written in blood. Alternately, they may appear
raised from the surface, as the user chooses. The

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Chapter 7: Supernatural Powers

user may choose how long the letters will last, up Range: Thrown
to one hour. Effects: The user chooses which emotion to
impress upon the victim. Some examples include:
sorrow, anger, fear, joy, depression, or paranoia.
Mirror Image For example, this power might cause a demon to
cry uncontrollably, both blinding it and possibly
Uses per day: Four causing it to forget all about its intended target.
Duration: (Passable vs Charm) x 2 turns
Range: Self
Effects: If successful, the user may appear in Move Object
any reflective surface (mirrors, glass, chrome, etc.).
The user cannot talk, but may use gestures. Uses per day: Eight
Anyone, living or incorporeal, can see the Duration: (Passable vs Strength) x 2 turns
reflection. Range: Thrown
Effects: This power is used to cause an object
of under a pound to move slowly in a straight line.
Moan The object must come to a complete stop in order
to change direction. Delicate movement is
Uses per day: Four impossible. It is useful for moving an Ouija
Duration: (victim’s Intelligence vs user’s planchette, sliding objects across a table, etc.
Empathy) x 3 turns
Range: Local area
Effects: This ghastly sound causes all those in Mutate Object
the local area to be struck with a terrible sadness.
They will not feel like fighting or engaging in any Uses per day: One
form of conflict. All they want to do is grieve. Duration: (Passable vs Stamina) x 5 turns
Range: Touch
Effects: Lets the user change a material object
Molder into any shape he chooses, so long as it is
approximately of the same size. The object gains all
Uses per day: Five the properties of its new shape. Note that the new
Duration: (Passable vs Stamina) turns object is generic; for instance, a character could
Range: Touch change a stick into a key, but it would just be a
Effects: By touching an object, the user can generic key, not the key to a specific lock.
cause the item to molder, rust, or otherwise decay
into complete uselessness. Weapons have their
damage bonus reduced by a factor of 1 each turn. Mute
For example, a x5 damage scimitar which
moldered for 3 turns would be reduced to x2 Uses per day: Six
damage. The Defense bonus of armor is reduced by Duration: (target’s Stamina vs user’s Stamina)
1 for every 2 turns of moldering. The narrator must hours
decide how long it takes to completely destroy Range: Brawling
other objects. If used on a being, this power does 1 Effects: The user appears suddenly before his
point of damage each turn. victim in such a startling manner that the target
loses his ability to speak. In addition, the victim is
so rattled that he cannot even write clearly (his
Mood Swing hands shake too much).

Uses per day: Four


Duration: (victim’s Intelligence vs user’s
Intelligence) x 2 turns

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Chapter 7: Supernatural Powers

Passable Knowledge roll. How well he makes the


Night Watchman roll determines how much information he gains.

Uses per day: Two


Duration: (Passable vs Intelligence) x 2 hours Open Portal
Range: Special
Effects: This power acts as an effective guard Uses per day: Eight
against sneak attacks. The night watchman appears Duration: Immediate
as a portly fellow dressed in a watchman’s uniform. Range: Touch
He can patrol a radius of one hundred feet around Effects: The user can open one portal such as a
the user, and can even pass through walls and door or window. It can also be used to open a
doors to check the situation on the other side. He drawer or something similar. Locked doors require
will report to the user if anyone, material or a Passable Unlock roll. Anyone in the local area will
incorporeal, approaches within one hundred feet feel an chill draft as the door opens.
(although he will not report upon creatures within
one hundred feet at the time the power is
activated). He is completely ineffectual as a fighter. Operate Contrivance
The Night Watchman can only be activated at night.
He cannot be seen or heard by the living but other Uses per day: Five
supernatural creatures can sense him. Duration: (Passable vs user’s Mechanical) x 2
minutes
Range: Touch
Nightmare Effects: Allows the user to operate one
machine. This power can be used to play an organ,
Uses per day: Two operate a computer, drive a car, or whatever else
Duration: (Passable vs Nature) x 3 turns the user chooses.
Range: Touch
Effects: The user may enter the dream of any
one living person that he personally knows or has Oracle
studied for 1 hour that same day. The user has all
of his equipment with him, but his victim also has Uses per day: One
one weapon of his choice. For the duration of the Duration: (Passable vs user’s Knowledge)
power, the user may speak with his victim, or fight. minutes
If either character dies in the dream, that character Range: Self
is reincarnated. Both characters regain all lost WTL Effects: The user can ask one question per
at the end of the duration. If the victim survives the minute. The narrator must answer the question
encounter, he awakens exhausted. with a riddle. The riddle may be as obtuse as the
narrator likes. The answer should never be clear
cut.
Object Reading
Uses per day: Three Pass
Duration: Immediate
Range: Touch Uses per day: Three
Effects: By touching an ectoplasmic or Duration: (Passable vs Cunning) minutes
material object, the user will have a vision Range: Self
regarding who used the item last, where and when Effects: The user can go through any material
it was made, what it was used for, and what object, including walls, floors, mountain sides, etc.
happened around it that was emotionally
important. To do this, the user must make a

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Chapter 7: Supernatural Powers

Phantom Smoke Power Shield


Uses per day: Three Uses per day: Four
Duration: (Passable vs Nature) x 5 minutes Duration: (Passable vs Fate) x 3 turns
Range: Thrown Range: Self
Effects: Billows of smoke fill the local area, Effects: For the duration of this power, the
obstructing vision and causing the living to cough user is immune to the effects of all supernatural
and their eyes to water. The smoke is thick enough powers. However, he is not immune to incidental
to protect lost souls from sunlight. Strong winds damage caused by a power. For instance, if a
will dispel the smoke. It can be made to follow the character with Power Shield is standing on a
user or surround a specific target. bridge that is Vanished, the character with the
Power Shield would still plummet.

Photogenic
Precognition
Uses per day: Eight
Duration: (Passable vs Charm) x 10 minutes Uses per day: Two
Range: Self Duration: Immediate
Effects: The user can appear on videotape, Range: Self
film, sound tape, or other recording medium. The Effects: The user will know what will happen
image is permanent, though a little blurry. for the next (Passable vs Knowledge) x 2 turns. For
instance, a ghost says that he intends to go through
a door, but first he uses Precognition. The game is
Poisonous Bite then played for a few minutes to show what would
happen if the character went through the door. The
Uses per day: Four game then returns to the point where the ghost
Duration: (Passable vs Cunning) x 2 turns used the precognition, allowing him to make new
Range: Self decisions based on what he has learned.
Effects: The user grows poisonous fangs. For
the duration of this power, the user can bite
victims, paralyzing them for (target’s Defense vs Premonition
user’s Brawling) hours.
Uses per day: Three
Duration: Immediate
Possession Range: Self
Effects: The user can predict the probable
Uses per day: One results of a stated action. He will be able to tell if
Duration: (victim’s Will vs user’s Will) hours the results are liable to be very good, good, neutral,
Range: Brawling bad, or very bad. The user can sense (Passable vs
Effects: Possession only works on living Knowledge) x 5 minutes into the future.
people, and it can only be achieved if the host is
sick, mentally ill, sleeping, stunned or otherwise
incapacitated, or if the victim is cooperative. A user Presence
receives +1 column if attempting to possess a child
or a blood relative. Possession allows the user to Uses per day: Eight
enter and take full control of the victim’s body. He Duration: (Passable vs Charm) minutes
can maintain control for the duration of the power. Range: Local area
Any damage taken by the host is also suffered by Effects: All living people in the room feel your
the possessing spirit. It takes 2 turns for a presence. You decide how your presence is felt. It
possessing spirit to leave a body. must be an emotion, or a familiar smell that they

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would associate with you. Those who do not know not work on the living unless the user has
you will feel your presence but will not be able to somehow materialized.
identify it as you.

Read Minds
Private Hell
Uses per day: Four
Uses per day: Six Duration: (Passable vs Intelligence) minutes
Duration: (victim’s Strength vs user’s Range: Thrown
Knowledge) x 5 minutes Effects: The user may read the surface
Range: Brawling thoughts of the target.
Effects: Causes the target to be instantly
transported to his own private hell. There, the
victim suffers horribly (although there is no lasting Reduce Size
ill effects). When the duration ends, the victim
reappears exactly where he was before he was sent Uses per day: Six
to hell. Duration: (Passable vs Stamina) x 2 minutes
Range: Self
Effects: The user and all of his gear decreases
Pseudopod in size down to as little as 1” in height (the user
chooses the size). His Strength is reduced
Uses per day: Three proportionally, but his other skills remain
Duration: (Passable vs Stamina) minutes unchanged.
Range: Self
Effects: A tentacle up to ten feet long grows
out of the user’s body. The limb is an unnatural Reflection
substance that can affect (and be seen by) both
material and incorporeal beings. The tentacle can Uses per day: Five
be used to fight, write, carry or grasp with a Duration: (Passable vs Charm) minutes
Strength and Dexterity equal to the caster’s. Range: Self
Attacks may be made separately against the Effects: Allows the user to appear in a
pseudopod. It has 10 WTL, and a Defense equal to reflective surface. The user can assume his regular
its owner’s. Once out of WTL, it retracts back into appearance, or the guise of the person looking into
the user. The user is not harmed by any damage the reflective surface.
taken by the pseudopod. The user can cause the
pseudopod to retreat back inside her body at will.
If she does this before the end of the power’s Regression
duration, she will lose any remaining time she
might have had for that usage. Uses per day: Three
Duration: (Passable vs Fate) minutes
Range: Touch
Putrefy Effects: Allows the target to remember past
events from their own life with photographic
Uses per day: Five clarity. The target can take a more careful look
Duration: (Passable vs Stamina) turns around. While he is aware of his emotions at the
Range: Self time, he doesn’t feel them with the same passion.
Effects: For the duration, the user’s touch The user may employ this power on himself. The
causes flesh to molder. If the user strikes in user suffers a -2 column penalty if regressing the
unarmed combat, his touch does x6 damage. This is target to a past life (a lost soul can be regressed to
treated just like any other wound. This power does their most current life without penalty, since it’s
considered the same incarnation).

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of the power. Living creatures must be able to see


Rejuvenate the user in order to be affected by this power.

Uses per day: One


Duration: Immediate Rise from Dead
Range: Touch
Effects: This power is used on any lost soul, Uses per day: One
even one with 0 Will to Live. The character Duration: (Passable vs Stamina) x 10 minutes
immediately regains (Pathetic vs user’s Fate) x 2 Range: Touch
WTL, up to the character's starting WTL. Effects: The user inhabits and animates a
human cadaver. The better preserved the body, the
more lifelike it will be.
Return When inhabiting the dead, the user takes 1/4
damage from physical weapons (rounded down).
Uses per day: Two The reanimated corpse can only speak one word
Duration: (Passable vs Stamina) x 2 minutes (selected by the user at the time the power is
Range: Self used), which he may repeat as often as he wants.
Effects: The user assumes corporeal form. If he This power may only be used at night, and stops
is touched by a human, he will be very cold and has instantly at daybreak.
no heartbeat; otherwise, he appears as he did in If the user returns to his own body, the
life. The user may speak and effect physical objects. duration is (Passable vs Stamina) hours.
He takes full damage from physical weapons. This
power only works on material planes (such as
earth). Rotting Stench
Uses per day: Five
Reverse Intentions Duration: (target’s Stamina vs user’s Strength)
x 3 turns
Uses per day: Four Range: Local area
Duration: (target’s Intelligence vs user’s Effects: An awful, rotting stench fills the local
Charm) turns area. Everyone in the local area (except the caster)
Range: Thrown is at -1 column on all actions.
Effects: The victim does the exact opposite of
what he intended to do that turn, and will continue
to do so for the duration. For example, Reverse Seduction
Intentions could cause an evil spirit to throw down
his weapon and surrender when he was just about Uses per day: Two
to attack. Duration: (target’s Intelligence vs user’s
Charm) x hours
Range: Special
Revulsion Effects: Enables the user to cause one human
to fall completely in love with him. The victim must
Uses per day: Five see a picture of the user, or his personal
Duration: (Passable vs Cunning) x 3 turns belongings, or the character must somehow make
Range: Self his presence known. The victim will view anything
Effects: The user causes himself to appear so the character does or suggests in the best possible
horrible, that no one may come within Brawling light. However, this can backfire. Someone who
range of him unless they make a Strength roll loves the character may try to reincarnate him
greater than the roll that created the aura. Those under the mistaken belief that “it’s all for the best.”
who fail cannot approach the user for the duration Or, the target may try to commit suicide to be with
the user forever. Once the power wears off, the

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victim may have an extreme dislike for the user, Duration: (target’s Strength vs user’s
especially if he made her do things she now Strength) turns
regrets. Range: Local area
Effects: The shriek affects up to 5 beings in the
local area, including the user’s friends. Each must
Shadow Walk roll to see how long he is paralyzed with fear.

Uses per day: Five


Duration: Immediate Shroud
Range: Self
Effects: The user may instantly move from one Uses per day: Three
shadow to another. The shadows must be large Duration: (target’s Strength vs user’s Cunning)
enough to accommodate the user and any x 2 turns
companions who accompany him. The user must Range: Thrown
be standing in a shadow, and the destination must Effects: A winding sheet wraps tightly around
be within line of sight. Note that this power is the bodies of up to five victims. Their arms are
useless in direct sunlight as well as complete bound tight until the power wears off; however,
darkness. Using the power requires a Passable they can still use their legs and supernatural
Cunning roll. The user suffers a -1 column penalty powers.
for every additional person he is taking.

Silence
Shape Change
Uses per day: Five
Uses per day: Two Duration: (Passable vs Knowledge) x 2 turns
Duration: (victim’s Strength vs user’s Range: Local area
Strength) x 5 minutes Effects: The local area is made silent. No sound
Range: Brawling can be made in the area, nor can any sound made
Effects: This power can be used on living outside the area be heard within it. The user can
beings. The user changes the target into another adjust the size and position of the area so long as it
shape, usually a small harmless animal, such as a remains inside the locale area.
toad, rat, or cat; or a worthless object such as a pile
of offal. The victim retains all his mental functions,
but is limited physically to his new shape. Siren Song
Uses per day: Four
Shiver Duration: see below
Range: Local area
Uses per day: Five Effects: The user selects up to six victims
Duration: (Passable vs Great) x 2 minutes within the local area. The victims feel an
Range: Missile uncontrollable desire to go toward the user for
Effects: The target shivers uncontrollably. His (victim’s Intelligence vs user’s Charm) x 2 minutes.
flesh rises in goose bumps, his teeth chatter, and The siren song can sound like wailing, singing, a
his limbs tremble. During this time, the victim can baby crying, or whatever else the user feels would
barely speak and will be incapable of any task lure his victim.
requiring Dexterity, Aim, Filch, Forgery or Unlock.

Sleep
Shriek
Uses per day: Five
Uses per day: Three

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Duration: (target’s Stamina vs user’s Cunning) Effects: A character who uses this power may
x 2 turns whisper (Passable vs Charm) x 10 words to a living
Range: Local area target in the local area.
Effects: Up to 5 enemies in the local area are
put to sleep by the strange mist created by the
user. Roll a separate duration for each victim. Speak with Animals
Uses per day: Eight
Sleepwalk Duration: (Passable vs Nature) minutes
Range: Self
Uses per day: Two Effects: Ability to communicate with one living
Duration: (target’s Will vs user’s Charm) x 30 animal of the user’s choice. The animal must be in
minutes the local area. Most animals can see or sense
Range: Touch ghosts, and will react fearfully. Speak with Animals
Effects: This power only works on a sleeping, allows a ghost to calm their fears. While this power
material being. The target goes into a trance and is in effect, the user can employ other skills such as
will journey toward the user by the best means Interrogate, Persuade, or Lie to question or
possible: walking, catching a bus, etc. The power manipulate the animal.
ends if the target is bumped or otherwise
interrupted. A loud noise will also break the trance.
The target can be any distance away. Spontaneous Combustion
Uses per day: One
Slow Duration: Immediate
Range: Thrown
Uses per day: Four Effects: The target, incorporeal or material,
Duration: (target’s Agility vs user’s Cunning) x bursts into flames, taking (Passable vs Nature) x 5
2 turns damage.
Range: Thrown
Effects: The target creature seems to be
moving through molasses. They can only act (or Steal Memory
attack) every other turn.
Uses per day: Two
Duration: Immediate
Soul Strip Range: Brawling
Effects: The user may permanently steal a
Uses per day: Three memory from a victim within the local area. The
Duration: (target’s Sanity vs user’s Will) user erases (target’s Memory vs user’s Knowledge)
minutes hours from the victim’s mind. Memories older than
Range: Thrown 1 year cannot be stolen.
Effects: This power forces the target to reveal
his most heart wrenching secret. It does not
prevent the target from fighting or other physical Steal Shadow
activity.
Uses per day: Three
Duration: (target’s Intelligence vs user’s Will)
Speak to the Living x 3 minutes
Range: Thrown
Uses per day: Eight Effects: This power can only be used on a
Duration: 1 minute material beings. It gives the user control over the
Range: Brawling target’s shadow (the target must be casting a

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shadow for this power to work). The shadow has x 10 minutes Rat 5 x1 20 1
an Attack of 10, Defense of 10, and the weapons of x 10 minutes Moth - - 10 1
x 30 minutes Toad - - 5 1
the original. It can physically interact with both
incorporeal and material beings. The shadow
possesses the knowledge of the target, and while
the shadow cannot speak or write, it can nod,
Summon Ghost
shake its head, shrug for “I don’t know,” and point
Uses per day: One
in response to questions from the user. As long as
Duration: (Passable vs Fate) x 3 turns
the user is in the local area, he can give the shadow
Range: Special
simple instructions, which the shadow will follow
Effects: The lost soul summoned must be
until new instructions are given. The shadow can
known to the user. The ghost feels a strange pulling
be slain by 20 points of damage or by eliminating
sensation, and may either choose to be teleported
its light source, at which time it returns to its place
to the user for the duration of the power, or else
beside the target.
refuse to be teleported. A ghost may not be
summoned against his will. May summon a ghost
Stench from anywhere, even across planes.

Uses per day: Four


Duration: (Passable vs user’s Stamina) x 2
Summon Pests
turns
Uses per day: Three
Range: Local area
Duration: (Passable vs Nature) x 2 turns
Effects: The local area is filled with the stench
Range: Local area
of corruption, causing nausea and weakness. All
Effects: The user summons a horde of bats,
characters and NPCs who are present (except the
rats, or biting insects that fill the local area. The
user) suffer a penalty of (Stamina vs Passable)
horde swarms over the user’s enemies, biting and
columns on all attacks and Defense rolls for the
clawing and doing 1 WTL damage per turn to
duration of the power, or until leaving the vicinity
anyone in the local area with a Defense of Good or
of the user.
less (except the user).

Summon Animal Tangle Vines


Uses per day: Three
Uses per day: Five
Duration: (Passable vs Nature) x Duration
Duration: (target’s Strength vs user’s Nature)
Range: Special
x 2 turns
Effects: Calls a real animal which will do the
Range: Local area
user’s bidding. The duration depends on the
Effects: This power causes the plants in the
creature being summoned. The creature must stay
local area to tangle around the user’s enemies.
within Line of Sight of the user. The creature is
Entangled people cannot move for the duration.
under the summoner’s complete control. They
Reduce the duration by 3 turns for each turn the
possess a mental link which allows the summoner
plants are cut with an edged weapon.
to see and hear through the creature.

Summon Animal Telekinesis


Duration Animal Attack Damage Defense WTL
x 1 turn Wolf 10 x4 15 20
x 2 turns Vulture 10 x2 10 10
Uses per day: Six
x 1 minute Raven 10 x1 15 5 Duration: (Passable vs Intelligence) x 2 turns.
x 1 minute Bat 10 x1 20 2 Range: Thrown
x 1 minute Dog 10 x2 10 10
x 5 minutes Cat 10 x1 15 5

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Chapter 7: Supernatural Powers

Effects: For the duration, the user can move


one small object of less than a pound as through he Teleport
was physically manipulating it. The item must Intelligence RR Familiarity
remain in line of sight. Passable Complete familiarity (i.e. home) or a
visible location.
Good User studies a photo or very accurate
Telepathy picture of the location while using the
power.
Great Someone describes the location fully to
Uses per day: Five the user.
Duration: (Passable vs Intelligence) minutes. Superior User one read a description of the
Range: Unlimited location or saw a picture.
Awesome No familiarity. The user has only heard the
Effects: By concentrating on one sentient name of the location.
being, (either living or ghostly), the user can
converse telepathically with them. The user can
communicate with any character he knows The Creeps
personally no matter how far away that person is.
If the user is not familiar with the target, the target Uses per day: Two
must be within line of sight, and the user suffers a - Duration: 5 minutes
1 column penalty. Once a character has Range: Thrown
telepathically communicated with someone, they Effects: This power summons (Passable vs
can do it again no matter where the target is. Note Nature) miniature minions, called “the creeps.”
that the user cannot get any information out of They are foot tall creatures with a semi-material
target that the target does not want to give; this is consistency that can affect, and be affected by both
not a “mind reading” power. Instead of two way material and incorporeal beings. Each creep has a
communication with one character, the user may Defense of 10, an Attack of 10, x1 damage, and all
employ this power to send his thoughts to up to 6 other abilities of 5. They are quite nimble and can
different characters simultaneously. leap up to three feet.

Teleport Time Stop


Uses per day: One Uses per day: One
Duration: Immediate Duration: (Passable vs Fate) turns
Range: Unlimited Range: Local area
Effects: The user can teleport (RR vs Effects: The user stops time for all other
Intelligence) characters to any area known to the creatures in the local area. The user may continue
user. This power only works within the same to act, however.
plane; for instance, characters on the material
world can only teleport to another place on earth.
The RR depends on how well the user knows the Trail of Entrails
location he is going to.
Uses per day: Six
Duration: (Passable vs Cunning) hours
Range: Missile
Effects: This power can be used on a material
or incorporeal being. Ectoplasmic entrails spill
from the target’s guts, leaving a slimy trail that the
user can easily follow. Even if the target enters a
car, a glistening intestine will dangle from the door,
leaving its tell-tale mark on the pavement. This
power does not harm the target, though an

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incorporeal victim may be horrified by the effect Brown: Person viewed is ill or diseased. The
(material beings take no notice, unless they are color will often focus on the afflicted body part.
mediums). Green: Well-balanced, adjusted person. Most
people have green auras.
Grey: This person suffers from pain, mental
Transform anguish or injury. Many lost souls have gray auras.
Pink: Perfectly healthy; usually seen in the
Uses per day: Four young. If centered near a woman’s abdomen,
Duration: (Passable vs Will) x 2 turns indicates pregnancy.
Range: Self Purple: Person is very empathic or psychic;
Effects: The user assumes the material form of possibly a medium. They are most likely to see and
an animal. It takes 2 turns to effect the change, believe in ghosts.
during which time the user is helpless. All of their Red: This person is angry or enraged. Often a
equipment changes with them. They retain their sign of cruelty or sadism. People with red auras can
knowledge and skills, but they cannot use weapons adversely affect those who are ill. A person’s aura
in their animal form. Transformed characters use will sometimes turn red if they lie or suppress the
the combat skills of their animal form. WTL does truth.
not change. White: This person is completely innocent &
trustworthy. Children often have white auras.
Transform Yellow: Person is suffering from some form of
Animal Attack Damage Defense
insanity, the darker the color, the worse the
Wolf 10 x4 15 affliction. A yellow and black aura indicates a
Vulture 10 x2 10 psychotic personality.
Raven 10 x1 15
Bat 10 x1 20
Dog
Cat
10
10
x2
x1
10
15
Truth Tell
Rat 5 x1 20
Moth - - 10 Uses per day: Three
Toad - - 5 Duration: (target’s Intelligence vs user’s
Intelligence) turns
True Sight Range: Brawling
Effects: The user may ask the target one
question per turn, which the target it compelled to
Uses per day: Five answer truthfully to the best of his knowledge.
Duration: (Passable vs Alertness) x 2 turns
Range: Self
Effects: The user sees things as they truly are. Unnatural Rain
Darkness is penetrated, illusions are unveiled,
magic items glow, and supernatural connections Uses per day: One
are shown. Will not allow the user to see through Duration: (Passable vs Nature) x 5 minutes
solids, around corners, or so on. It does allow the Range: Local area
user to see the aura of people (one person may be Effects: The user can cause it to rain within the
viewed per turn). The color indicates something local area, only the rain is anything but water! The
about the person being viewed: user chooses any one of the following: cockroaches,
Black: Person is evil, malevolent or deathly ill. blood, dead fish, frogs, body parts, rocks, or
The aura of the evil dead. anything else the narrator approves. The strange
Blue: This person has innate healing powers. rain follows the user as he moves. It cannot be
They have a calming effect on people, and by made to rain indoors. The objects falling from the
touching a possessed person, they can make the sky do 1 WTL damage per minute to anyone
ghost flee. physical who is caught in the strange rain. The
object disappear at the end of the duration.

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Chapter 7: Supernatural Powers

who enters the area, and will be able to watch what


Vanish they do so long as they remain there.

Uses per day: Two


Duration: (Passable vs Fate) x 5 turns Water Whirlpool
Range: Touch
Effects: Causes one inanimate item touched by Uses per day: Five
the user to completely vanish for the duration. The Duration: (Passable vs Nature) x 2 turns
size of the item must be something the caster could Range: Thrown
lift and carry. Effects: A small waterfall appears to do the
user’s bidding. It can be directed to drench
material beings, or disperse ectoplasmic beings.
Ventriloquism See the Swimming skill for the effects of water on
ghosts.
Uses per day: Four
Duration: (victim’s Intelligence vs user’s
Intelligence) x 2 turns Weapon Of Choice
Range: Thrown
Effects: The target must be a living entity. For Uses per day: Four
the duration of the power, the user may speak Duration: (RR vs Fate) x 3 turns
through the target. The target’s voice will be that of Range: Self
the user, although the Mimic skill may be used to Effects: The weapon of the user’s choice
make it sound like the victim. While speaking, the appears in his hand. The Fate roll required
target will not be aware that he is speaking, and depends upon the Karma cost of the weapon being
will not know what it was he said. summoned, as shown on the Weapon of Choice
table.
Wall of Bone Weapon of Choice
Karma Cost Fate RR
Uses per day: Three 1-3 Passable
Duration: (Passable vs Strength) minutes 4-6 Good
Range: Thrown 7-9 Great
Effects: Creates a twenty-foot long wall of 10-12 Superior
13-15 Awesome
bone, which prevents both material and
incorporeal beings from passing. The bones are
sharp, and do (Defense vs Great) x 2 damage to
anyone who physically tries to smash through
Whirling Chaos
them. The wall has a Passable Defense, and any
Uses per day: Three
attack that does 20 or more points of damage will
Duration: (Passable vs Stamina) x 2 turns
shatter it. The wall can be formed into a circle to
Range: Local area
surround a target, or used to form a cage.
Effects: The user causes the objects in the
room to fly about. It does (victims’ Defense vs
Watcher user’s Strength) x 2 damage per turn to each living
creature in the room. Objects are broken, furniture
overturned, and the room is trashed.
Uses per day: Three
Duration: (Passable vs Alertness) x 2 hours
Range: Special
Effects: This power allows the user to
Wind Form
designate a 10’ x 10’ area to watch. For the
Uses per day: Four
duration of the power, the user will see anyone

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Duration: (Passable vs Agility) minutes Effects: The user can see through solid objects
Range: Local area of up to five feet thickness.
Effects: The user assumes the form of a breeze.
As a breeze, he can blow doors slowly open, enter a
house through a small crack, or fly at fast speeds. Zombie Hands
He is not affected by sunlight, material weapons,
nor incorporeal weapons. He can still use his Uses per day: Four
supernatural powers, as well as be affected by the Duration: 5 minutes
supernatural powers of other lost souls. He cannot Range: Thrown
attack physically, and his speech sounds like a soft Effects: Causes (Passable vs Strength) x 2
whispering in the wind. decayed hands to burst from the floor, their claws
latching onto the legs of anyone in the local area.
The user decides how many hands hold onto each
Wisp of Smoke target. They may be used on physical or
incorporeal targets. A victim can break free of one
Uses per day: Six hand per turn by rolling Passable on better on his
Duration: (Passable vs Nature) minutes Strength (on an Awesome roll he breaks
Range: Self completely free). The victim can still use his arms,
Effects: The user turns into a shapeless puff of and if he has a cutting weapon, he may sever
smoke, which can be seen by the living. While in (Passable vs Brawling) hands per turn. A severed
smoke form, the user can fly through the air, or hand or one that loses its grip immediately
sneak into a house through a crack. He is not vanishes in a puff of noxious smoke.
affected by sunlight or material weapons, although
he can still be hurt by immaterial weapons.

Wither
Uses per day: Five
Duration: Immediate
Range: Brawling
Effects: Causes an incorporeal or material
being to wither and decay, inflicting (target’s
Defense vs user’s Fate) x 6 damage.

Write
Uses per day: Eight
Duration: (Passable vs Dexterity) turns
Range: Touch
Effects: The user guides a living person’s hand
so that it writes what the user wants. The target
must already be in the process of writing.

X-Ray Vision
Uses per day: Seven
Duration: (Passable vs Alertness) minutes
Range: Self

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Chapter 8
Gear
Luminous ectoplasm glows with a soft
Consistency of Items radiance, as if made of light.
Translucent ectoplasm has a firm outline, but
the colors are washed out and objects are visible
A lost soul returning to Earth finds there are through it.
two distinct states of matter: incorporeal and Solid-looking ectoplasm appears completely
material. The material world includes the solids, firm to lost souls, but it should not be confused
gases, and liquids the character was accustomed to with real matter.
in life. Compacted ectoplasm is so highly congealed
“Incorporeal” encompasses anything made of that it’s actually visible to material beings. It
ectoplasm. Ectoplasm is the substance of all things appears as threads of semi-opaque plasma which
incorporeal. It permeates the material world in smells of ozone. To the touch, it’s cold and clammy,
such a rarefied form that it’s completely invisible and easily breaks apart as though it were mist. To
to both the living and lost souls. incorporeal beings, compacted ectoplasm is as
Ectoplasm, regardless of its classification, is solid as actual matter. No lost soul can create
completely invisible and intangible to living beings. compacted ectoplasm without the use of a
On the other hand, incorporeal beings are much supernatural power.
more attuned to ectoplasm, and can see it in any
concentrated form. Different kinds of lost souls can
manipulate ectoplasm to varying degrees of Other Types of Matter
compactness. The density to which a lost soul can
compress ectoplasm is the same as the spirit’s Three additional states of matter bridge the
consistency, as described in Chapter 4: Lost Soul gulf between the incorporeal and material worlds.
Types. They are listed below.
A lost soul can interact with any ectoplasmic Unnatural matter is material, but its
item. For example, a vaporous ghost could use a supernatural nature allows it to affect incorporeal
luminous item. However, a lost soul cannot use a beings. Lost souls must still treat the unnatural
material object, unless the object is dematerialized, matter as material. An unnatural knife in the hands
the lost soul somehow assumes material form or a of a living person would harm any lost soul he
supernatural power is used to manipulate it. stabbed, yet lost souls could neither pick up nor
Below are the densities of ectoplasm, ranging move the knife (except by supernatural means).
from the least to the most dense. Semi-material matter is a supernatural fusion
Ambient ectoplasm is ectoplasm found in the of solid-looking ectoplasm and matter. Lost souls
environment. It’s so sheer that it’s invisible and treat it as incorporeal while mortals treat it as
intangible to both the living and lost souls. Ambient material. A lost soul could cut a living person with
ectoplasm is present throughout the earth, forming a semi-material knife; to the mortal it would
a layer about one mile thick. It’s also present inside appear as if the dagger were floating on its own!
the earth itself, filling caves, catacombs, and crypts. The mortal could then wrestle the knife away and
Since ectoplasm is heavier than air, it is held firmly use it to stab the ghost.
to the earth by gravity. Dual matter can change between incorporeal
Vaporous ectoplasm appears wispy, as and material. When incorporeal, it appears solid-
though made from white smoke.

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looking to lost souls. Dual objects are explained the transaction are strong enough to cross the
more fully below. boundaries of death. The narrator has final say on
when such an item can become dual.
States of Matter Example: Wayne died on his way to propose to
his beloved Marie. Now, he longs to give her the
1. Incorporeal (ectoplasmic)
engagement ring he bought right before his death.
a. Vaporous
He uses his supernatural powers to make his
b. Luminous
presence known to Marie, and once she knows he is
c. Translucent
there, pops the question with his Message power. She
d. Solid-looking
affirms her love for him, and in an effort to form a
2. Material
bond with her, he tries to give her the ectoplasmic
3. Unnatural
ring he carries.
4. Semi-material
5. Dual The narrator considers the situation and
decides the emotions are strong enough to convert
the ring to dual consistency. As it passes from
Dual Objects Wayne’s incorporeal hand into Marie’s material
palm, the ring becomes solid right before her
amazed eyes.
A dual item becomes material or ectoplasmic
depending on the consistency of the being touching
it. A dual knife would be material in the hands of a
material being, or incorporeal when possessed by a Gear
lost soul. While material, the knife could not harm
ghosts, and when ectoplasmic, it could not affect or
be seen in the material world. A lost soul couldn’t Lost souls create familiar objects from
pry open a material door with a dual knife, because ectoplasm to give them a sense of comfort and
it would be incorporeal for as long as it was held by familiarity in the afterlife. A character
the ghost. unconsciously duplicates whatever she had with
When not in the possession of anyone, a dual her at the time of death. A lost soul cannot copy the
object takes on the consistency of the plane it magical properties of an item, so an enchanted
occupies. In the physical world, a dual item would amulet duplicated in ectoplasm would have none
normally be material; in ectoplasmic plane of of its special properties. As a lost soul learns to
existence, it would be ectoplasmic. manipulate ectoplasm, she can create other items.
If both an incorporeal and material creature This is important since lost souls cannot easily use
touch a dual object, it retains the consistency of material objects.
whoever grabbed it first for as long as that person
holds it.
Dual items may have properties that affect
Karma Cost
both mortals and ghosts. For example, if a dual
knife has the power to drain WTL, it can harm both The pursuit of material objects is so anathema
the living and dead. Even in its ectoplasmic state, to the spiritual quest for Karma, that when a
the knife could harm a living foe, while a ghost character acquires an item, it is at the expense of
could just as easily be hurt by it in its material Karma.
manifestation. All items have a Karma cost, based on the
object’s usefulness. Most small items have a cost of
1, larger or more complex items have a higher cost.
Creating Dual Items Characters pay the Karma cost for items
between adventures. Characters who acquire an
Only those objects that form an emotional item during an adventure can use it until the end of
bond between a lost soul and a mortal can ever the adventure without paying the Karma cost. At
become dual. Such transformations are miraculous, the end of the adventure, those who decide to keep
and should only occur when the emotions behind an item must subtract its cost from their Karma. It

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doesn’t matter if they buy the item, find it, or maintenance of any items they possess at the end
receive it as a gift. of an adventure simply by paying the item’s Karma
A character does not pay the cost for his cost. Any item whose cost is not paid disappears at
starting gear since it has already been deducted the end of the adventure. An item can be
from his starting Karma. maintained by only one character at a time. Gifts
The Equipment tables show the Karma cost that are freely given and accepted are maintained
for many common pieces of gear. The narrator by the recipient, at no Karma cost (although the
must set the cost for other items. Characters receiver will have to pay the Karma cost at the end
cannot make huge objects such as buildings or of the adventure if they wish to keep the object).
large trucks — the Karma cost is simply too much. A character may terminate the maintenance of
Such structures are actually realms, and are an item at any time. It immediately dissolves into
explained in another chapter. ambient ectoplasm. This does not mean the
Weapons: The Karma costs for weapons are character gets any Karma back. Karma expended to
listed on the Brawling Weapons and Missile create the object in the first place is irrevocably
Weapons tables, presented later in this chapter. lost. It takes one turn to terminate the link.
Armor: The cost for armor equals twice the If a character wishes to make a permanent
Defense bonus of the piece. A studded leather item, one that does not require anyone to maintain
jacket that grants +3 Defense would have a Karma it, he must expend three times the normal Karma
cost of 3 x 2 = 6. The Defense bonuses for pieces of cost. Characters may also find permanent items
armor that cover different areas are cumulative, so during their adventures. The advantage of a
a character wearing a long coat and heavy shoes permanent item is that it will last after the
would have a Defense bonus of 2 + 1 = 3. A character’s reincarnation.
character cannot wear two pieces of armor on the
same body part. Gloves and boots come in pairs; if
only one is worn the Defense bonus is halved, Sunlight
rounded down. The Armor table shows the Defense
bonus, Karma cost and Area protected for common Ectoplasmic items left in the sunlight for more
types of armor. A character carrying a shield than ten minutes vanish from the earthly plane
cannot use a weapon two-handed. until nightfall.
For this reason, large ectoplasmic structures
are built in gloomy forests, the depths of the sea, or
Making Objects in caves and catacombs. Many legends have grown
up around castles that appear in moonlight, or
Lost souls don’t buy equipment, they create it phantom trains, spectral ships, ghostly carriages,
from ectoplasm. Between adventures, characters and other nocturnal contrivances.
can make ethereal objects out of ectoplasm by
simply paying the Karma cost.
Lost souls cannot create material, semi-
material, unnatural or dual objects. They can only
Ghostly Animals
create normal gear that they were familiar with in
life. They cannot make magical devices or other A lost soul can expend Karma to create an
special items, such items can only be made by the animal. Many lost souls begin their careers with
game’s most powerful entity: the narrator. ectoplasmic creatures. Where would a headless
horseman be without his mount?
Ectoplasmic animals are not the ghosts of
Maintaining Gear deceased creatures, they are merely constructs
that have been given the semblance of life by their
An ectoplasmic object disappears upon the owners. An animal’s owner can give it commands,
reincarnation of the person who is maintaining it. but he must roll his Tame skill for the beast to
An item is maintained by the subconscious Will to obey. An animal cannot perform an action
Live of its creator. Characters may assume the inconsistent with its nature or physical abilities. An

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ectoplasmic mouse could nibble through a rope, used one handed but the character is at -3 on his
but it could not pick a lock. Brawling skill. Two-handed missile weapons, such
Animals always follow their owners unless as rifles, bows and submachine guns, cannot be
ordered to “stay.” used one-handed at all.
Fires once every other turn: (-2 cost) This
ability applies only to crossbows and some single
Creating Weapons shot guns.
Fully automatic: (+2 cost) Automatic weapons
can fire more than one bullet at each pull of the
All weapons are assigned a damage multiplier trigger. An automatic weapon jams on a
and a Brawling or Aim adjustment. The adjustment Catastrophic attack roll. The user must roll Good
is added to a character’s skill whenever he attacks on Mechanical to clear the jam.
with the weapon. The Brawling Weapons and Magazine Capacity: (variable cost) The cost for
Missile Weapons tables list the damage ratings and a gun’s magazine capacity depends upon how
skill adjustments for many common weapons. many bullets it holds. Revolvers normally have a
Characters may seek to create weapons not capacity of no more than six bullets. Automatics
listed in this book. To create a new weapon, a have higher capacity clips, but they jam on a
player decides if it will be a brawling or missile Catastrophic attack roll. The user must roll Good
weapon. He adds the cost for the weapon damage on Mechanical to clear a jam.
multiplier (see the Weapon Cost table) to the
weapon’s Brawling or Aim adjustment. The cost for
the weapon’s special abilities and magazine Automatic Weapons
capacity are added to the total to find the cost of
the weapon. Fully automatic weapons have a selector
Example: Enamored with the life-style of the switch that allows the user to fire one bullet, a
Japanese samurai, Scott decides to create his version burst of three bullets, or a spray of ten or more
of a katana: a sword that hits easily and does bullets.
massive damage. He decides to give his katana x7 Burst: At every pull of the trigger, a burst
damage and +3 Brawling. Looking on the Weapon discharges 3 bullets at a single target. The damage
Cost table, he finds x7 damage for a brawling multiplier is increased by 1. If the character does
weapon will cost him 11 Karma. To this, he adds the not have 3 or more bullets in his clip, he cannot fire
+3 skill adjustment for a total Karma cost of 14. a burst.
Spray: A spray fires 10, 20, or 30 bullets (the
attacker’s choice). If the character has less than 10
Special Abilities bullets in his clip, he cannot fire a spray. The
attacker rolls separately to hit each target in the
The special abilities you can give a weapon are field of fire, up to the number of bullets in the
explained here. spray. Friendly characters in the field of fire will
Flexible: (+0 cost) A flexible weapon, such as a take (Defense vs Poor) x Weapon Damage.
chain or whip, can neither parry nor be parried. Characters attacked by a spray suffer a column
Can be thrown using Aim: (+1 cost) Because a penalty to their Defense equal to -1 column for
thrown weapon must be light, it must have a every 10 bullets fired.
damage rating of x5 or less. When thrown, its
Brawling adjustment is used as an Aim adjustment.
Does double damage in grapple: (+0 cost) Only Area Effect Weapons
small, non-flexible weapons can do double damage
in a grapple. The weapon must have a damage An area effect weapon has the opportunity to
multiplier of no more than x3. harm everyone in its field of effect. The attacker
Requires two hands to use: (-1 cost) A large, rolls separately to hurt each target. Friendly
heavy weapon may require two hands to use characters in the area of effect take (Defense vs
properly. Two-handed brawling weapons may be Poor) x Weapon Damage.

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Chapter 8: Gear

Characters in the area of effect suffer a penalty 8 Laptop computer


of -1 to -3 columns on their Defense, depending on 2 Lighter (produces ectoplasmic flame)
3 Listening device
the weapon and how well it fills the area. For 2 Lock
instance, an automatic weapon firing 10 bullets 5 Lock pick kit
gives the targets -1 column on their Defenses, 1 Magazine
while a grenade puts the targets at -3 columns. 1 Magnifying glass
2 Map
The area of effect depends upon the weapon. A 1 Money ($1,000)
grenade has a kill radius of about 20 yards. The 15 Monkey
spray of an automatic rifle has a cone shaped field 25 Motorcycle
of fire with an arc of about 45 degrees. Ultimately, 2 Mouse
1 Net, 20’ x 20’
it’s up to the narrator to decide who is in the area
1 Paper & pencil
of a weapon’s effect. 0 Rabbit’s foot
Example: Lisa hurls a grenade at a demon with 2 Radio (heard only by ghosts)
a Defense of Superior. Because it’s facing a grenade, 7 Rocket pack
the demon’s Defense is reduced by 3 columns to 1 Rope, 30’
2 Skeleton key
Passable. Lisa rolls Great on her Aim to hurl the 1 to 3 Small tools
grenade, throwing it right next to the demon. It 3 Sunglasses
takes (Passable vs Great) x 7 damage, or 21 points, 2 Tape recorder
enough to blow it to ectoplasmic bits. 1 Tourniquet
10 Trained dog
1 Umbrella
Equipment 1 Vial of acid (x4 damage, +0 Aim)
Karma Item 4 Video camera
1 Ammunition, 30 rounds 2 Walkie-talkie, 1
1 Aspirin, 5 (heal 1 WTL each) 2 Walking stick
3 Automobile repair kit 1 Watch
2 Backpack (large) 1 Water bottle
1 Bandages, 5
3 Baseball bat Armor
2 Binoculars
4 Blow torch Armor Type Defense Cost Area
1 to 2 Book Army fatigues 1 2 Body
1 Book of matches Boxing gloves 2 4 Hands
1 to 2 Bottle of liquor Bulletproof vest 6 12 Body
1 Breath mints Diving mask 1 2 Head
2 Bug spray Football helmet 3 6 Head
2 Calculator Goggles 1 2 Head
3 Camera (takes instant pictures) Hard hat 2 4 Head
2 Can of gasoline Heavy coat 1 2 Body
1 Candles, 4 Heavy shoes 1 2 Legs
40 Car Leather boots 1 2 Legs
20 Carriage Leather chaps 2 4 Legs
2 Carrier pigeon Leather gloves 1 2 Hands
1 CD player & music (heard only by ghosts) Leather jacket 2 4 Body
2 Collapsible shovel Long coat 2 4 Body
1 Compass Mitten 1 4 Hands
4 Dog Motorcycle helmet 3 6 Head
1 Fanny pack Parka 2 4 Body
3 First-aid kit Pith helmet 2 4 Head
4 Flares, 4 Shield, large 2 4 Shield
1 Flashlight (seen only by ghosts) Shield, small 1 2 Shield
1 Full set of clothing Studded leather jacket 3 6 Body
3 Gas mask Studded leather pants 3 6 Legs
1 Glasses Wet suit 1 2 Body
1 Hand mirror
2 Handcuffs
10 Horse
2 Lantern with oil (light seen only by ghosts)

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Chapter 8: Gear

Weapon Cost Brawling Weapons


Weapon Brawling Missile Weapon Damage Brawl Karma Notes
Damage Weapon Weapon Baseball bat x3 +3 2 2h
Rating Karma Cost Karma Cost Bastard sword x6 -4 3 2h
x1 -4 -3 Battle axe x7 -6 4 2h
x2 -2 -1 Broad sword x5 -2 3
x3 0 2 Bullwhip x3 +2 2 f
x4 2 5 Chain x2 +4 2 f
x5 5 8 Claymore sword x7 -6 4 2h
x6 8 11 Cutlass x2 +4 2 g
x7 11 15 Fire axe x4 +1 2 2h
x8 14 19 Flail x5 -2 3 f
x9 17 22 Flare (burning) x3 +0 1 t
Halberd x7 -6 4 2h
Add Brawling or Aim Adjustment if any to Cost Hammer x2 +3 2 t, g
Weapons may not have a cost less than 1 Hand axe x3 +1 2 t, g
Harpoon x5 -3 3 t
Special Ability Karma Cost Hatchet x3 +1 2 t, g
Flexible, no parrying +0 Javelin x3 +1 2 t
Can be thrown using Aim +1 Knife x2 +2 1 t, g
Does double damage in grapple +0 Long sword x4 +0 2
Requires two hands to use -1 Mace x4 -1 2 t
Fires once every other turn -2 Morning star x6 -5 3 f
Fully automatic +2 Nunchaku x2 +4 2 f
Pen knife x1 +5 1 g
Magazine Karma Pick x4 +1 2 2h
Capacity Cost Scimitar x4 +0 2
1-6 +0 Short sword x3 +2 2
7-10 +1 Sledge hammer x4 +1 2 2h
11-15 +2 Spear x4 +0 2 t, 2h
16-20 +3 Staff x3 +3 2 2h
21-30 +4 Torch (burning) x3 +0 1 t
Trident x6 -5 3 t, 2h
War axe x5 -3 3 t
War hammer x6 -4 3 2h
Whip x2 +3 1 f
Wood axe x4 +0 2 t, 2h
Punch x1 +0 0 g
Kick x2 -6 0
Makeshift, small x2 +0 - t, g
Makeshift, large x3 +0 - 2h

Explanation of Notes:
f Flexible weapon, no parrying.
t Can be thrown using Aim.
g Does double damage in grapple.
2h Requires two hands, -3 skill if used one handed.

Small makeshift weapons include clubs, spikes, wrenches, or


broken bottles.

A shovel or crowbar would be a large makeshift weapon.

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Chapter 8: Gear

acquires a special item, he must pay its Karma cost


Missile Weapons only if he decides to keep the item at the end of the
Weapon Damage Aim Karma Notes adventure.
Short bow x2 +3 1 2h In order to use an item, a being must be of the
Composite bow x3 +2 3 2h appropriate consistency. An incorporeal lost soul
Long bow x4 +0 4 2h can only use items made from ectoplasm. Living
Mini crossbow x3 +0 1 2h beings, including mediums, can use only material
Light crossbow x4 +1 3 2h, s
Medium crossbow x5 +1 6 2h, s items.
Heavy crossbow x6 +2 10 2h, s Here are some sample special items:
.22 pistol x2 +3 3 9
9mm pistol x3 +1 4 9
.38 revolver
.45 pistol
x4
x5
+0
-3
5
6
6
7
Amulet of Protection
.357 revolver x6 -4 7 6
.44 magnum revolver x7 -7 8 6 Consistency: Dual
.44 magnum pistol x7 -7 9 9 Karma Cost: 2
.22 rifle x3 +4 6 2h, 10
.30 rifle x4 +2 7 2h, 10
Makes the wearer immune to all supernatural
.30-30 rifle x5 +1 8 2h, 6 powers for (Passable vs. Fate) x 10 minutes. It is
.30-06 rifle x6 -1 9 2h, 6 triggered when held tightly in the owner’s left
.460 rifle x7 -4 10 2h, 3 hand. Usable twice per day.
.20 gauge shotgun x3 +7 8 2h, 5
.14 gauge shotgun x4 +5 9 2h, 5
.12 gauge shotgun
.10 gauge shotgun
x5
x7
+4
+1
11
15
2h, 5
2h, 5 Chain of Command
Sawed off shotgun x5 +2 10 5
9mm submachine gun x3 -2 8 a, 30 Consistency: Luminous ectoplasm
.38 submachine gun x4 -2 11 a, 30
.45 submachine gun x5 -2 13 a,2h,30 Karma Cost: 4
.223 assault rifle x6 -1 17 a,2h,30 This finely wrought chain is so thin that it
7.62mm assault rifle x7 -1 21 a,2h,30 appears to be a gold thread. It is approximately 10
Machine gun x8 -4 25 a,2h,90 feet long. If twisted around the neck or hands of an
Grenade x7 +0 2 @@@
Dynamite, stick x5 +0 2 @@@
incorporeal being, that creature will instantly obey
the commands of the person who placed it there, as
Explanation of Notes: long as it remains. The chain only works on
2h Requires two hands to fire. creatures with a Strength less than Superior,
s Slow, fires once every other turn. otherwise the victim will snap the delicate links.
a Fully automatic weapon.
@ Area effect weapon. The number of @s denotes
Once the chain is broken, it is no longer effective.
the column The chain may be removed by anyone except the
penalty for targets in the area of effect. victim.
# Magazine capacity.

Charm of Warding
Special Items
Consistency: Material
Karma Cost: 3
Special items include magical and This silver pendant protects its wearer from
technological devices. May special items are used ghosts. Any lost soul coming within ten feet of the
by NPCs to help them interact with lost souls. wearer takes (Will vs Passable) damage each turn.
Characters cannot create special items; they must It is felt as a burning sensation. The pendant glows
be found during an adventure. Most often, special warmly as it functions, warning its wearer of the
items will be in the hands of NPCs. presence of spirits.
Unless otherwise noted, all special
ectoplasmic items are permanent, so they do not
need anyone to maintain them. If a character

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Chapter 8: Gear

roll. The altar can cure madness once per day.


Corpse Candle Demons who are forced or tricked into doing this
will actually be destroyed.
Consistency: Dual The evil entity Rapotou is constantly on the
Karma Cost: 4 lookout for the altar. If he swallows the altar, the
A corpse candle is used to drain Karma from a heart of a pure maiden and the liver of a brave
specific person, either living or incorporeal. The man, he will be freed to ravage the earth once
name of the victim is carved into the wax of the again (see Chapter 11: Non-Player Characters for
candle; a red one is used for a man, a white one for further information).
a woman. The candle is then lit in the presence of
the victim. It will burn steadily for five minutes,
draining 1 Karma every other turn. It can only be Flesh Gloves
extinguished by supernatural means or by the
person who lit the candle. Consistency: Solid-looking ectoplasm
Karma Cost: 2
When a ghost dons these gloves, his hands
Crystal Ball become material and he can touch and move solid
objects. These gloves can be used four times per
Consistency: Material day, for (Passable vs Fate) minutes per use.
Karma Cost: 3
Allows the user to summon a specific spirit or
demon (the user must know the spirit’s name). The Flesh Mask
spirit feels a pull as his ectoplasmic body is
summoned to the ball. If he surrenders to the pull, Consistency: Solid-looking ectoplasm
he goes into the ball where he must stay until the Karma Cost: 2
ball is broken or the owner releases him. If the This tightly fitting mask forms itself to the
spirit resists the pull, he must roll loses (Will vs contours of its wearer’s face, mouth and tongue.
Poor) WTL and is forcibly pulled into the ball The face of whoever wears it becomes material.
unless his Will roll is Passable or better. Only one With his materialized face, a character can speak to
spirit may reside in the ball at one time. and be seen by the living. The mask can be used
four times per day, for (Passable vs Fate) minutes
per use.
Ebony Altar of Thoth
Consistency: Material Foundation Stone
Karma Cost: 5
This miniature altar is about two feet long and Consistency: Material
stands six inches high. It is made of ebony and is Karma Cost: 0
carved with esoteric Egyptian symbols. Many ancient people believed the first stone of
Any book, parchment or scroll which is laid on a new building should become the home — or
top of the altar can be instantly read by a literate focus — of a spirit. The spirit was bound to the
person, even if written in an ancient or obtuse structure and was supposed to defend it against
language. If the altar is polished with the brush of a malevolent ghosts. Usually a human sacrifice was
hand, one can see actions taking place miles away entombed in the walls of the building, often a small
or even in another plane. This is done by child, since they were supposed to become
concentrating on the area one wishes to see (treat particularly wretched phantoms.
it as the Far Sight power, with 4 uses per day).
Lastly, the altar is said to cure madness. The
insane person must rest his hands upon its surface Magic Armor
for approximately 5 minutes; afterwards, he is
completely cured, provided he makes a Poor Sanity Consistency: Solid-looking ectoplasm

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Chapter 8: Gear

Karma Cost: Double normal cost water or material water), completely disappearing
Magic armor reduces damage that the wearer after 30 minutes of immersion.
takes from any attack by one, two, or three points, The Philosopher’s Stone was created by a
depending on the power of the enchantment. It is Medieval alchemist who accidentally teleported it
effective against material and supernatural attacks. to the afterlife. The alchemist joined forces with a
black magician who managed to summon the
Bearded Demon to the world of the living. He
Magic Weapon commanded the demon to find the Philosopher’s
stone, but neglected to tell him to return it. The
Consistency: Solid-looking ectoplasm demon found the stone and has been its guarding
Karma Cost: Double normal cost ever since. See Chapter 11: Non-Player Characters
Magic weapons are similar to normal for information on the Bearded Demon.
weapons, except that they can harm ectoplasmic The Philosopher’s Stone has 30 “charges.”
beings as well as material foes. A magic weapon Each charge consumes a little of the stone, making
may also grant a bonus to the user’s skill (Aim or it physically smaller. When all the charges are used,
Brawling, whichever is appropriate). Some magic it vanishes. The stone has the following properties:
weapons have an increased damage multiplier.
• Turn base metals to gold. Costs 1 charge for
every 50 pounds converted. Ectoplasmic
Mystic Glasses metals are not affected.
• Cause meteor shower. Costs 1 charge. A
Consistency: Material small chip of the stone is thrown high in the
Karma Cost: 2 sky. The meteor shower does (Dodge vs
Allows the wearer to see incorporeal beings. Passable) x 4 damage to everyone in the
Some mystic glasses allow the wearer to physically locale area, except the person holding the
affect and be affected by ectoplasmic beings as long stone.
as he wears the glasses. • Flying. Costs 1 charge. By wrapping the
stone in an ectoplasmic bag of linen, it will
allow a lost soul to fly for five hours.
Necrophone • Healing. Costs 1 charge. By placing a chip in
water, it creates a healing potion. Anyone
Consistency: Material who drinks the potion will heal all WTL
Karma Cost: 3 damage. Note that material beings can only
This device, which looks much like a tape drink material water, and incorporeal
recorder, can pick up the voices of the dead. The beings can only drink ectoplasmic water.
voices must be recorded, and then played back. • Elixir of Life. Costs 10 charges. If the stone
Discerning the voices requires concentration and placed in a pint of ectoplasmic water for 10
some interpretation. A lost soul speaking into a minutes, the water will become the Elixir of
necrophone can leave an intelligible message that Life. A lost soul who drinks the full pint of
lasts for (Passable vs Intelligence) minutes. water is returned to life.
• If placed in material water for 10 minutes,
the water becomes the Panacea, or the
Philosopher’s Stone Remedy of All Wrongs. This cures physical
deformities, including blindness, deafness,
Consistency: Material feeblemindedness and madness.
Karma Cost: 10
The Philosopher’s Stone is a round, egg-
shaped material stone about as big as a man’s
Sage
hand. It is gray and undistinguished looking. It
dissolves slowly if placed in water (ectoplasmic Consistency: Material
Karma Cost: 0

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Chapter 8: Gear

Certain psychically sensitive mortals who eat a This powder, when sprinkled on an
great deal of sage leaves can see, though not hear, incorporeal being, makes the ghost material for
ghosts. This power lasts as long as it takes to digest (victim’s Stamina vs Poor) x 2 turns. Spirit Dust is
a meal, roughly three hours. simply sand, flour or dirt which has been magically
charged with this ability.

Sephirothic Tree
Tablets of Azoth
Consistency: Vaporous ectoplasm
Karma Cost: 7 Consistency: Solid-looking ectoplasm
There is only one Sephirothic Tree in Karma Cost: 6
existence. It can be located on earth or any of the These tablets are two in number and seem to
planes. It cannot be destroyed, broken or damaged be flat pieces of jade about 3 inches high. Strange
in any way. symbols are carved into the surfaces.
Eons ago, the three Sepharim visited earth in By touching a tablet and speaking the word
order to teach the world’s leaders the ten divine written upon its surface (which may be in a
attributes. They hoped that once the kings and language unknown to its finder), the character is
princes learned the attributes, they would rule in a teleported to the matching tablet (the first tablet
just and beneficial manner. These Higher Beings remains where it was found). A tablet will not
used a simple diagram known as the Sephirothic work, neither as a transmitter nor as a receiver, if it
Tree as a teaching device. It showed the ten is buried or sealed in a space too small for a large
attributes to be: Sovereignty, Wisdom, Intelligence, person to stand.
Mercy, Rigor, Beauty, Triumph, Glory, Foundation The tablets are small and easy to carry. If a
and Royalty. character is holding a tablet when he says the
Unfortunately, the world was not ready for magic word, he will carry it with him when he is
their wisdom and the Sepharim sadly returned teleported to its mate.
from whence they came. The diagram of the
Sephirothic Tree was rolled into a tube and planted
in the ground, where it became a vaporous sapling Time Slip
about 4 feet high.
It is said that if one recites the ten attributes Consistency: Luminous ectoplasm
over the tree from the lowest to the highest, it will Karma Cost: Not applicable
instantly turn into a wand with 10 stems, each one This innocuous looking piece of paper looks
ending in a magnificent jewel. This item is so like a large movie ticket. A date in the past is
powerful that just touching it lightly against an written on one side, but nothing else. A lost soul
object will cause its destruction, if the carrier wills holding a time slip will immediately be faced with a
it (and the user rolls his Will over the victim’s door, which leads to a time tunnel back in time to
Strength). The wand can be used ten times and will the date on the ticket. Half the ticket disappears
then vanish, resuming tree form in a place when traveling back in time. To return to the
unknown to its former owner. present, a character must retain his ticket stub.
Only a lost soul who is good and does no evil Time slips usually come in booklets of ten,
can use the Sephirothic Tree. The minute he or she each holding tickets with identical years. They are
commits a selfish act, becomes insane, angry, or coveted by fiends and demons and would be worth
overly emotional, the wand will vanish. a lot in trade to any afterlife merchant.

Spirit Dust Vampire Bottle


Consistency: Material Consistency: Material
Karma Cost: 1 Karma Cost: 1

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Chapter 8: Gear

Using a holy relic, a vampire hunter can force a bottle. Once inside, the top is stoppered with the
bloodsucker to turn into a mist and enter the relic, and the whole thing is thrown into flames.

133 133
Narrator’s
Section
Chapter 9
The Afterworld
so prepared for his demise that death causes only a
About the Afterlife moment of disorientation. A narrator must decide
in advance if a person will be this powerful. With
the addition of supernatural powers, such a foe will
As a narrator, your players will undoubtedly be even more dangerous when dead.
bombard you with questions about their new
environment. You will need to know all the hows
and whys of the afterlife for those moments when What is Death?
you choose to reveal them to the players. This
chapter covers a variety topics, including A physical person consists of two parts: the
ectoplasm, realms, and reincarnation. To maintain material body and the spark of life (called the
a sense of mystery and excitement, you will lifeforce) which gives inanimate matter the vitality
probably not want to reveal this knowledge to your of consciousness and personality.
players all at once. Instead, encourage lost souls to When its material body becomes
discover the answers on their own, through uninhabitable, the lifeforce departs from it.
experimentation. Perhaps the material body is experiencing so much
This section is written in the form of questions pain that the lifeforce retreats in agony. Or maybe
a new lost soul will typically ask. Lost Souls is the body has become so debilitated that it can no
intimately concerned with what happens to a longer function, and the lifeforce knows it is time
person in the hereafter. Players are encouraged to to move on. Death occurs the moment the lifeforce
ask profound questions about life and death. leaves its material shell. The lifeforce retains the
Usually, the first question a player asks is, “If I kill a personality it possessed in life.
living NPC, can his ghost keep fighting me?”
The answer is normally no. When a living
person dies, his body releases its soul with too Is the Lifeforce My Soul?
little Will to Live to create an ectoplasmic shell. The
person’s lifeforce is immediately plunged into The lifeforce is best described as a kind of
flesh, its exact nature determined by the soul’s universal dynamism, similar to the forces of
Karma level. magnetism and gravity. Like all forces, it is not a
However, some people resist reincarnation form of energy in itself, but a source of energy.
and instead create ectoplasmic bodies for Just as gravity drives a thrown brick into the
themselves. When a person dies, he may be afraid ground, the lifeforce drives the fires of
of what lies beyond. Or, he may be so attached to consciousness. As the lifeforce releases energy, it
the material world that he rejects death. A produces a distinct pattern of emanations which
forgotten few may die without ever realizing it, and are perceived as personality.
no amount of evidence will convince them that The laws of entropy dictate that everything
they aren’t alive. must move toward its most disorganized state. Left
Most of the time, the newly departed are on its own, the lifeforce would soon reach its most
helpless as newborns until they adjust to their new chaotic state and, with no energy left, it would
circumstances, but a student of the afterlife may be become static, incapable of growth or change of

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any sort. It would be inert, effectively dead. To remember your past lives. Also, when you become
maintain consciousness and personality, the a Higher Being, the floodgates of recollection are
lifeforce must always strive to increase its level of opened and all your incarnations are recalled.
orderliness, and hence its potential energy.
Like gravity, the lifeforce requires matter in
order to express itself. If the lifeforce doesn’t What is Karma?
inhabit a vessel, it will be unable to exert its
consciousness. It will quickly lose its energy and all As explained earlier, the lifeforce seeks to
of its individuality. For this reason, a lifeforce increase its potential energy in order to combat
which finds itself without a material body will entropy. A weak lifeforce exhibits little personality
quickly make a shell from ectoplasm. and marginal consciousness. A strong lifeforce has
a powerful personality and expanded awareness. A
feedback loop of life and death allows the lifeforce
What is Ectoplasm? the opportunity to grow stronger by increasing its
reservoir of energy.
Ectoplasm is a rarefied form of matter, less The amount of potential energy a lifeforce
dense even than a gas, consisting of sub-atomic contains is measured by Karma. Karma is, in effect,
particles. It permeates the planes of existence, a measure of personal growth and force of
forming an ethereal bond between all dimensions. personality.
Ectoplasm is highly responsive to the will of the Reincarnation is a repeating cycle, and so too
lifeforce. is personal growth. To grow stronger, a being
Since the lifeforce cannot exist for long must:
without a vessel, upon the death of its body, the
lifeforce instinctively uses its energy to coalesce • Possess the correct values and discipline.
the ectoplasm in the area into a functional shell, • Apply those values and discipline to action.
complete with familiar objects. Usually, its • Cause the action to produce results.
appearance is very similar to the body it had in life, • Use the results to reinforce values and
although it may bear the scars of its demise. discipline.
Sometimes the mental state of the dying person
will affect his appearance. This is why lost souls When a person successfully applies their
may appear cadaverous, hideous or even values toward bettering life for themselves and
beauteous. others, the fruits of their efforts reinforce the very
The subconscious Will to Live forms the glue values that began the process. And so the values of
which binds ectoplasm into useful shapes. As a the person grow stronger. More energy (Karma)
ghost learns to manipulate ectoplasm, he can has been put into the system.
create any item required, from a gun to a ghost Karma can be used to measure the good and
ship. This is important, since lost souls cannot use evil in a person’s existence. You gain positive, or
material objects. The disadvantage of ectoplasm is “good” Karma whenever you do a good deed. Since
that without the Will to Live of its creator, most evil deeds reinforce contradictory values, you
incorporeal objects will quickly dissolve. For this accumulate negative, or “bad” Karma by acting in
reason, when a lost soul is reincarnated, all his gear evil ways.
vanishes with him.

What is Reincarnation?
Why do I Forget My Past
When I’m Reborn? Upon death, the person’s next incarnation is
based on the amount of potential energy (Karma)
his lifeforce possesses. The more good Karma a
Actually, you never forget your incarnations. person has, the more likely he will be reborn a
The memory is merely suppressed, to avoid human being.
confusion. It’s possible, under hypnosis, to

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However, a lost soul can also amass so much


bad Karma that it becomes negatively charged. Ectoplasmic Beings
These evil lost souls are reincarnated into evil
creatures: werewolves, ghouls, and other accursed Lost souls are ectoplasmic copies of their
creatures. Some become so twisted that they living selves. When a person dies, the lifeforce
purposefully perform evil acts to ensure the which resided in his mortal shell must acquire a
accumulation of bad Karma. A being which new vessel or else it will begin to lose energy at the
achieves ultimate evil becomes a Fiend, the rate of one Karma point per half hour. This new
negative counterpart of a Higher Being. body is formed when the lifeforce exerts its Will to
A reborn lifeforce retains its Karma in its new Live on the surrounding ectoplasm. The effort
form, but as it goes through life, its Karma level will requires the use of energy, and hence the Karma of
quickly change. Because of entropy, a lifeforce the lost soul drops. Items may be created too, but
always tends to drift toward zero Karma, the without the Will to Live of it’s creator, an
lowest possible energy state. The higher a creature ectoplasmic object will quickly dissolve back into
is on the karmic scale, the more likely it will lose ambient ectoplasm. For this reason, when a ghost
Karma during its life. The pressures of living in a is reincarnated, all of his equipment vanishes with
material world are simply too great. That’s why a him.
person is more likely to be reincarnated as an The Will to Live which binds ectoplasm has
animal when he dies than to become another one overriding directive: to maintain it’s shape.
human being. Only saints break through the karmic Thus, a lost soul cannot voluntarily distort himself.
barrier during life. Because his ectoplasmic body automatically makes
every effort to retain its shape, the ghost can climb
a solid flight of stairs, or sit on a chair without fear
Why Wasn’t I Reborn? of plummeting through to the floor. This is also
why ghosts cannot pass through walls without the
Because you died abruptly or accidentally, you use of a special power.
were not able to finish all you wished to Of course, an ectoplasmic body can and does
accomplish in life. Your unfinished business distort involuntarily. Air molecules, dust motes,
prevented you from being reborn, anchoring you to water particles, insects and other airborne
your material life even though your lifeforce had impurities constantly pass through it. Because
departed your body. these specks are so small, they easily pass through
This isn’t as bad as it sounds. As a lost soul, the low density ectoplasm without causing any
you can still gain Karma in the afterlife. Since a lost disruption, much as a marble can drop through a
soul has no material needs, it is much easier for sewer grating. This minor dispersal isn’t enough to
you to focus on gaining Karma. You are also more inspire resistance from the ghost’s Will to Live.
aware of what you must do to gain Karma. These Liquid slows down a lost soul to half his
advantages make it easier for you to increase your regular speed, and a strong current may even
Karma now than when you were alive. disperse him. Otherwise, a lost soul may move
through liquids without harm. See the description
of Swimming in Chapter 6: Abilities for more
What is the Will to Live? information.
The normal laws of physics still apply to
The Will to Live is the driving force in all living incorporeal beings, unless they employ a
creatures. It helps them survive against all odds, supernatural power to defy those laws. For
keeps them from succumbing to the ravages of instance, lost souls are affected by gravity unless
disease, and gives them the strength to endure they have the Fly power. Likewise, since lost souls
injury. Without the Will to Live, a person will die are still affected by momentum, a lost soul jumping
and be reborn. If the lifeforce is comparable to the onto a bus would have to use the Jump skill to keep
force of personality, than the Will to Live is the from sliding off.
determination of the lifeforce to retain the physical
attributes it knew on earth.

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Another curious aspect of being a ghost is the


Ectoplasm vs Matter ability to walk atop the most fragile surfaces.
Although ghosts have weight, they do not exert
While ectoplasm is the stuff of the ethereal force on material objects. To a lost soul, a piece of
world, matter is the primary component of the butcher paper laid over a manhole would be just as
physical world. Matter passes easily through solid as the pavement around it.
anything made of ectoplasm, just as a solid passes A lost soul can even walk across firm liquids,
unhampered through a fog. A living person such as wet cement. But moving liquids, water for
(especially one attuned to the spirit world) might instance, cannot support a ghost and can even
feel a slight chill when passing through a lost soul, disrupt his ectoplasm (see the Swimming skill).
but there would be no other effect. A living being
cannot normally feel, see, or otherwise sense an
incorporeal object or creature. Questions on Ectoplasm
Ectoplasm and matter can never occupy the
same space. When a solid passes through an Here are a number of questions and answers
ectoplasmic being, the ectoplasm distorts around that may help you in judging situations relating to
the solid. If the solid is so large that the ectoplasm the interaction of ectoplasm and matter.
cannot distort around it, the solid will push the
ectoplasm in front of it. Question: If a lost soul put his hand on a
Ectoplasmic beings cannot take damage from material door, would he feel it?
physical things and vice versa. When a solid strikes Answer: Yes, it would feel solid to him.
a ghost, the ectoplasm that constitutes the ghost is
pushed aside by the solid. As soon as the solid Question: Can a lost soul open a door?
passes through the ghost, she immediately re- Answer: No. A lost soul cannot physically
forms with no harm done. effect material objects.
Because it is so ethereal, ectoplasm cannot
exert force on matter. If a ghost strikes a material Question: If the door swung open suddenly,
person, the ghost’s fist would impact, but the living what would happen?
person would not feel it. Answer: The lost soul would be shoved along
by the door.

Interaction of Matter and Question: Can a lost soul walk through rain?
Answer: A ghost could walk through a
Ectoplasm rainstorm because the raindrops are so small. A
ghost could walk through a hurricane or sandstorm
The easiest way to deal with the properties of with equal ease, unruffled by the minute objects
ectoplasm is to remember three rules. passing through it.

• A lost soul can touch and feel material Question: Can a lost soul walk through a
objects, but cannot exert any force on them. wheat field?
• A solid object will pass through a larger Answer: Yes. A lost soul faced by a wheat field
incorporeal object. could push his way through because the individual
• A solid object will push aside a smaller stalks are each smaller than a person.
incorporeal object.
Question: Can a lost soul walk through a bead
Dust motes, insects and rain all move through curtain?
a lost soul without any effect. A rock thrown at a Answer: Yes, a lost soul can easily pass
lost soul would pass right through. Yet an through the individual strands. However, solid
incorporeal goblet dropped on a floor would stop drapes would be impassable.
because the floor is much larger than the goblet.

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Question: Jill the spirit is driving an Question: What happens if Brian falls from a
ectoplasmic car. What happens when she hits a ten story building and hits the ground?
flying insect? Answer: Brian would probably distort a little
Answer: The insect passes right through the on impact with the ground, and then snap back into
car (and Jill). It’s not large enough to cause a shape on the following turn. The fall would not
problem. The car would even pass through a wire damage him unless he fell on an ectoplasmic floor,
strung across the road, without breaking the wire. in which case he would be injured the same as a
material being falling on a solid floor.
Question: What happens if she hits a
telephone pole? Question: Can a lost soul walk across a
Answer: The car extends far enough on either material tightrope?
side of the pole to allow the car to pass through the Answer: No. His feet would pass through the
pole. thin rope.

Question: What happens if she hits a Question: What happens if Brian goes to a
building? supermarket, and gets caught in the sliding door?
Answer: The building would stop the car cold. Say he’s cut in half with part of his body inside the
Jill would take damage as she was hurled against supermarket and the other part outside.
the inside of the car. Answer: A divided lost soul re-forms on the
side of a solid barrier where the majority of his
Question: Brian the ghost steps onto an ectoplasm is located. If the division is completely
elevator and presses the up button with a equal, the narrator arbitrarily decides on the side.
supernatural power. The elevator starts to move.
Does the floor of the elevator move through Brian, Question: What happens if a spirit is trapped
leaving him standing in the shaft? in a room with closing walls?
Answer: No. The floor of the elevator has Answer: If a lost soul is forced to occupy a
enough surface area to push Brian, just as it would physical space that is too compact for his full
lift a living person. There is no room for Brian to volume (say, a bottle), the spirit is trapped, unable
pass around the elevator floor. to move or act until released from his cramped
space.
Question: Brian is standing on a grill which
slowly rises. What happens? Question: What happens if someone drives a
Answer: The grill passes through Brian. In material spear through Brian, and then holds it in
this case, the gaps in the grill allow enough room place?
for Brian’s ectoplasmic form to distort through. Answer: If the spear is small enough to pass
through him, then he can simply step aside without
Question: Brian is hit by a truck. What difficulty, the spear simply passing through his
happens? incorporeal form.
Answer: The truck would push Brian along
until he fell to the pavement and it rolled over him. Question: Brian is sitting on a material couch
If the truck were ectoplasmic, it would hurt Brian and a physical person sits on him. What happens?
just like a material person being hit by a solid Answer: A person is too large to pass through
truck. a lost soul. Either Brian would be shoved out of the
way, if at all possible, or he would be pinned much
Question: Could Brian grab a material bar and as in the example of a lost soul in a room with
chin himself? crushing walls. It’s also possible that only a part of
Answer: No. A chinning bar would be Brian would be pinned. If Brian’s legs were sat on,
considered a small object. Brian’s hands would he’d have to pull himself free with his arms before
pass right through it. he could re-form. If Brian’s head were sat on, he
wouldn’t be able to see, hear, or speak until he
moved out of the way to where he could reform.

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Since a lost soul’s personality is located in no Outer Planes are inhabited by denizens both
specific part of his body, having his head disrupted unique and common. The entities that haunt Earth
will not hinder Brian’s ability to think. have found access to many planes, and been
stranded in quite a few. And then there are those
Question: What happens to ectoplasm in a beings unique to their own planes that can hardly
vacuum? Can a ghost be sucked into a vacuum be described in earthly terms.
cleaner? In most Outer Planes, matter is made semi-
Answer: A vacuum draws matter toward it, material, allowing incorporeal and material beings
but it has no effect on ectoplasm. A ghost on a to interact freely. Unless otherwise specified, lost
space shuttle could open the air lock and watch the souls can use their supernatural powers on any of
contents of the shuttle get sucked into space the planes.
without being affected. A lost soul can exist in a Adventures can easily lead a group of lost
vacuum as comfortably as anywhere else. souls to an Outer Plane, whether in pursuit of a
demon to his home turf or in search of information.
Question: How long does it take for a ghost to With the approval of their narrator, a group of lost
re-form after being dispersed by a solid? souls could even make an Outer Plane their home,
Answer: Re-formation occurs instantly. A using it as a base of operations.
ghost struck by a material tennis racket would re- The following are brief descriptions of just a
form even as the racket passed through it. few of the planes that lost souls may find
themselves exploring.

Outer Planes The Physical World


Besides the physical world of the living, there Consistency: Material.
are many other planes of existence, called the Description: This is the everyday realm of the
Outer Planes. Lost souls may travel to these other living. The physical world encompasses the earth,
dimensions. Some are places of eternal torment, the planets, the galaxies, and all the other places
others of unimaginable bliss. It’s very easy for a that can be physically experienced by the living.
lost soul to become trapped in one of the Outer The physical world is made up mostly of matter,
Planes, dismissing the quest for Karma in favor of with only a little ambient ectoplasm. It is by far the
an eternal existence as a lost soul. largest plane of existence and most adventures will
An Outer Plane has no physical connection to occur there.
the material world. The only way to get to an Outer Inhabitants: The primary inhabitants are
Plane is through a gate created by technology or material creatures, including animals, humans, and
sorcery. An Outer Plane is like a self-contained evil creatures such as werewolves and ghouls.
pocket universe, with natural laws different from Demons and lost souls are capable of existing in
the physical world. No one knows who created the the physical world.
Outer Planes, or whether they are a natural part of Players may run into whole towns built by lost
the cosmos. Most likely, each Outer Plane came souls uninterested in the process of rebirth. These
into existence in a unique fashion, many as the ghosts are content to exist forever in the world of
work of incredibly powerful beings some people the living, and they build strange structure out of
deem gods. ectoplasm for a variety of purposes. These
Outer Planes are not very big. Most are smaller ectoplasmic cities are completely intangible to
than a city and many are no larger than an office material creatures, who simply pass right through
building. While most Outer Planes have been stable them, but lost souls must treat them as solid. The
for millennium, that doesn’t mean they are eternal. ectoplasmic buildings are often built atop the ruins
During times of cataclysmic turmoil, Outer Planes of ghost towns and other favored haunts. Because
have been known to collapse, destroying all they sunlight destroys ectoplasm, the builders must
contain. Smaller planes are the most unstable. devise methods of protecting their dwellings,
either by having them shift to another plane during

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daylight hours, or by constantly investing Karma to Inhabitants: Lost souls are found in Limbo.
upkeep the structures. Mentors frequent Limbo to visit their charges, but
Who’s in Charge: There is no one leader. Kings, they do not call it home. While in Limbo, Mentors
presidents, drug lords, big business, and other are completely immune to the supernatural
despots each rule their portion of the physical powers of their charges. However, they can be
world. affected by the supernatural powers of other lost
souls, and for this reason they tend to keep to their
own floor.
Limbo Who’s in Charge: Each Mentor is in charge of
her own floor, and can change the appearance of a
Consistency: Vaporous ectoplasm. room just by concentrating for a half hour. Lost
Description: Limbo was created and is souls may also alter the appearance of a room or
maintained by spirits who call themselves Mentors. two, but it will cost them Karma. Collectively, all
They have taken it upon themselves to instruct lost Mentors maintain Limbo.
souls in the proper decorum for the afterlife. Occasionally, demons try to invade Limbo.
Depending on the point of view, it can be thought Because Mentors are not all-powerful, they need
of a finishing school for lost souls or a homeless the added force of the lost souls to help them drive
shelter for the naive. the invaders out.
Mentors actively search for fresh souls to
bring to Limbo. They select only those that are
confused, malleable, and not especially dangerous. The Abyss
Using gates that appear like tunnels of darkness,
the Mentors scoop up the newly departed and Consistency: Solid ectoplasm.
bring them to Limbo. Description: The Abyss is a vast plane
The Mentors present Limbo as a divine consisting of many kingdoms. The Abyss appears
sanctuary blessed by higher powers. The newly to be underground, though in some areas the
dead often accept this at face value, but in reality caverns are so vast that entire ectoplasmic cities
Limbo is nothing more than a realm run by Spirits. are built within. It is always dark and murky within
The Mentors send their charges on tasks designed The Abyss.
to bring enlightenment or that somehow benefit Powerful demons constantly squabble
the Mentors. In return, the Mentors offer assistance amongst themselves for control of The Abyss;
and more advice than most people can stand. intrigue is common. Though demons are ranked
While Limbo may provide a Sanctum for according to their powers, they can achieve greater
beginning lost souls without a domain of their own, rank by destroying those with a superior rating.
most quickly find a way to move out to a less Currently, the highest ranking demon is Shaitan.
restrictive environment. His goal is to take over the physical world.
Properties: Limbo is a huge ectoplasmic tower Inhabitants: Demons, evil spirits and
made and maintained by all Mentors. Each Mentor supernatural creatures.
controls one floor, which appears as an endless Who’s in Charge: High level demons,
maze of corridors lined with doors. Rarely do the constantly struggling to maintain loyalty and
Mentors allow lost souls to travel from one floor to control over lower-ranking demons.
the next. Doing so requires the cooperation of both
Mentors involved, plus the consent of any Mentor
who’s floor is passed through. The Mentors The Underworld
collectively create a spiral staircase where needed
for the lost souls to ascend or descend. Consistency: Solid ectoplasm.
The tower has no exits. Lost souls can only Description: The Underworld is sometimes
leave the tower via a Tunnel of Light or astral gate. known as Hades. It includes Tartarus, the Empire
As new spirits become Mentors, they add new of Eternal Darkness, and the Elysian Fields.
levels to Limbo. A Mentor can extend his floor if he To enter The Underworld, one must pay
wishes to make more room for his lost souls. Charon, the ferryman to ferry you across the river

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Styx. After he has set you on the opposite shore, the warriors and the supernatural creatures known as
visitors must grope around in semi-darkness until Valkyries also inhabit Asgard.
they come across Cerberus, a three-headed dog. It Who’s in Charge: Odin.
must be pacified with barley cakes in order to pass.
Shortly thereafter, the lost soul will encounter
three judges (Minos, Aeacus and Rhadamanathus) Nirvana
who pass sentence on him based on his Karma. The
lost soul is then sent to dwell in Tartarus (where Consistency: Luminous ectoplasm.
he will be tortured for his transgressions) or the Description: This lovely world is made up of
Elysian Fields, where he spends eternity in a rolling hills, beautiful flora and gentle animals. The
perpetual summer. dwellings are made from gleaming stone and
Once a lost soul has entered The Underworld jewels, and the rivers run with milk and honey. It is
it is very difficult for him to get out (mediums are inhabited by supernatural creatures who enjoy
sent home as soon as it is discovered they are still making lost souls happy and comfortable. Persons
living). He can appeal to the three judges, but they with relatively low Karma may find Nirvana a bit
will generally force him to drink from Lethe, the boring, but those with high Karma (20 or more)
spring of forgetfulness, after which he will accept may find it hard to leave.
his fate. His other recourse is to appeal directly to Inhabitants: A variety of beautiful creatures,
the rulers of The Underworld, Hades and his wife many of them humanoid. The inhabitants of
Persephone. Nirvana can appear and disappear at will, fly, and
Inhabitants: Lost souls who wandered into the perform other miracles. Nirvana is also the home of
plane; supernatural beings who punish or reward lost souls who wish only to indulge a variety of
them according to their Karma. Lost souls cannot peaceful fantasies.
use their powers in The Underworld, though they Who’s in Charge: Nirvana is one harmonious
can use supernatural items. whole. If anything, the place itself seems to be “in
Who’s in Charge: Hades and his wife charge” for none of its inhabitants have ultimate
Persephone. authority. Anyone who does not fit in with the
natural rhythms of the world will see nightmarish
creatures and other hallucinations until forced to
Asgard leave.

Consistency: Solid ectoplasm.


Description: The dwelling place of the Higher
Beings known as Aesir, and once worshipped as
Realms
gods by the Teutonic peoples. Asgard resembles a
Viking settlement, complete with the great Hall of In rare cases, the dying duplicate not only
the Slain, Valhalla. Valhalla is built from shields laid themselves in ectoplasm, but their surroundings as
upon a framework of spears, with breastplates well. This happens when the emotions involved in
lining the floor. It has 540 doors, each wide enough a person’s death are strongly tied to a location, or
to admit a column of marching men 800 abreast. when many people die tragically together or in the
Here the souls of mighty warriors sup all night, same place over a long time. Such ectoplasmic
telling stories and singing songs. In the morning, settings are called realms.
they go outside to hunt, sail the seas, or more A realm is a mix of a soul’s history and
likely, fight a great battle. In the evening the slain personality made manifest. It is ectoplasmic and
rise again, and a new feast begins. may be a room, vehicle or an entire building. It
The gate from Asgard to the physical world must be a place that was important to the lost soul
appears as a kaleidoscope of lights. It is known as who created the realm. Often, it’s a twisted
Bifrost. reflection of the place the person died, distorted by
Inhabitants: The Aesir, including Odin, Thor, the feelings of its maker.
Loki, Freya and others. The lost souls of dead A realm exists on Earth only at certain times
or under set conditions. The conditions are

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established at the time the realm is created, and


may not be known to the lost soul who made the
place. Most realms exist on Earth only at night,
Gates
disappearing at dawn. Many legends have grown
up around castles that appear only in moonlight, or Gates transport beings from one plane to
phantom trains, spectral ships, ghostly carriages, another, or to different areas within the same
and other nocturnal contrivances. A few realms are plane.
stuck on Earth permanently. They manifest only in Gates can be created by a spell, a magic item, a
gloomy forests, the depths of the sea or in caves technological device, or even a supernatural
and catacombs. Realms are immune to sunlight, creature. A few are natural occurrences that simply
and protect their inhabitants from the sun’s rays. can’t be explained. They appear in a variety of
While most ectoplasmic buildings always forms. Some look like great balls of light; others
appear in the same spot, this is not a requirement appear as open doors or a large mirror.
of realms. Ghostly vehicles can travel the world, Gates are material manifestations, and unlike
and show up almost anywhere. tunnels of light and darkness, living people can
Entering a realm when it is on Earth is just like pass through gates. When entering another plane
walking into a normal vehicle or building. Though of existence, the bodies of the living are converted
solid-looking to lost souls, realms are invisible and into ectoplasm. Normally, by passing through a
intangible to mortals. The realm of a very powerful gate that returns to the material world, the
person may transform mortals who approach it ectoplasmic body of the living will be converted
into semi-material matter, allowing them to see back to matter. But this isn’t always the case, and if
and enter the realm. In such eerie places, the living he’s not careful, an adventurer can easily find
can see and interact fully with the dead. himself turned into a ghost.
When not on Earth, a realm returns to an Though someone can own an item that calls
Outer Plane of its own. Any incorporeal beings who forth a gate, he may not be able to control where it
are in a realm when it returns to its Outer Plane go sends him. As a rule, gates are unpredictable. A
with it, and are trapped in the realm until it gate may be one way, stranding its passenger in a
reappears on Earth. Material beings who were in distant location, or it may be two way, allowing
the realm are not transported. back and forth travel. It may be stationary, or it
The familiar surroundings of his realm allows could be activated by a device small enough to
the creator of the place to heal at the rate of 1 WTL carry. A few can be summoned as needed. Some
per hour. The healing occurs no matter how active gates are random while others open and close in a
the character is. In addition, while in his realm, a predetermined pattern. While most gates have a
character can increase abilities, make gear at the hypnotic allure, very few actually compel a person
non-earthly cost, and gain powers. or lost soul to enter them. A few gates are unstable
A lost soul who spends a long time in a realm and may close forever once a person has stepped
comes to belong there, and gains the same benefits through. Fortunately, the majority will allow more
as the realm’s creator. When this happens, the lost than one being to pass through before closing.
soul loses his ability to return to his old Sanctum. As this brief summary indicates, every gate
The realm becomes his new Sanctum. has its own quirks which will have to be
The creator of a realm has no special control determined at the time the gate is discovered.
over what happens in it, and can’t control its
shifting to and from Earth. A realm vanishes
forever when its creator(s) are reincarnated. If this
happens when the realm is in an Outer Plane, those
The Mentor
in the realm are returned safely to Earth.
Should the players choose Limbo as their
Sanctum, they will have many dealings with a spirit
Mentor. At least initially, the Mentor will appear as
a trusted, albeit deceased, friend or relative. The
Mentor may keep up appearances for as long as

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they like, or they may drop the disguise altogether. about each other. Instead of giving just the central
Mentors select their true form from their past lives, player a copy of the background story, a narrator
choosing the appearance from the life that was may give everyone a copy. This will involve all the
most important to them. players in the adventure right from the start,
A Mentor may appear at the start of every increasing their enjoyment. If the central player
adventure, handing out missions like a general. objects to having his past revealed to the others,
Other Mentors believe their charges will ascend the Mentor can give him a little lecture about the
the Karmic scale more quickly if they learn the importance of sharing, and the detrimental affect
facts of the afterlife for themselves. They choose to secrets have on team bonding. The Mentor can
keep distant from their soul mates, letting them even tell the other characters the background story
grow on their own. Rather than presenting himself.
missions for their charges, they offer opportunities Characters don’t always have to return to the
and allow their soul mates to decide for themselves material plane to complete personal business.
what to do. Though a player may be eager to participate in an
A Mentor who believes in the hands-off adventure that focuses solely on his character, it is
approach will behave most mysteriously, and will not imperative that unfinished business be
rarely tell his charges the secrets of the afterlife, resolved immediately. After all, the characters have
choosing silence instead. He avoids appearing an eternity to set things right. The narrator should
before his charges, and when he does, it’s to a encourage players to return to Earth for less selfish
single lost soul and then only in the same guise in reasons — saving the world from supernatural
which he originally greeted the character. He evil, defending the helpless, preventing criminal
makes it the central character’s task to recruit the actions. Defeating evil, no matter what its source,
others for an adventure. provides Karma. A variety of missions will keep a
Lost Souls campaign fresh and interesting.

Starting Adventures in Limbo


The Mentor’s Powers
It’s a Mentor’s duty to present his charges with
opportunities to gain Karma. This can be as blatant While in Limbo, a Mentor has several main
as telling them their mission—sort of the Mission powers used to keep his charges in check:
Impossible school of thought—or it can be done
more subtly. Adventures can start without the • The Mentor can assume any form he
Mentor even making an appearance. desires.
Another common way for an adventure to • The Mentor can appear and speak to one
start is for a character to make a ghostly vow to lost soul at a time. If others are present, the
resolve some unfinished business on Earth. The character looks like he’s talking to himself.
others in the group vow to help the central • The Mentor can teleport at will to any area
character. Since the Mentor knows everything that on his floor of Limbo.
happens on his level of Limbo, he doesn’t need to • The Mentor is immune to the abilities and
be present to hear the character’s vow. The supernatural powers of his charges.
Mentor, if he feels the vow is worthy, creates a • The Mentor can create tunnels of light to
tunnel of light to send the group back to Earth. The send his charges to the material world or to
Mentor decides where, and when, the tunnel drops return them to Limbo.
the characters. This type of beginning works best if • The Mentor can reshape Limbo, creating
the players tell the narrator in advance what their domains for his soul mates.
vows will be, allowing him to work up an • The Mentor is aware of everything that
appropriate adventure for them. happens on his level of Limbo.
The player characters have spent a long time
together in Limbo, and by now they know a lot

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There’s no one for the PCs to speak with: The
Starting Adventures material world is filled with lost souls and other
incorporeal beings. Most are hostile, but some will
A common way for an adventure to start is for be friendly. Many are happy with their existence on
a character to make a ghostly vow to resolve some Earth and do not seek to be put to rest. The players
unfinished business on Earth. The others in the may wish to develop relationships with local
group vow to help the central character. The spirits, and visit them in future adventures as
primary character uses the Graveyard Shift power contacts who can tell them news of earthly events.
(possessed by all lost souls) to transport the group Famous ghosts are especially useful as reoccurring
to the start of the adventure. This type of beginning characters, giving continuity to a campaign.
works best if the players tell the narrator in The PCs are ignored by the living: Not all
advance what their vows will be, allowing him to mortals are oblivious to the supernatural. Many
work up an appropriate adventure for them. living people are psychically sensitive enough to
Often, players will find themselves detect ghosts, and there are always NPC mediums
investigating their own deaths. for the players to contact. A smart group of players
Characters don’t always have to return to the will seek out local mediums for help.
material plane to complete personal business. The PCs can’t move physical objects: It’s
Though a player may be eager to participate in an difficult being an incorporeal ghost in a material
adventure that focuses solely on his character, it is world. Frequent visits to an Outer Plane or realm
not imperative that unfinished business be where everyone is ectoplasmic will help the
resolved immediately. After all, the characters have players feel on equal footing with their
all eternity to set things right. The narrator should environment.
encourage players to return to Earth for less selfish The PCs seem weak: To affect the material
reasons — saving the world from supernatural world, characters need supernatural powers. In a
evil, defending the helpless, preventing criminal small group of less than six players, it’s a good idea
actions. Defeating evil, no matter what its source, to increase the number of powers the characters
provides Karma. A variety of missions will keep a have. This can be done by giving them extra Karma
Lost Souls campaign fresh and interesting. at the start of the game. With 200 supernatural
powers, there’s enough to go around.
The PCs still seem weak: The afterlife is full of
So What Do You Do With a unique challenges. A liberal interpretation of the
powers will help the game run smoothly. Allowing
Dead Guy? powers to last longer than usual or work over
greater distances can help move an adventure
As this chapter shows, there’s a lot more to without unbalancing the game. When dealing with
being a ghost than wearing a sheet. A lost soul on powers, the narrator should loosely interpret a
Earth is faced with incredible challenges, and can turn as anything up to a minute long.
easily become frustrated with his inability to affect
the material world. Here’s some of the problems
player characters (PCs) face, and tricks the
narrator can employ to keep the game interesting.

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the basis for adventures. The narrator writes up an


Adventures incident from the character’s life that relates to the
adventure and gives it to the player to read.
The background must suggest a clear goal to
An adventure is a story, told by the narrator, the players, and it must be interesting enough for
in which the players participate. You may use pre- them to want to go on the adventure (even though
written adventures or you may create your own. it may also be a red-herring leading to a totally
An adventure doesn’t have to be played from different and unexpected adventure). The
start to finish at one sitting. A session ends when background hints at mysterious happenings, and
you find a good stopping place, or when half the links the central character to those events.
players have fallen asleep and the sun is coming The adventure background gives the player a
up. The next session picks up where the last one reason for going back to earth. It motivates her to
left off. To maintain interest, most adventures are return to earth by appealing to her own desires:
finished within two or three sessions. Characters love, revenge, pride, or even curiosity. The
who survive an adventure may be used later. background includes clues to the adventure, and
An adventure begins with the lost souls suggests at least one ghostly vow the character
returning to the world of the living to collect might make. The central character must make at
Karma. Between adventures, they return to their least one ghostly vow based on the background.
Sanctums to recuperate and advance in their Otherwise, the adventure will never begin.
abilities. Adventures happen in the world of the Using Graveyard Shift (or the assistance of a
living or one of the realms of the dead, such as Mentor if the player’s Sanctum is Limbo), the
Hades or Valhalla. Most adventures happen in the central character and her companions travel to the
physical world. setting of the adventure. It is up to the central
character to explain to her companions what she
remembers about the background, and why they
Designing Adventures have returned. The other characters can either
make ghostly vows of their own (related to the
The best adventures are those designed background or to helping the central character) or
specifically for your players according to their own they can simply go along and try to increase their
interests and their characters’ backgrounds. When abilities through adventuring.
a player makes a ghostly vow, he is giving himself a It’s possible for the narrator to create a
mission. Take advantage of this by designing background story for more than one player. While
adventures around ghostly vows. Your job is not more interesting, this is also more difficult because
only simplified, but improved. the backgrounds must be interwoven into one plot
There are five parts to every adventure: with the same setting and NPCs. Not an easy goal!
Background

• NPCs
NPCs
• Settings
• Events Write a description of the NPCs your players
• The Climax are likely to encounter. Pay particular attention to
your NPCs’ personalities and motivations, as these
will have a tremendous impact on the course of the
Background adventure. Be sure to write down any supernatural
powers your NPCs have and how they are used
The adventure background explains how the (remember, NPCs do not roll to use their
characters become involved in the adventure. supernatural powers; players roll to resist them).
While in her Sanctum, the character’s life passes Lastly, make a note of how you expect the NPC to
slowly before her eyes. She recalls events that interact with the characters.
made an emotional impact on her, especially things
that she wants to set right. These flashbacks are

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story, so that the players can use everything they


Settings have in one last ditch effort to defeat him.

An adventure must have at least one setting.


The adventure could take place in a haunted house, Inventing Events
an insane asylum, a library, or any other location.
Drawing maps of the settings in advance will There is no possible way for you to predict all
help you run an adventure smoothly. A building possible events for an adventure. During play,
map shows rooms, halls, and doors. Your map you’ll have to create events on the fly, allowing
should be keyed to describe the purpose of each your plot to change as needed. The best events will
room, with a note of anything interesting there. For twist the plot in a new and unexpected direction.
settings where you don’t anticipate much action, Perhaps the players discover the person they
you don’t even need a map; a brief description of thought was the arch villain is actually an innocent
the location will suffice. dupe!
Although most adventures are set on earth, You can also create complications from other
you need not limit your adventures to one plane. events. The unexpected result of an action a player
Other planes of existence are inhabited by demons, took earlier in the adventure - or even in a
devils, and strange entities. Some ideas for planes previous game - can be a fascinating event.
of the dead include Tartarus, Hades, Gehenna,
Acheron, The Abyss, Valhalla, Olympus, and
Paradise. Running An Event
When you run an event, describe the setting
Events and situation to the players and ask them how
their characters respond. Then play out the event
Events are the building blocks of an adventure, until the obstacle is overcome or avoided.
much like scenes in a book. Whenever a character As a rule of thumb, the more important an
interacts with an NPC, or confronts an obstacle, it is event, the more detailed its setting. Tell the players
an event. what their character can see, hear, or otherwise
When creating an adventure, write a list of sense. Instead of describing every item in a room,
events you expect to happen. Try to anticipate the encourage your players to ask questions about
actions your characters will take, and come up with their surroundings. If a player asks what color the
ways to frustrate their goals. Also create events walls are, tell him, even if you have to make it up
that will give clues to steer the adventure back on on the spot. If you don’t know the color of the
course should the players get off track. Events walls, who does?
should build one upon another to form a story. No You may want to sketch the location on paper.
event should be random. This is especially helpful during combat, when you
Pace your events carefully. If your players must track the position of many characters. This
have a combat, make the next event something that keeps the action straight in the minds of everyone
doesn’t require fighting. Events don’t have to occur involved, and can prevent many disputes (and it’s
in the order they are listed; pick and choose events another good reason to map the settings in
as you play. Events can be keyed to certain advance).
locations, times, NPCs, or conditions. Some events Events should provide the possibility of some
will be triggered by other events, and some can sort of reward (such as Karma or information) or
happen at any time you choose. penalty (such as wounds). Favors granted by a
It is your job to keep the challenge of each powerful ghost, or the friendship of a living person
adventure on par with the abilities of the players can also be powerful rewards. The key is to keep
and their characters. Don’t pit a lost soul against a the reward equal to the dangers of the adventure.
foe he can neither defeat nor escape. Particularly There must always more than one possible
tough NPCs should be saved for the climax of a resolution to every event, based upon what the
characters do and how well they do it. If the

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players have no choice, it’s not an event; it’s a you are starting the next one. Not only will the log
transition. help you maintain continuity, it is also fertile
ground for the genesis of new adventures.

Transitions
Transitions are little bits of business that link
Adventure Ideas
events. A transition can be as simple as a character
stepping into the next room. Even a cross country Psychic Detective: A medium is a well-known
trip may be transitional, as long as nothing of great psychic detective who specializes in unusual cases.
importance occurs. Simply describe a few details, Her band of ghost partners use their special
ask the players if they want to do anything special powers to help track down master criminals and
(if they do, play it out), and then introduce the next supernatural transgressors.
event. There is no need to design your transitions The Gate: A powerful vortex is appearing on
when creating the adventure. They will occur earth in the neighborhood of one of the character’s
naturally as you play. family. The players return to find out what is
causing the rift, and to stop it before it sucks a
loved one to the vast unknown. This could easily
The Climax lead to adventures on another plane.
Nefarious Plot: Although the characters have
The climax is the big finale of the adventure. died from seemingly unrelated causes, it soon
Usually, this is the event that will allow the central becomes clear that one person is behind all of their
character to complete the ghostly vow he took at deaths. The players find out that they are all heirs
the beginning of the adventure. Don’t try to plan to the Frothingham fortune and have been killed
your climax in every detail. Often, the players will one by one by their twelfth cousin, Bernard
come up with their own method of resolving the Frothingham. Can they bring him to justice before
adventure. If they try something clever, allow it a the last heir is dispatched?
chance to succeed even if you didn’t think of it first. Demon Wars: Though demons rarely
You players will feel more a part of your adventure cooperate with each other, they have banded
if you allow them to devise their own solutions, together under the rule of one - Caratacus. The
instead of forcing them to follow a pre-determined ghosts of great military heroes - Hannibal,
course of action. Napoleon, Rommel - have joined forces to fight
him, but they need inside information to win. The
players vow to infiltrate Caratacus’ lair.
Wrapping Up The Game Amnesia Victim: The players find the astral
projection of a medium wandering in a daze. She
At the end of the adventure, let the characters has a bump on her head, and can’t remember
return to their Sanctums where they can rest and where her body is or why she is astral traveling.
recuperate. Allow the players to ask questions She is carrying a piece of paper with the words
about the game, and fill them in on things that their “Ikto Maia Domiba Ge” written on it. She doesn’t
characters missed or didn’t fully understand. In remember what it means, or why she is being
return, ask them what they liked or disliked about pursued by demons who seem to want the note.
the adventure. You can learn a lot about how to run Psychic Research: For years Grant
exciting adventures simply by listening to your Angelthorpe, psychic researcher, has been the bane
players! of the supernatural world. In his frenzied search to
After each game session, you may want to prove that ghosts exist, he has captured a spirit! He
make notes on what has happened. In this way, you plans to present his find to the scientific
can keep track of NPCs that the characters meet, community in less than a week. A spirit player
the things they’ve seen and done, and incidents vows that he must be stopped at all costs.
that may lead to future complications. Use the log Madness Takes Its Toll: One of the player
to recap what happened in the last session when characters has been driven mad. He fears that the

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other ghosts are trying to destroy him, so he plans The Performance: The ghost of King Henry
to reincarnate them first, one by one. No one wants VIII loves to be entertained. Every century, ghostly
to harm the character, but his actions are very troubadours and performers travel to Hampton
dangerous. Can he be cured before someone is Court to put on a show for him and other nobles.
reborn as a newt? This time, the master magician Harry Houdini has
The Orphanage: The child of one of the party promised to recreate some of his best tricks. He is
members is sent to the Glumly Orphanage. The chained, bound with rope and placed in a trunk
directors of the orphanage are Oscar and Ophelia which is then hoisted over the Kings’ throne. A few
Miscovitch, a brother and sister team. They not moments later, it is lowered and Houdini is gone!
only hire out the children as slave labor, they also The only problem is, he never returns. What
sell them to the highest bidder for all sorts of happened to Houdini? If he was reincarnated by a
nefarious purposes. Can the party overthrow the rival, how was it done? And if he’s hiding, where is
Miscovitch’s evil empire? Will the child find a he and why?
loving home? Pirates: A large number of ships and pleasure
Insane Mastermind: Before he died, a spy boats are disappearing off the coast of Florida. The
character discovered that the leader of a powerful players vow to investigate the depths of the sea to
country has gone completely mad, and plans to find out if some supernatural occurrence is behind
blow up the world with a new secret weapon. The the phenomenon. Sure enough, they find that the
player vows to stop the madman before the famous ghost ship, the Flying Dutchman, has been
Afterlife is hit by a mass immigration. manned by Blackbeard and his pirates. They’re
Evil Possession: The spouse of one of the having the time of their afterlife sinking ships and
party members is invaded by an evil spirit. While draining the will to live of the hapless victims. Can
seemingly normal to those around her, she begins the party stop them?
to commit horrific crimes on the sly. It’s only a Wild Powers: The players are drawn to a
matter of time before she is caught and punished child, the latest in a line of mediums. The child has
for acts she didn’t even realize she performed. Can a “wild power” which draws lost souls like a
the party drive the spirit away before the loved magnet. The child, unaware of his powers, keeps
one’s life is completely destroyed? moving in a vain attempt to stay ahead of the
Return of the Mummy: The ancient remains ghosts. He feels pursued and haunted. The players
of the Egyptian mummy, Princess Atar-Um-Ra is must rescue the child from the evil spirits he has
owned by the Julio Conquestos Museum in attracted, and teach him how to control his powers.
Houston, Texas. The director decides that the
profitability of the mummy would be increased if it
were unwrapped. When this is done, the spirit is
released from its supernatural shroud, and she
Campaigning in the
appears before the party members. She is
embarrassed that her remains are on display, and
Afterlife
demands to be returned to her Egyptian tomb,
giving the players the opportunity to vow not to Adventures fall into two categories: single
rest until they escort her spirit and her mummy story and campaign.
back to Egypt. To add even greater interest, you A single story adventure is one which has a
might even make one of the players the spirit of definite conclusion, and normally ends within one
Princess Atar-Um-Ra. or two gaming sessions. Most single stories revolve
The Magic Sword: The party is drawn, against around one character or NPC the players care
their will, to the séance table of a wizard. He about.
demands that they bring him the Sword of Light It’s easy to develop a single story for a Lost
and Darkness, an artifact that was purportedly Souls. Each character provides at least three
thrown into the pits of Hell. If they do not do so different sources: background, cause of death and
within three days, he will kill their loved ones, unfinished business. A narrator need only glance at
reincarnating them as pond scum. one of his player’s character sheets before he is off
and running.

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Campaigns are a little different. A campaign Karma points to increase their abilities and
involves a number of related adventures which all improve their equipment.
have the same underlying theme or goal involving Introduce constant NPCs: These are
the same group of characters. The players may not generally neutral or good NPC’s who form a
even realize that the adventures are linked until relationship with one or more members of the
half way through the campaign. Their interest will party. They provide information, require rescuing,
be heightened when they realize that nefarious or make mischief which the characters must deal
things have been going on right under their noses! with.
Let’s say you were running an adventure Make use of foreshadowing: A campaign
involving a princely demon. The players invade his may have its roots in a seemingly unrelated
lair and manage to dispatch him. This is an adventure which took place many sessions ago.
example of a typical single story adventure. But The actions taken by players in the first few
let’s add a mysterious, shadowy figure and a adventures of a series should have great impact by
bizarre necklace inscribed with strange symbols. the story’s end. As the narrator, you will carefully
During the next adventure, whatever it might be, want to note any and all hints and foreshadowing
the players are constantly beset with a feeling of encountered by the characters before the
being watched and the character who adopted the adventure proper begins.
necklace has a strange fainting attack. These two Focus on world changing events: Personal
events have nothing to do with the action at hand, goals are better suited for a single story adventure.
but will be remembered in conjunction with future A campaign deals with events which will literally
events. change the world or plane of existence. Perhaps
At the start of the next adventure, the players demons are planning to invade Limbo or a tabloid
encounter an Arcane Scholar who identifies the has plans to publish proof that lost souls do exist.
necklace as a trinket of the demon Welthana. The The actions of the players should have long ranging
players are sure that the demon is the one tracking results. If they fail to stop a demon from becoming
them and causing the fainting spells. They decide the President of the United States, their campaign
to lay a trap for her. world will be radically changed as the demon’s
Ultimately, the players will discover that the influence spreads. The players should feel they are
necklace is a badge of authority and Welthana an important part of the campaign world.
wants it in order to remain Queen of The Focus on a major foe: This should be a
Underworld. Of course, her brother Rollo will pay powerful being who is not encountered until the
any price to obtain the necklace for himself, and last adventure in the series. Normally, the players
sends an evil medium to join the party and steal must be prevented from confronting the major foe
the item. And so on, and so on. too soon. Perhaps he’s in a secret hiding place, or
he might have only one weakness which must be
found before he can be defeated. The characters
Designing a Campaign battle against his minions as they research the
origins and motives of the major foe. Finally, they
The easiest way to design a campaign is to get find his secret hiding place or bane and confront
someone else to do it. Campaign adventures are him. The major foe should be interesting, unique
available at your local game store and can provide and mysterious.
hours of enjoyment with very little effort on your Focus on a wide ranging conspiracy: A well-
part. Unfortunately, these are not always available, orchestrated conspiracy can be just as frightening
and you will have to use your little gray cells to as a major foe. Lets say Napoleon, Hitler and
create unique campaigns. Here are a few rules of Ghengis Khan have developed a plan to take over
thumb for you to follow. the earth and make it a haven for evil spirits. The
Encourage characters to grow: Since the living would be made their slaves. Their minions
same characters will be campaigning together, give are already starting to implement this plan when
them plenty of time to interact, work out personal the characters start bumping into them. At first,
goals and develop personality traits. Between they don’t realize what’s going on, until they start
adventures, players should be allowed to expend to put two and two together.

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Focus on opposing organizations or your notes short, or else you’ll spend all of your
groups: In simple terms, this comes down to good time writing.
and evil, but it really refers to any opposing forces. Note passing creates tension between the
Players could find themselves in the middle of an players, especially if they think you’re favoring
intrigue involving Fiends and Mentors or dedicated someone. One of the quickest ways to generate
to defending The Underworld from invasion by the distrust between the players is to start passing
minions of The Abyss. notes. This may be the very effect you desire!

Narrator Tips Character Control


Normally, you should never take control of a
One of the most enjoyable aspects of Lost character or tell a player what his character is
Souls is the interaction between the incorporeal doing (unless the character is under the influence
characters and the physical world. Just traveling of a supernatural power). After all, why should the
from one place to another can be a challenge for a players bother to play if you run their characters
lost soul. With their supernatural abilities, the for them? NPCs will allow you plenty of
players are enormously powerful, yet they can be opportunity to role play.
stopped by something as mundane as a closed There are some situations where you must
door. They may be able to banish demons, but can remind a player of how their character feels. If a
they handle a human adversary who is fleeing in a player forgets that his character is scared of
car? By focusing on the character’s limitations, you spiders, you should remind him. If the player
encourage your players to use their problem refuses to play accordingly, you should penalize
solving abilities, and you also enhance the him by not giving him any bonus Karma at the end
distinctive appeal of a Lost Souls adventure. of the adventure.

Splitting the Group Reincarnating Characters


It’s easiest to manage an adventure when you The narrator’s job is to keep the game
keep the characters together, but inevitably the enjoyable, not to reincarnate the characters. Face
party will split up. There are three ways to handle it, you could squash them like bugs at any time.
this situation. The easiest way is to leave everyone Don’t put them in hopeless situation. Quick
at the table and alternate between the different thinking should be rewarded, and there should
groups. This keeps everyone involved, and lets you always be a way out.
jump between groups at dramatic moments: “You When a character is in a situation that might
lift the coffin lid and as the creature within leaps result in obliteration, be impartial. Don’t let him
for your throat, we switch over to Rupert in the survive just because you think he’s a fine character.
chapel . . .” Not only does this create tension, it also If the players learn that you won’t really allow
encourages the group to rejoin, especially if one them to be reincarnated, they’ll attack everything
group is having all of the fun! in sight with the arrogance of immortality. The risk
Or, if the separation is brief, and you want to of reincarnation should always be present.
create an air of mystery, simply take the separated If a character is reincarnated, his demise
players into another room and role play their should be traceable to a choice the player made. If
actions in private. he attacked a demon single-handedly, he really
You needn’t always speak to a party of can’t complain when his character is reborn as
adventurers as a unit. If a character makes a bread mold.
private discovery, write his player a note giving In a campaign, reincarnating characters is
him the details. He can decide for himself whether even more tricky. Campaigns generally reflect a lot
or not to share the information. Players can write of work by the characters, and it would be a shame
notes to you, but don’t let this get out of hand. Keep for the players to lose everything they’ve worked

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for, especially a well-developed character. Instead, presents supposedly frightening situations to the
consider giving them Karma penalties. players, and they make believe they are scared.
They might even scream in mock terror when the
monster jumps from the closet, but like any play
Role Playing Horror acting, such yowls are usually followed by
embarrassed laughter.
Creating mock horror is a lowly goal,
Why do people play horror role playing especially since real emotions can be generated by
games? Horror as a method of entertainment has fiction. An erotic description can easily create true
puzzled psychologists and artists alike for many arousal in its audience, not some phony make-
years. The psychology of horror has been examined believe arousal. In the same way, a narrator can
in many fine books, but they still don’t answer the move his audience to horror without settling for
widespread appeal of the genre. The following pretend horror.
section does just that (many of the ideas in this Character Identification: Some people have
section were inspired by Noël Carroll’s scholarly suggested that a role player should strive to
work, The Philosophy of Horror). increase character identification to the point where
the player somehow thinks that he is the character
he is playing. Thus, when the character experiences
The Theories fear, the player will too.
While it’s reasonable for players to like their
How can real emotions be created by characters, or to sympathize with their plight, it’s
something your players know is not real? not natural for anyone to be deceived, entranced,
Understanding this will help you inspire horror (or or manipulated into believing they are their
any other emotion) in your players, even as they sit character. If your players start thinking they are
in a cheerfully lit living room. There are many their characters, existing in the world of Lost
different theories on how to encourage players to Souls, do them a favor and call a psychiatrist.
react to your horrific scenarios the way you want The emotions a player feels are rarely the
them to. Below are some of the most common same as his character’s. When a character struggles
concepts. with a terrible monster, the player may feel
Willing Suspension of Disbelief: This theory suspense concerning the outcome. The character,
suggests that players can be horrified only by that presumably, is too active to feel anything but fear,
which they believe in. The narrator makes his story determination, anger, or another emotion
as realistic as possible in an effort to make the appropriate to the situation.
players believe in demons, vampires, Old Ones The opposite might be true as well. The
from the deep and all the rest. Unfortunately, no character may be oblivious to any danger, but the
matter how realistic you make your adventures, player (after noticing the narrator looking up
your players will always be perfectly aware that statistics for demons in the rulebook) is in a high
it’s just a game, that crypt lurkers aren’t after them, state of anxiety. He knows what is in store for his
and that there are no such thing as chain rattlers. unsuspecting character.
Disbelief is a normal reaction to the supernatural, The Gross Out: In this strategy, the narrator
and your players can’t be forced to believe in what focuses on disgusting imagery in an effort to make
they know is not true no matter how vividly you his players nauseous, thus duplicating the physical
portray your monsters. Expecting them to willingly effects of horror. This approach soon degenerates
suspend their disbelief would be like asking them into a constant escalation, with the audience
to check their reason at the door. Besides, horror growing more resistant to the graphic violence and
can affect a player whether they want it to or not, the narrator having to go to ever greater lengths.
there’s nothing willing about it! Since role playing games lack the visual special
Play Acting: In order to explain why people effects of the movies, going for the gross out is even
can be horrified by what they know is untrue, it’s less effective.
been proposed that an emotional involvement in Shock is also aimed at eliciting a similar
the story is an act of make believe. The narrator reaction. Movies are filled with monsters suddenly

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jumping at their victim in an effort to induce Horror is more complicated than fear. You can
physical surprise in the audience. On a twenty foot be terrified of the IRS, but you can’t be horrified.
screen, a jumping monster has an immediacy that The missing ingredient is disgust. By definition,
can’t be denied. In a role playing game, the thought horror is a combination of terror and revulsion.
of a leaping monster isn’t nearly as startling. Additional emotions can be added to create an
Cliché Horror: Another tactic is to try to tap even more powerful effect.
into your audience’s memories. In this method, the Real horror is an intensely painful feeling of
narrator relies heavily on accepted stereotypes of fear and disgust. No one in their right mind would
what is scary, and on NPCs who indicate how the seek out real horror, much less receive enjoyment
players are supposed to feel. This commonly from the sensation. If a role playing game instilled
degenerates into melodrama, with the audience real horror, few would play it twice. Your players
experiencing make-believe emotions. It is also would flee from the gaming table, or turn away in
decidedly not horrific. We’ve read so much about disgust.
malevolent black cats, creaking dark houses and The world is already too full of real horrors for
mysterious strangers that they’ve become familiar, us to consider creating even more. Our objective in
if not comfortable, to us. To your players, turning this section is to help you generate an exciting,
the lights down low isn’t atmospheric, it just makes thrilling sense of horror that’s much more
it harder to read their character sheets. enjoyable than the real thing, and yet with just as
sharp an edge. To do this, you will combine
elements similar to fear and revulsion.
Successful Horror
As you have probably realized by now, none of Fear vs. Suspense
the commonly accepted methods of creating horror
in a game are truly effective. None give you the Fear is the feeling of alarm caused by the
same thrill of terror that you get by watching Alien expectation of danger, pain, or disaster. Fear in
or reading a short story by Lovecraft. Why not? itself isn’t fun nor pleasant. Attempting to terrorize
And what can you do as a narrator to develop those your players is a fruitless exercise, and at worst it
feelings that make people shiver with horror? can be depraved. If you really want to frighten your
In this non-visual medium, you must engage players, just threaten them with a knife and see if
your players’ minds if you want to reach their they come back, which they probably will - with
emotions. We all have emotional reactions to our the police. Instead of frightening your players
thoughts. It doesn’t matter whether those thoughts away, you want to rivet them to their seats.
are about something real or imagined. It’s the idea In a role playing game, any anxiety the players
of vampires that is horrifying, not our belief in the feel is for the sake of their characters. It doesn’t
existence of such beings. matter that their characters are fictional. The
As a narrator, you must present your players prospect of a well-liked character coming to an evil
with horrific concepts to think about, and then end (and perhaps being removed from the rest of
compel them to dwell upon the significance of the adventure) makes us apprehensive. Once the
those ideas. If your ideas are truly horrifying, they character has been accepted into the player’s circle
will elicit the horror. Don’t rely on clichés to do of things to worry about, they can be a primary
your work for you. source of suspense.
With real fear, you dread what you expect will
happen, and so you seek to avoid the situation.
The Appeal of Horror With suspense, you dread what may happen, but
your curiosity to find out the result is just as
strong. The two urges within you produces even
In order to create horror, it helps to greater tension and emotional excitement.
understand the emotion that you aim to instill in Suspense is a pleasant, intense feeling that can give
your players. You may begin by asking yourself all the enjoyment and excitement of a roller coaster
why people enjoy horror in the first place. ride, with none of the danger.

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To create suspense, a question must be raised


in the player’s minds, and the answer suspended Monsters
until later in the adventure. The question should be
implied, not clearly stated. It should have an In horror, the object of fear is almost always
obvious, unfavorable conclusion that seems embodied in an entity, called the monster.
impending, and a favorable answer that seems Monsters are an easy method of combining fear
unlikely. and disgust in one being. The monster is dangerous
(i.e. an object of fear) and unnatural (it violates
conceptual categories).
Revulsion vs. Fascination In Jaws, the monster is a shark. Now, if the
shark had been just a natural shark (that is, only
Horror requires revulsion, a feeling of extreme dangerous), it would have been a thriller or action
dislike or aversion. The trick is to create film rather than a horror movie. But the shark in
repugnance without causing your players to turn Jaws is more than natural. First of all, it’s enlarged.
away. And it exhibits greater intelligence plus a dogged
Unnatural. Alien. Strange. All are terms used to desire to kill vacationers that makes it even more
describe something that does not fit within our dangerous and unnatural.
conceptual categories. Snakes cause revulsion Monsters, being creatures with unknown
because they move yet they have no legs. Body properties, make appropriate subjects for
fluids (most notably blood) also cause disgust discovery. They are fascinating because they don’t
because what should be inside is on the outside. fit within any of our conceptual categories (the
The undead violate the separation of dead and very thing that makes them simultaneously
alive. Severed body parts are revolting because loathsome), which leads us to want to learn more
they violate the category of completeness. Evil about them.
children violate the common conception that The player’s curiosity is awakened by the
children are innately good. strange properties of the monster. If properly
Things existing outside our conceptual done, they will want to learn more about it. Part of
categories are considered repulsive, yet they hold the appeal of horror role playing is the sense of
an undeniable attraction. The unnatural is innately discovery as the characters slowly uncover the
interesting simply because it is unknown. The monster and deduce its powers, weaknesses,
desire to know the unknown motivates most motives, and origins. Because of this, horror stories
horror plots. The ultimate answer, as in share a common bond with mysteries. Both involve
Frankenstein, may be that the unknown is best left discovery and rationalization. The difference is
unexplored. In Invasion of the Body Snatchers, we that a straight mystery does not create the conflict
learn that what we don’t know can hurt us, and we between repugnance and fascination that gives
had better learn more about the unknown to horror its morbid appeal.
protect ourselves against it. In either case, the plot
focuses on the exploration of the unknown, the
very subject which most causes fear. The Emotional Payoff
In a role playing game, the life threatening
aspects of the unknown are removed, so the The process of confirming the monster’s
players are safe to explore their fascination. The abilities engages the player’s mind, forcing them to
players may want to turn away from what they think about the ideas you are presenting, no matter
find, but they should find themselves so fascinated how repugnant they may be. As the extent of what
that they are compelled to continue. Again, the you are presenting dawns on the players, they are
player’s emotions are pulled in two directions at filled with a sense of fear for their characters’
once; the stressful emotion (disgust) is carefully safety and repugnance at the taboos they are forced
balanced by the enjoyable emotion (fascination) to confront. In other words, they feel horror. At the
creating a exciting tension. Revulsion is the same time, their curiosity insists on satisfaction.
necessary price to be paid for learning about the Their fear is matched by the suspense of wanting
unknown. to know what happens next. Their revulsion is

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matched by their fascination. It is the interplay of heart. If your players manage to dispatch a villain
these four emotions which causes the thrill of in this time-worn manner, what would they think if
horror. Effective horror role playing causes real he regained life just moments later?
emotional conflict not only for the characters, but
for the players themselves. This, then, is the
emotional payoff of horror. Reality
Be consistent when you present unnatural
Creating Horror occurrences to your players. Make sure that there
is a reason for everything the players encounter,
even when confronting the supernatural. If a
Putting all the elements of horror together in werewolf suddenly flies away, there should be a
an adventure may seem a daunting task, but it can reasonable explanation to account for this
be surprisingly easy. True, horror cannot be turned unknown ability. Perhaps a magician has placed a
on and off like a switch, but the following spell on him. Whatever the reason, the answer
suggestions should help you build a sense of horror should be available to the players if they choose to
in your players. Remember, none of these ideas on look for it. Players will be less inclined to become
its own will salvage an adventure. The plot itself involved in your story if it doesn’t make sense to
must be horrifying and your players must have an them. Don’t lose their attention by glossing over
emotional stake in their characters. logic and reason.

Character vs. Player Fear Mystery


You can’t make your players frightened by Don’t tell your characters everything about
telling them their characters are scared. A good your monster right away. A slow disclosure will
role player will obligingly act afraid, but his actions maintain their interest, and build suspense. The
are simply mock fear, a reaction you should avoid. unknown can be more frightening than everyday
Likewise, Sanity Checks cannot create fear in a fears because your players magnify the threat with
player. They are just a tool for implementing the their imaginations. To maintain suspense, there
effects of terror on a character. needs to be some unanswered questions about the
One trick that does work is to have the monster. For this reason alone, don’t reveal
characters meet NPCs who are frightened. This everything about it, or else you’re missing an
won’t scare the players in itself, but it will cause opportunity. In the movies, Van Helsing knew an
them to wonder what scared the NPC, and their awful lot about Dracula’s powers, but he didn’t
own thoughts will begin to disturb them. Over the know where to find him or what his purpose was.
course of the adventure, you can grow this worry The suspense created by this mystery culminated
into anxiety and even dread. It also engages the in true horror when Van Helsing’s questions were
player’s curiosity, a necessity in horror. finally answered.

Originality Taboos
Because a horror story is so involved with the Breaking taboos can be an easy way to create
fear of the unknown and discovery, it’s imperative repugnance, but there’s a fine line between taboo-
that it be as creative and inventive as possible. Old, breaking and absolute disgust. As the narrator, you
tired ideas will not create horror. It takes fresh, can determine just what will be acceptable to your
surprising twists to make them exciting and to players without causing them to view you as a sick
attract the player’s interests. pervert.
For instance, everyone knows that a vampire If you wish to rely on breaking taboos for your
can be destroyed by pounding a stake into his adventures, you might try focusing on social

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taboos. Rosemary’s Baby is a classic example of this


type of story. After giving birth to the devil’s child, Isolation
Rosemary accepts it as her own. By mothering her
unnatural spawn, Rosemary steps outside the In Lost Souls, the characters are innately
realm of what is natural and expected. We are isolated because of their condition - they can’t
repulsed, yet fascinated by her choice. easily report nefarious activities to the police. This
forces the characters to rely on themselves to solve
problems. It also increases the drama and suspense
Suggestion of your story, and allows the characters to develop
fully. If the players insist on soliciting outside help
Ask your players specific questions. Instead of instead of relying on their own abilities, make the
saying “What do you do next?” suggest some help so incompetent that the players have to end
obvious course of action: “Do you open the door?” up rescuing their saviors. Or when the players call
Or “What hand do you open the door with?” A hint for help, send in some of their enemies instead.
of concern in your voice will intensify the unknown And if all else fails, simply have no one believe
factors that may lurk ahead. them.
Suggestion forces a player to imagine all sorts
of nasty things that could happen if he did the
stated action. This is a great way to add uncertainty Unease
and suspense to your game.
Create a feeling of uneasiness and confusion
by showing the players things are not as they
Descriptions expect. One of the easiest methods is to reveal that
a helpful NPC is really an evil entity secretly
In general, it’s preferable to state your working against them.
adventure in concrete terms. Instead of telling a
player his character is afraid, try describing the
source of his fear. While this won’t necessarily The Glimpse
frighten the player, it will give your adventure a
greater sense of reality. For this reason, you might Until the climax, the main villain should be
also want to involve all six senses. Try describing able to get away easily (through supernatural
the smell of spilled blood, or the slippery feel as a means, if need be). This allows you to give the
character steps in a puddle. players glimpses of the monster, without forcing a
confrontation. Encourage the players to speculate
on the powers of the foe until they have developed
Foreshadowing a healthy respect for its abilities.
You can also send minions from the main
Foreshadowing contributes to suspense by monster to confront and harass the players. This
raising a question about the future that is allows the excitement of a direct conflict without
answered later. Many films show us the power of letting the players confront the main source of evil
foreshadowing. First, a meteor falls to earth. Next, prematurely.
Farmer Brown discovers a strange oozing
substance in his garden and is never heard from
again. The audience knows that danger is lurking Pacing
about, but precisely what it is remains a mystery
until the protagonist faces down a huge mass of To create suspense, build up your story
people-eating jelly. slowly, and then speed up as the players confront
actual danger. The build up should last longer than
the actual confrontation. The entire adventure
could be viewed as the build up for the final
confrontation with the main villain.

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All role playing games are social activities, and


Spooky Settings the primary purpose of Lost Souls is to be fun. It’s
not meant to teach a moral, or to be an allegory. It’s
Some people swear by spooky settings, foggy just a game. Humor and laughter are an important
moors, haunted houses, and all the rest. They’re part of any social gathering. Lost Souls allows you
mistaking the trappings of past horror movies and to introduce humor without losing the sense of
books as the source of terror. horror.
Whenever you come upon a traditionally Humor compliments the absurdities so
“scary” setting, try to figure out what originated commonplace to a lost soul’s existence. As spirits,
the tradition. For instance, old houses are your players will have difficulty just opening a
considered “spooky.” Why? There’s nothing door, which makes it hard to take the situation too
inherently scary about an old house. But we have seriously. Much of the humor will be a natural
come to associate “old things” with death and outgrowth of the character’s unusual predicament
decay. This emotional response is what elicits and the limitations they experience.
horror.
Don’t rely on old traditions, instead invent
your own settings. Some of the best horror stories Humor in Lost Souls
take place in such innocuous settings as shopping
centers, lake side resorts and motel rooms. One way to introduce humor is to alternate
humorous scenes with horrifying scenes. Another,
more difficult yet effective method, is to combine
Darkness humor and horror. Thus, the very thing which
causes the horror is also the source of the humor.
Movies have trained us to think of the dark as This can evoke powerful conflicting emotions in
scary (actually, it’s more useful for keeping the your players, who may find themselves chuckling
zippers hidden on the back of monster suits). Put and gasping at the same time.
your monsters in half light, allowing the players to It’s important that these are not the make-
see glimpses of things they wish they hadn’t. believe emotions of play acting, but real reactions.
Complete blackness will only frustrate your The creepy guy in a cape with the Hungarian
players. accent may elicit mock horror and real humor, but
that’s not what we’re seeking. The horrors must be
real, but they’re presented with a wit and
Clutter irreverence that makes them even more terrible if
you can stop laughing long enough to think about
It’s more interesting to have settings that are it.
complex and full of objects. Give the monsters
plenty of places to hide and your players a plethora
of things to see and examine. The clutter can also Sustaining Suspense
help you suggest certain things to your players,
both real and imagined. While laughter can release tension, it can also
be used to sustain suspense. How often have you
seen a character in a movie fleeing from a monster?
Humor The character jumps into a car, locks the door, and
a look a relief passes her face as she thinks she can
now escape. Then she reaches for the keys and
Lost Souls creates an additional conflict by realizes that they’re still in the car door.
combining horror with black humor. Again, the To the character, this is extreme horror. To an
conflicting emotions pull the audience in two outside viewer, it’s a fine example of irony. And yet
contradictory directions, creating even greater the humor does nothing to alleviate the tension, in
tension and impact. It also makes the game more fact, the situation is now even more suspenseful
enjoyable to play. then before!

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Black humor and irony work well to needed to create horror. This doesn’t mean that
compliment the horror of Lost Souls, but if you your monster can’t be funny. As an example of a
aren’t a master of gallows humor, go with wise cracking monster, we need look no further
whatever you do best. Do you enjoy parody? Then than Freddy Krueger and the Nightmare on
run adventures as subtle digs at traditional horror Elmstreet movies.
stories. Do you have a knack for slapstick? Then,
when a character makes an Awesome or
Catastrophic roll, exaggerate the results to absurd Forced Comedy
levels. Don’t suppress your sense of humor in an
attempt to create a “horrifying” atmosphere. It’s also important to remember that you don’t
Horror exists in the plot structure of an adventure, have to be a comedian, and neither do your
not in the mood. As long as you retain those players. Keep the humor at whatever level you are
elements crucial to horror, you will create the comfortable with. Some days you might be feeling
conflicting emotions that will leave your players in a jolly mood where the jokes come fast and easy,
uneasy, disturbed, or even horrified. other times just cracking a smile will be a chore.
That’s all right, just don’t try to force the comedy.
There’s nothing less amusing than someone who is
Keep Monsters Dangerous trying too hard to be funny.
And of course, if you and your players are not
Even when adding humor, you must keep your looking for laughs, then you can down play the
monsters dangerous and repulsive. If your monster humor as much as possible.
is a bungling idiot, you’ll lose the element of fear

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Non-Player Characters
little else. If it becomes necessary to know their
Running NPCs skills or attributes, you can make them up on the
spot.

Over the course of an adventure, the players


will meet many characters who are controlled by Column Ratings
the narrator. These characters are called non-
player characters (NPCs). While NPCs normally The biggest difference between NPCs and
provide conflict and challenge, they are not all characters is that NPCs have column ratings for
belligerent, and in fact many are quite friendly. An their abilities instead of numerical values. The
NPC can be anyone from a psychic child to the column ratings correspond to the column results
arch-villain of the adventure. on the ART. The NPC Ability Level table shows
Using their abilities, players can influence how an NPC compares to a player character.
NPCs but they won’t be able to control them. That’s
your job. Without the influence of the players, an NPC Ability Level
NPC will do whatever you believe is reasonable, NPC Rating Character Ability
depending on the situation. Catastrophic 1
Pathetic 2-3
Feeble 4-5
NPC Abilities Inferior
Poor
6-7
8-9
Passable 10-12
Although player characters have 60 abilities, it Good 13-15
would be very difficult for you to assign that many Great 16-19
Superior 20-24
values to your NPCs. It would also be a waste of
Awesome 25
time, since most NPCs use less than a half dozen Inhuman —
abilities. For this reason, NPCs are given only those
abilities that they will mostly likely use during a For example, instead of a Strength of 13, an
game. NPC would be assigned a Strength of Good. The
An NPC whose main purpose is to fight only NPC could then perform any task that required a
needs Attack, Damage, and Defense. You can set his Good Strength roll. Once you set an RR for a task, it
other abilities when they are required. If an NPC applies equally to NPCs and characters alike.
needs to use his Stealth, and you haven’t By the same token, once you establish an
determined it already, you can assign any value NPC’s abilities, do not change them later without
you like. Just try to keep it reasonable and in good reason. If you give an NPC Good Strength, it
character. A horribly clumsy NPC would have a low should stay Good forevermore. It’s this kind of
Stealth, and you could expect a very alert NPC to consistency that will help make your NPCs
have a high Track. If in doubt, assign your NPC a believable and realistic.
Passable rating. NPCs with an ability of Inhuman are beyond
Some NPCs don’t even need abilities. These Awesome. There is no way a character could out-
are the people a character sees on the street or muscle a demon with Inhuman Strength, just as
talks to in passing. They provide atmosphere and

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there is no way she could outrun a raptor with


Inhuman Speed. Creating NPCs
Interacting With NPCs In order to prevent your players from
knowing as much about your NPCs as you do, each
NPCs can’t always have their way. When an adventure should contain unique NPCs. This will
NPC is interacting with a player, there is almost maintain the air of mystery crucial to a
always a die roll involved. The die roll is made by supernatural role playing game.
the player; the narrator never rolls against the There are up to nine things you should know
NPC’s ability. Do not think of it as the NPC’s chance about an NPC: it’s Name, Abilities, Type,
to accomplish a task, think of it as the player’s Appearance, Personality, Objectives, Combat,
chance to resist (or affect) the NPC. NPCs are Powers, and Gear. This may sound like a lot, but
constants; the players are the variables. most of this information can be made up on the
Example: Rupert challenges Jon, an NPC, to an spur of the moment.
arm wrestling competition. To win, Rupert must roll
his Strength versus his opponent’s. Since Jon has a
Passable Strength, Rupert’s roll required is Passable. Name
Rupert has a Strength of 12. By rolling 61, he
achieves a Good roll, barely defeating Jon. An NPC’s name should relate to his
Example: A specter with a Strength of Great personality, appearance, or function. An apt name
grapples Bob, pinning him for (target’s Strength vs will make him easier to remember and more vivid
attacker’s Strength) x 2 turns. Bob has a Strength of in the player’s imagination.
14, but only manages to roll 34, a Passable result.
The results of (Passable vs Great) = 3 columns. Bob is
pinned for 3 x 2 = 6 turns. Type
Example: While exploring the ectoplasmic
town of Muddy Flats, Antoinette bumps into the An NPC’s type shows whether he is alive or
shadow of a gunslinger. “Draw,” the shambling dead, or altogether outside the cycle of life and
figure mumbles as he aims his six-shooter straight at death.
her heart. Antoinette turns and runs. Lost Soul: All spirits are classified as lost
The narrator decides that if Antoinette’s Run souls, no matter what their type. For some reason,
roll is greater than the gunslinger’s Quickness, she certain lost souls resist reincarnation. They may
will get away. Otherwise, he will get 1 shot off at her have unfinished business on earth, or they might
for every column by which she fails. This would be have a Ghostly Vow which is preventing them from
written using the RR shorthand as (Run vs resting. Some lost souls have been driven mad by
Quickness) shots. the horrors of the afterlife. They fear rebirth and
Before Antoinette makes her Run roll, the avoid it at all costs, even to the extent of draining
narrator must assign the gunslinger a Quickness. WTL from their victims. When a lost soul runs out
Since most gunslingers are fast, the narrator sets his of WTL, it is reincarnated. All lost souls are
Quickness at Great. Antoinette must roll over Great incorporeal.
on her Run to escape. Creature: Creatures are material beings,
Antoinette rolls and gets a Poor result. This isn’t including natural animals and physical,
high enough for her to get away, so the narrator supernatural creatures. When a lost soul is
tells her that as she flees, the gunslinger fires 4 shots reincarnated, it becomes a creature. Good and
at her, which would be resolved using the combat neutral lost souls become animals or people, while
rules in Chapter 8: Combat. evil lost souls become unnatural creatures such as
zombies and werewolves.
Person: Living people are advanced creatures.
While all babies begin their lives with high Karma,
their actions in life can quickly drop them to

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negative Karma, and thus into an evil existence.


When a person runs out of WTL, he dies. While Consistency
some people may come back as lost souls, most are
immediately reincarnated. All people are material. An NPC’s consistency describes what he is
Higher Being: A Higher Being is a lost soul made from. It is normally dependent upon the
who has achieved the apex of 60 Karma. They being’s type.
disappear from this world, reputedly to a better Incorporeal beings are made of ectoplasm.
place, never to be heard from again. They cannot physically interact with material
Fiend: A lost soul which drops to -60 Karma beings. A lost soul is an incorporeal being.
becomes a Fiend. A Fiend cannot be reincarnated. Material beings are made of solid matter.
If it loses all its WTL, it is banished to The They cannot physically interact with incorporeal
Underworld for a time. If a Fiend’s Karma rises beings. A living person is a material being.
above to zero, it will become a lost soul again. Unnatural beings are material, but their
Entity: Entities are beings from other planes supernatural nature allows them to affect
of existence. Some are evil, and others benign. They incorporeal beings. An unnatural being is fully
may either help or hinder the character’s quest for aware of ectoplasmic beings; it can see, hear, and
Karma. When out of WTL, an entity is forced to smell them. While an unnatural being can harm
return to its plane of origin (if it’s already on its lost souls, incorporeal beings must still treat the
home plane, it is destroyed). It does not go to unnatural being as material. Unnatural creatures
Limbo, nor is it reincarnated. Since they cannot be can be some of the most dangerous foes.
reincarnated, they have no interest in collecting Dual beings can change at will between
Karma. Entities may be material, incorporeal, or incorporeal and material. Changing density
dual. requires an action. A being which changes its
Demon: Particularly powerful evil entities are consistency can take no other action on the turn it
called demons. They are cunning, dangerous, and transmutes. Dual beings can physically interact
armed with a number of supernatural powers. with material or incorporeal beings, but not both at
the same time. In either state, dual beings can see
both ectoplasmic and material beings.
Credo
An NPC’s credo defines his fundamental Defense
attitude toward others. It is based upon the being’s
Karma level. Since players sometimes attack even an
Evil: An evil being has Karma of -1 to -60, and innocuous NPC, all NPCs need a Defense rating.
will purposefully prevent others from gaining When setting an NPC’s Defense, consider how hard
Karma by causing their premature death or it is to hit and hurt. A large NPC, though easy to hit,
reincarnation. Evil spirits seek to gain negative will have a high Defense because he is so difficult
Karma in hopes of being reborn a powerful to injure.
unnatural creature, or even becoming a Fiend.
Neutral: A neutral NPC has Karma of 0 to 24.
Neutral beings simply live according to their Will to Live
nature. They are neither especially friendly nor
cruel. Lower animals are considered neutral, as are The WTL of NPCs ranges from 1 up to 100 or
some minor unnatural creatures. more. A typical NPC has a WTL of 20.
Good: A good being has Karma of 25 to 60.
They tend to be helpful and kind. Many natural
animals are considered good simply because of Abilities
their lack of malice.
As explained earlier, you don’t need to assign
every ability to your NPC. Just note those abilities
that he will most likely use. For the most part, all

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you will need to specify are Agility, Intelligence,


Strength, and Defense. Combat
If an NPC needs to use an ability that has not
been pre-determined, either make up an In this section, note the forms of attacks the
appropriate rating on the spot, or simply set the NPC is capable of, and the damage he does on each.
ability at Passable.

Supernatural Powers
Appearance
You should assign your NPC a few
An NPC’s appearance should be something supernatural powers. These can be extrapolated
that distinguishes him from all others. Even one from Chapter 7: Powers. Remember, NPCs do not
special feature can do wonders. Saying “The roll to use their powers; players roll to resist them.
zombie with the missing nose” is much more If a player character resists an NPC’s power, he is
colorful than saying “Zombie number three.” immune to that particular power for the rest of the
encounter.
NPCs usually have fewer powers than player
Personality characters. They may also have greater limitations
on how often they can use their powers. Because
This can be a key trait, or an elaborate NPC powers are radically different from those of
description. For the most part, an NPC’s player characters, it’s importantly to clearly define
personality can be summed up in a few choice what an NPC is capable of. Examine the foes in the
words (you may even want to use the Personality Sample NPC section to determine how
Traits table from Chapter 2: Character supernatural powers are adapted for NPCs. For
Creation.). Try to make the NPC react to situations instance, NPCs never roll for duration. The power
according to his personality. A cheerful NPC would may have a pre-determined duration or the target
not act morose without reason. may have to roll to see how long he is affected.

Motivation Gear
An NPC’s goal will give you an idea of what the Note the armor your NPC is wearing (if any)
NPC wants and the purpose he serves in the game. his weapons, and any other special items he is
An NPC’s objective can be as simple as preventing carrying. Some NPCs, such as animals, do not have
characters from entering a tomb, or as complicated any gear at all.
as taking over Tartarus. His motivation will
generally be determined by the needs of the
adventure. An NPC with a specific goal is a lot Other
easier to play than one who just wanders by.
Knowing his motivation will help you direct the If an NPC is being used in an adventure, it have
course of your adventure through the actions of had information that it can provide the payers.
your NPCs.

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Appearance: A seemingly normal lost soul, the
Acheri Algul has an enormous, razor-sharp tongue that
acts as a straw. An Algul shoots out its tongue,
Type: Neutral Lost Soul piercing the exposed skin of its victim. It then sucks
Consistency: Semi-material blood (or WTL) until the victim is weakened or
Defense: Good dead. The Algul prefers to do its dirty work
WTL: 18 undetected, and may appear to be friendly until it
Abilities: Great Charm, Good Empathy can get its victim alone.
Appearance: An Acheri looks like a young Combat: Tongue lash for (Defense vs Good) x 2
Indian girl. She lives in the mountains, hiding in damage.
dark caves until nightfall. Skipping in the Powers: All those who view an Algul will trust
moonlight, she comes into town, looking for it. Four times per day, the Algul can cause those in
children to play with. Unfortunately, her shadow thrown range to roll Great on Memory or else
spreads a wasting disease to anyone it falls upon, forget what happened in the past 4 turns.
unless they wear a special amulet made of red
thread around their necks. The Acheri wears just
such a talisman to protect herself. Alouqua
Personality: Sweet and charming. She
desperately wants to be friends, though she knows Type: Evil creature
her presence is potentially harmful to others. Consistency: Dual
Motivation: To find a playmate. Defense: Passable
Combat: If forced to fight, an Acheri will WTL: 24
defend herself with her hands for (Defense vs Abilities: Good Agility, Great Strength,
Poor) damage. Superior Charm, Good Intelligence
Powers: Anyone who is within her presence Appearance: An alouqua is a beautiful woman
must roll Good on Fate or else become infected with dark skin, hair and eyes. Her voice is low and
with a wasting disease. Each hour, starting inviting. She has hooves instead of feet, but hides
immediately, those infected must roll Superior on this fact behind flowing, low-cut gowns.
Stamina or else lose one point from their WTL. Personality: An alouqua is a sensual being who
Points lost due to the illness can only be regained if enjoys exhausting men sexually then driving them
a red thread is placed around the victim’s throat, at to suicide.
which time the curse is broken. Motivation: To cause the deaths of as many
men as she can.
Combat: If attacked, the alouqua will assume
Algul vampiric form, striking with her claws for (Defense
vs Passable) x 2 damage.
Type: Evil Entity Powers: An alouqua is a combination of a
Consistency: Dual succubus and vampire. In succubus mode, she uses
Defense: Great her alluring eyes and body to entrance male
WTL: 30 victims (most women are not affected). Her victim
Abilities: Superior Strength, Good Persuade will completely desire her for (victim’s Will vs
Great) x 3 minutes. During this time, he can think

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of nothing but satisfying his craving, even if it invulnerable to all attacks. With the glare of its left
means protecting her from his companions. eye, an Alp can put a victim into a hypnotic trance
While thus engaged, the alouqua will assume for (Will vs Good) x 2 minutes. The victim will
her vampiric form. Her nails will grow into claws follow simple commands, but is unable to fight or
and her teeth will become pointed fangs. Her bite move quickly. This ability will not work if the Alp’s
drains 1 WTL per minute. Her victim won’t even left eye is pierced or covered.
notice. A victim who is drained to 1 WTL will
become despondent and fall under the alouqua’s
power. He will do her bidding until he is healed to Asanbosam
more than 1 WTL. Often, the alouqua will
command him to perform murder or suicide. Type: Evil Entity
Consistency: Incorporeal, translucent
Defense: Good
Alp WTL: 22
Abilities: Good Strength, Poor Agility, Great
Type: Evil Lost Soul Climb, Good Jump
Consistency: Dual Appearance: These nasty demons like to lurk
Defense: Superior in rafters or high in trees. They have sharp teeth of
WTL: 16 steel and giant hooks for legs. Anyone walking
Abilities: Superior Strength, Good Agility underneath one will be snatched up and killed by
Appearance: This lecherous spirit may appear its hooked legs.
as a handsome man, cat, pig, bird or dog with Combat: An Asanbosam attacks twice with its
flaming eyes and tongue. An Alp can fly in any form hooked legs for (Defense vs Good) x 2 damage and
and always wears a floppy hat in all his bite for (Defense vs Good) x 4 damage.
manifestations.
An Alp prefers not to force himself violently on
his victim; rather, he uses his hypnotic stare to Aswang
induce a trance. His tongue becomes a snake-like
protrusion, which he pushes into his victim’s Type: Evil Entity
mouth. WTL is drawn from the victim until she is Consistency: Dual
completely drained. The Alp is particularly fond of Defense: Great
women and will always choose them as prey if he WTL: 20
has the opportunity. Abilities: Good Strength, Superior Charm,
An Alp has two weaknesses; his hat and his Good Lie, Great Cunning
left eye. If his hat is stolen, the Alp will drop to Poor Appearance: When appearing as a living
Strength and can no longer turn into a cat, bird or creature, an Aswang shows itself as a beautiful
demon dog, nor will he be able to fly. The Alp will woman. As a lost soul, the Aswang appears as a
generously reward anyone who returns his hat, pregnant woman (she is actually bloated from all
usually with a supernatural artifact. the blood she has drunk from the living). This
If his left eye is damaged, the Alp will lose his vampiric creature turns into a giant mosquito at
hypnotic ability. night and uses her long, hollow tongue to slurp up
Combat: As a man, the Alp attacks with a long blood (or WTL). She is accompanied by up to six
sword for (Defense vs Good) x 4 damage. As a cat night birds that act as bloodhounds, leading her to
or bird, he scratches and bites for (Defense vs her prey. The night birds make a distinctive Ki! Ki!
Good) x 1 damage. As a demonic dog, he bites for sound as they fly through the night sky.
(Defense vs Great) x 3 damage and can breathe Combat: An Aswang will use her considerable
flame at one target within thrown range for charm to dissuade anyone from attacking her. If
(Defense vs Passable) x 5 damage. threatened, she will send her six night birds to
Powers: An Alp can shape change between a attack for (Defense vs Poor) damage each. The
man, cat, bird or demon dog. Four times per day, an birds have a Defense of Poor. She may turn into a
Alp can change into mist. In this form, he is mosquito and fly away, or if worse comes to worse,

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she can fight with her proboscis, draining (Defense Personality: Friendly and agreeable initially,
vs Good) WTL. She gains any WTL she drains from the Bearded Demon will become sullen and
a victim, up to a maximum of 40 WTL. suspicious if he thinks he is in danger of losing the
Philosopher’s Stone.
Motivation: The pursuit of knowledge and the
Barghest protection of the Philosopher’s stone, which he
carries in a linen bag tied around his waist.
Type: Evil entity Combat: The Bearded Demon fights with his
Consistency: Incorporeal spear which does (Defense vs Good) x 4 damage.
Defense: Good Powers: Teleport Other (Uses = 8): By
WTL: 18 winking at his target, the Bearded Demon can
Abilities: Good Strength, Poor Intelligence, teleport him to any plane of existence. The victim
Great Alertness must roll Good on Fate to resist the spell.
Appearance: A fierce dog standing 3 feet at the Flying (Uses = 4): The Bearded Demon can fly
shoulder with shaggy black fur, fiery red eyes, and at will.
a set of six inch horns protruding from its forehead. In addition, he has the powers of the
Personality: Dogged and unerring trackers, Philosopher’s Stone, which is described in Chapter
barghests are sometimes used by demons to track 10: The Afterworld.
down ghosts. They are very hostile towards spirits
of all sorts.
Motivation: To track down and drag ghosts to Bergmonck
the nether regions.
Combat: Barghests may attack with either Type: Neutral Lost Soul
their bite or horns, but not both on a single turn. Consistency: Dual
Their bite does (Defense vs Passable) x 4 damage. Defense: Superior
Their horns do only (Defense vs Poor) x 1 damage, WTL: 16
but if the victim takes any damage, he will also be Abilities: Superior Strength, Superior Religion,
paralyzed for (Stamina vs Poor) x 2 turns. The Great Conceal
barghest will grab a paralyzed ghost in his Appearance: A monk dressed in brown robes
powerful jaws and teleport to the infernal regions. standing about nine feet tall. He carries a large staff
It takes the barghest 1 complete turn to do the and a rosary hangs from his belt.
teleportation (it will slowly grow misty and faint). Personality: Grim and restless. A Bergmonck
If it takes damage during this vulnerable time, the haunts treasure-bearing mines and drives away
barghest will drop his victim and teleport alone. thieves with his supernatural powers.
Powers: Three times per day, a barghest’s Combat: The monk’s staff does (Defense vs
howl can summon a hell hound. The hound will Good) x 3 damage.
attack the barghest’s enemies to the death. Powers: By moaning, the Bergmonck begins a
resonance within the mine that causes feelings of
unease or downright terror to those who hear it.
Bearded Demon With a wave of his staff, the monk may command
part of the cave to collapse, causing (Dodge vs
Type: Neutral entity Superior) x 4 damage to all those inside and
Consistency: Dual trapping any lost souls in the rubble.
Defense: Great
WTL: 40
Abilities: Great Strength, Good Dexterity, Bhut
Inhuman Stamina, Good Cunning
Appearance: The Bearded Demon is a swarthy Type: Evil Lost Soul
dwarf with a luxurious black beard. He carries a Consistency: Incorporeal, vaporous
linen bag tied around his waist and carries a long Defense: Good
spear. WTL: 26

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Abilities: Good Strength, Great Filch, Good


Bully, Great Brawling Blue Cap
Appearance: Bhuts are the evil ghosts of men
who died by execution. They are dressed in Type: Neutral Entity
traditional east Indian clothing and may be Consistency: Dual
detected by their nasal twangs. Bhuts never rest on Defense: Great
the earth, but float a few inches above it. They are WTL: 30
so terrified of touching the ground that one can Abilities: Superior Strength
avoid being attacked by a Bhut if one lies flat on the Appearance: A squat dwarf wearing a blue cap.
bare earth. He can grow up to ten feet tall.
Personality: Criminal. Personality: Childish and greedy. Blue Caps
Motivation: To reincarnate unsuspecting lost love presents, and expect them upon demand. They
souls. To steal precious items. will be pleased with small gadgets or toys, but they
Combat: Bhuts carry short knives, which do are partial to items that sparkle, like glass or gems.
(Defense vs Good) x 2 damage. Their garrotes can Though they are not normally aggressive, they can
only be used on an unsuspecting victim. The victim be bullying and petulant. Blue Caps enjoy
must make a Great Dodge roll to avoid the leather underground life, and are often found near caves.
cord before it slips over his head; if the roll is Motivation: To get a present. In return, the
failed, he will take (Stamina vs Awesome) points of Blue Cap may use his great strength to help the
damage each turn until the Bhut is destroyed or the gift-giver, usually by digging tunnels or building a
victim makes a Superior Strength roll to free shelter out of giant stones.
himself. Combat: He does (Defense vs Good) x 2
damage with his fists.
Powers: A Blue Cap’s leather skin is
Bibi invulnerable to fire. At will, a Blue Cap can grow up
to ten feet tall. His strength increases to Inhuman,
Type: Neutral Lost Soul his Defense rises to Superior and his huge fists do
Consistency: Incorporeal, solid-looking (Defense vs Good) x 5 damage.
Defense: Passable
WTL: 22
Abilities: Great Charm, Superior Folklore, Butterfly, Funereal
Good Nature
Appearance: This lovely gypsy is a tall, Type: Evil creature
barefoot woman wearing a red dress. Bibi is Consistency: Unnatural
accompanied by two small girls and two white Defense: Passable
lambs. She demands instant hospitality from all she WTL: 20
meets, and if she does not get it, she will punish Abilities: Good Speed
people with her supernatural powers. Appearance: Small white butterflies which
Bibi knows many arcane stories and can read come out only at night. The particularly noxious
the tarot cards. ones have large black dots like eyes on their wings.
Personality: Bibi is proud of her heritage and They sometimes flutter around the heads of
sex. demons.
Combat: If Bibi feels insulted, the two little Personality: Mindless insect.
girls will transform into ravenous black bears and Motivation: To smother sleeping children with
the two lambs will become vicious lions. They have their velvet wings. To nibble the ectoplasmic flesh
Great Defense and attack twice with their claws for of lost souls and other creatures.
(Defense vs Good) x 4 damage and a bite for Combat: Funereal butterflies travel in large
(Defense vs Passable) x 5 damage. Bibi fights with swarms of a hundred. A swarm of funereal
a dagger for (Defense vs Good) x 2 damage. butterflies is only affected by area affect weapons.
Killing individual butterflies does little to reduce
their numbers. A swarm of butterflies has 20 WTL.

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For every WTL lost, five butterflies are considered Appearance: Chain rattlers wear long gray
to be slain. The WTL of the swarm determines the cloaks, and carry many heavy chains. Their faces
damage it is capable of doing. are bony and pale. They can be heard at some
distance by the rattling of their chains.
WTL Damage per Turn Personality: This evil spirit is not interested in
1-5 (Stamina vs Inferior) damage rebirth. Instead, it wishes to stay in the afterlife
6-10 (Stamina vs Poor) damage
11-15 (Stamina vs Passable) damage
and prey on others for WTL. They take malicious
16-20 (Stamina vs Good) damage pleasure in frightening others.
Motivation: To drain WTL.
They prefer sleeping victims; a living person Combat: Chain rattlers strike with their long,
who is actively struggling receives +3 columns on heavy chains, doing (Defense vs Poor) x 3 damage.
her Stamina roll. For every 3 points of damage the chain rattler
Powers: See Combat, above. does, he gains 1 WTL (this may allow him to exceed
his initial score of 20 WTL).
Instead of striking for damage, a chain rattler
Callicantzaro may try to ensnare its victim. The target must roll
Passable on Dodge or else be entangled. Each turn,
Type: Evil Entity he may try to roll Great on Strength to struggle
Consistency: Incorporeal, solid-looking free. If failed, he loses 3 WTL, and the chain rattler
Defense: Great gains 1 WTL.
WTL: 30 Powers: Once per day, a chain rattler can
Abilities: Great Strength, Great Empathy materialize for up to 5 minutes.
Appearance: This imp normally manifests
itself as a dwarfish creature with a black face, red
eyes, donkey ears and sharp fangs. Callicantzari
Child of the Ravenmocker
enjoy terrorizing the living and lost souls with
hideous hallucinations. Type: Neutral Entity
Personality: Callicantzari hate one thing above Consistency: Dual
all else: the smell of burning shoes (these must be Defense: Passable
shoes of the living, not incorporeal shoes). If a WTL: 25
Callicantzaro is anywhere near burning shoes, it Abilities: Great Agility, Passable Strength,
will flee the area forever. Passable Intelligence
Combat: Its fangs do (Defense vs Poor) Appearance: A Child of the Ravenmocker
damage. appears as a short, spindly humanoid, covered with
Powers: A master of illusion, a Callicantzaro dried skin. Its skull is that of an oversized hawk or
can cause people to believe that something exists vulture, its fingers end in sharp talons and a skin
when in reality it does not. A Callicantzaro can webbing stretches between each wrist and ankle.
force people to view their worst fears for (Will vs Although it is not harmed by sunlight, a Child will
Superior) x 2 minutes. Depending on the reality of avoid it, since it prefers not to be seen by anyone
the vision, the victim may drop in a dead faint, run except its victim. A Child of the Ravenmocker has
away screaming or suffer permanent insanity. no voice, but can communicate, if necessary, with
simple gestures.
Personality: Single-minded and merciless. A
Chain Rattler Child may interact in a non-hostile manner with
beings whose goals are similar to its own.
Type: Evil lost soul Motivation: These small flesh-spirits are
Consistency: Incorporeal created by the casting of an ancient spell on the
Defense: Poor corpse of a child. This new Child of the
WTL: 30 Ravenmocker becomes a guardian of its burial
Abilities: Good Strength, Passable Intelligence ground. If graves there are desecrated, the Children
(there may be as many as ten in a large graveyard),

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will awaken to hunt and slay the violator. Upon the Abilities: Great Agility, Good Strength, Poor
target’s death, the Children return to their graves. Intelligence
Combat: A Child attacks twice with its claws, Appearance: Small yet surprisingly powerful,
doing (Defense vs Poor) x 2 damage. If both claws cowled gibberlings scamper about in black robes,
do damage, the Child gets an additional bite attack their faces concealed in perpetual shadow. White,
for (Defense vs Good) x 3 damage. three fingered hands protrude from their flowing
Powers: A Child can fly at Great Speed. It has a sleeves. A cadaverous reek issues from their hoods,
flawless tracking sense that allows it to follow a along with an incessant gibbering.
target indefinitely. Personality: Traveling in packs of up to two
dozen, gibberlings prey on weakened spirits. They
hate the sun so much that they vanish during the
Churel day, and only come out at night.
Motivation: To gibber, caper, and attack
Type: Evil Lost Soul weakened groups of lost souls.
Consistency: Incorporeal, luminous Combat: Gibberlings strike with their long,
Defense: Great bony fingers, draining (Defense vs Poor) x 2
WTL: 30 damage.
Abilities: Superior Strength, Good Stealth, Powers: If the gibberlings wish, the hideous
Good Quickness noises they make can cause all characters coming
Appearance: A Churel is a woman with long within their local area to flee for (Will vs Passable)
sharp teeth, slobbering lips, unkempt hair and a x 1 turn for every gibberling present.
long black tongue. She is white in front and black
behind. She hates other lost souls because they
remind her of her sad life among the living. She Crypt Lurker
tries to strangle them with her long ropy hair and
often hides in shadows so she can jump the Type: Evil entity
unsuspecting. Consistency: Incorporeal
Combat: The Churel will target a single lost Defense: Passable
soul within thrown range. Her victim must make a WTL: 30
Great Agility roll to avoid being entangled by the Abilities: Great Strength, Good Intelligence,
Churel’s hair. Once she has a victim entangled, the Superior Stealth
Churel will bite her victim for (Defense vs Appearance: A crypt lurker has a skeletal form
Passable) x 2 damage per turn. Each turn the robed in black. They carry large scythes. They
entangled character may attempt to roll Good on dwell in the dark recesses of tombs, crypts, and
Strength to escape, but no other action is possible. catacombs, wherever they can find fresh souls to
Destroying a Churel’s WTL will drive her back ensnare.
into her body, where she must stay until the next Personality: Grim and silent.
stroke of midnight. The Churel never strays too far Motivation: To collect souls.
from the place of her death. The only way to Combat: As a soul leaves its body, a crypt
destroy her is to drive small nails through her lurker will try to attack it before it is reincarnated.
forefingers and thumbs, and enclose her big toes The crypt lurker strikes with his scythe, doing
inside two tight iron rings that have been welded (Defense vs Good) x 4 damage. A victim reduced to
together. zero WTL screams in agony, but is not
reincarnated, he instead becomes trapped in the
crypt lurker’s crystal.
Cowled Gibberling The crystal may be on a necklace around the
lurker’s neck, or hidden somewhere nearby in a
Type: Evil lost soul safe place. Each victim resides in a facet of the
Consistency: Incorporeal crystal, where they float in icy liquid. A crystal will
Defense: Good have a facet for each soul it contains, and will grow
WTL: 16 as souls are added. Shattering the crystal frees the

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souls trapped inside, and destroys the crypt lurker. in the daylight safely for up to (Inferior vs target’s
The size of a lurker’s crystal determines his status Nature) x 30 minutes.
among the other lurkers in the graveyard. Comfort (Uses = unlimited): Eye contact with
Powers: Although a crypt lurker cannot use Dame Blanche gives a person a sense of comfort
his scythe on the living, he can use his supernatural and ease.
powers.
Fright (Uses = 2): By appearing abruptly, the
crypt lurker can cause a living victim to make a Drude
Stamina roll. On a Catastrophic or Pathetic roll, the
victim has a heart attack and dies. On a Feeble or Type: Evil Lost Soul
Inferior roll, the victim faints for 5 minutes. On a Consistency: Incorporeal, solid-looking
Poor roll, the victim is paralyzed with fear for 2 Defense: Good
turns. WTL: 20
Icy Touch (Uses = always): The touch of a Abilities: Passable Strength, Great Intelligence,
lurker does (victim’s Stamina vs Poor) x 1 damage Great Cunning
to the living. Appearance: Middle aged woman dressed in
Weakness (Uses = 2): Targeted on one victim, black or gray robes.
it causes that character (whether incorporeal or Personality: Usually arrogant and power-
material) to be at -2 columns on all abilities for hungry. Many dislike men and do all they can to
(victim’s Strength vs Good) x 2 turns. lure them into a false sense of security before
destroying them.
Motivation: Drudes were witches in life, and
Dame Blanche they willingly gave up their mortal shell for the
promise of power in the afterlife. They soon found
Type: Neutral lost soul out that the demons who made these promises had
Consistency: Incorporeal no intention of making them rulers of the
Defense: Poor Afterworld. For this reason, Drudes hate demons
WTL: 25 and will work to destroy them.
Abilities: Great Alertness, Superior Charm, Combat: Drudes fight with long knives for
Great Knowledge (Defense vs Poor) x 2 damage.
Appearance: A regal looking woman with long Powers: Drudes have many supernatural
white hair. She has pale skin, blue eyes and is powers that allow them to create horrible
dressed in long, flowing white robes. hallucinations. A Great Sanity roll is needed to
Personality: Distant and Aloof. Dame Blanche disbelieve their illusions.
never stays in one place for long. She often travels Creepy Crawlies (twice per day): The victim
with the lost souls of children, whom she trains believes that spiders, cockroaches and other
and cares for. insects are crawling on his flesh, nesting in his hair
Motivation: To train children in the mystic and invading his body.
arts. Putrid Flesh (twice per day): The victim is
Combat: Dame Blanche has the ability to convinced that one of his limbs is gangrenous and
disappear and teleport at will. She can take up to completely useless. If it’s an arm, he’ll drop
20 other entities with her. whatever he is holding. If used on a leg, the victim
Powers: Healing (Uses = 4): Each use heals 5 will collapse to the ground.
WTL. Tortured Loved One (three times per day):
Encourage (Uses = 4): With a word, Dame The victim sees his closest friend or lover being
Blanche can make a person feel that they can tortured by a demon with pincers, hooks and
achieve a certain goal. For the next (Passable vs knives. The friend implores the victim to follow the
target’s Will) hours, the target cannot be swayed Drude’s instructions, so that the torture will cease.
from pursuing the goal Dame Blanche named.
Dark Cloak (Uses = 4): This power surrounds
the lost soul with darkness, allowing them to travel

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Dybbuk Furies
Type: Neutral lost soul Type: Neutral entity
Consistency: Incorporeal Consistency: Dual
Defense: Poor Defense: Good
WTL: 24 WTL: 30
Abilities: Poor Strength, Awesome Knowledge, Abilities: Good Strength, Good Intelligence,
Good Intelligence Great Cunning
Appearance: A dybbuk takes on the Appearance: The furies appear as three sisters
appearance of a scholarly man dressed in medieval wrapped in shrouds. Their hair and eyes are dark,
style robes. He often carries a small sack that and while their faces could be beautiful, they have
contains books, parchment and ink quills. been marred by grief and self-inflicted scratches.
Personality: A dybbuk is interested in a variety Their ancient names were Alecto, Tisiphone and
of studies. He is curious and friendly, though his Megaera, and they will answer to them.
friendliness is actually self-serving. A dybbuk Motivation: To punish those who have
enjoys the company of scholars. wronged the dead, especially murderers. The
Motivation: Dybbuk seek to possess the living Furies appear before their victim and relentlessly
in order that he may pursue his studies. follow, screeching and crying. They use
Combat: If attacked, the dybbuk will possess psychological techniques to cause their foe to
one of his antagonists (see below). confess his guilt and, ultimately, to commit suicide.
Powers: Possession (Uses = 2): A dybbuk can They only harm lost souls who try to interfere with
possess the living and even lost souls just by them.
touching them (to avoid being touched, the victim Personality: Scary and grim. These women are
must roll Passable on Dodge). The victim is very intense. They see things in black and white,
possessed for (victim’s Will vs Good) hours. During and do not take into account extenuating
this time, the dybbuk will have complete control of circumstances when judging the living.
his body. Dybbuk are immune to exorcism. Combat: If forced to fight, the furies attack
with their claws for (Defense vs Poor) x 4 damage.
The wounds they cause quickly fester, hence the
Eretica high damage multiplier. If reduced to zero WTL, a
fury will return to its own plane, and torment that
Type: Evil Lost Soul victim no more.
Consistency: Dual Powers: Harry (Uses = 1): By visiting their
Defense: Great victim (Catastrophic vs victim’s Will) times
WTL: 17 (maximum of once per day), the furies can cause
Abilities: Superior Strength, Good Persuade, him to confess any crimes he has committed. Once
Great Disguise, Good Dexterity the victim has confessed, if the furies determine his
Appearance: These evil lost souls usually crimes deserve punishment, they will continue to
appear as beggars dressed in rags. They entice badger him until he commits suicide, usually
their victims to a cemetery and then their within another (Catastrophic vs Will) days. If the
comrades burst forth from the ground, dragging second Will roll is Great or better, the victim resists
the prey into a grave with them. It takes a Superior the prosecution. However, this does not mean the
Strength roll to break free from an Eretica. While in furies will ever stop tormenting him.
a grave, lost souls suffer a -1 column shift to all
rolls.
Combat: Ereticy turn into strong able-bodied Galleytrot
soldiers once they have grabbed their victims. They
use short swords for (Defense vs Passable) x 3 Type: Evil Lost Soul
damage. Consistency: Incorporeal, luminous
Defense: Great

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WTL: 40 cowardly; in a pack, they are fearless. If properly


Abilities: Superior Memory, Good Direction, fed, they may serve as assistants to evil mediums.
good Dodge, Superior Track Motivation: Hunger. A ghoul who eats a corpse
Appearance: These dog-like men wear consumes part of its lifeforce as well. A lost soul
clothing popular in the 18th century England. A who has his corpse eaten by a ghoul permanently
Galleytrot has large claws and a mastiff’s head loses 5 points of WTL until the ghoul is found and
encircled by a flaming halo. Though as intelligent destroyed. A ghost can sense which ghoul has
as a man, the Galleytrot can only growl and snarl. eaten his body just by looking at it.
Personality: Cold and imposing. The favored Combat: Ghouls hunt in packs, tearing their
companion of pirates and other ruffians, the victims apart with teeth and claws. A ghoul may
Galleytrot has often been bound to a place to guard either bite his victim for (Defense vs Poor) x 2
a buried treasure. He may offer a female party damage or claw him twice, doing (Defense vs Poor)
member a ring; if she accepts, he will insist on a x 3 damage each time. Because of their
formal wedding. If the Galleytrot feels like he has supernatural nature, ghouls take only half damage
been betrayed by his betrothed, he may punish her from material attacks. In addition, a ghoul’s claws
by walling her in a dungeon. and bite can even affect a incorporeal beings.
Motivation: To find or guard treasure, whether Powers: Ghouls can see and hear ectoplasmic
it is an ectoplasmic item, or solid gold pieces. A beings. A material being who takes damage from a
Galleytrot knows the location of many treasures, ghoul’s bite must roll Poor or better on Stamina or
and may be persuaded to lead others to the spot. else contract a rare disease called “grave robber’s
Combat: A Galleytrot claws for (Defense vs curse.” A character who makes a Good Occult roll
Poor) x 3 damage and bites for (Defense vs will recognize the symptoms of grave robber’s
Passable) x 4 damage. Each turn, the circle of fire curse, and can cure him with a Great Medical roll
surrounding his head strikes at one attacker within using common drugs from the local pharmacy.
thrown range, doing (Dodge vs Great) x 2 damage. Each night, the victim of grave robber’s curse
must roll his Will:
Awesome to Good: No effect
Ghoul Passable to Poor: The victim walks in his
sleep to the nearest graveyard and prowls around,
Type: Evil creature returning to his bed before daybreak. In the
Consistency: Unnatural morning, he won’t remember anything about the
Defense: Passable experience, although he may be puzzled by the dirt
WTL: 20 clinging to his bare feet.
Abilities: Good Agility, Superior Strength, Inferior to Feeble: As above, but the victim
Inferior Intelligence, Pathetic Charm also exhumes a casket. Again, he will return to his
Appearance: Ghouls live in crypts and bed before morning with no memory of the event.
underground warrens beneath graveyards. They He may wonder why he is so tired, and why there
have gelatinous gray flesh, jackal-like muzzles, and is grave mold under his fingernails.
a stooped gait. They move silently on large feet, Pathetic to Catastrophic: As above, but the
and when they stand still, they are nearly invisible afflicted character consumes the corpse. Once this
(it takes a Superior Alertness roll to notice a stage is reached, the victim suffers -1 column on all
motionless ghoul). They are enormously strong future Will rolls to resist the grave robber’s curse.
and a single ghoul can wrench the stone slab from He’ll awake with no interest in breakfast, and a
a crypt. sheet of gore on his night shirt. After three such
Personality: Ghouls have a well developed nocturnal meals, the victim will become a ghoul,
taste for flesh. Although they prefer carrion, they and never return from his nightly excursions.
may occasionally seek a fresh meal, especially if
some foolhardy interloper stumbles into their
domain at night. Their vocabulary is limited, and Gremlin (Fifinella)
when hungry, their desire for flesh blots out all
other thoughts and feelings. Alone, they are Type: Neutral entity

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Consistency: Dual carries a long bow and arrows. Hecate’s power is


Defense: Superior intensified if she stands in the middle of
WTL: 6 crossroads.
Abilities: Great Agility, Pathetic Strength, Personality: Regal. Hecate favors sorcerers,
Superior Cunning, Poor Charm, Great Dexterity witches and women.
Appearance: Gremlins are male. They are Motivation: Dedicated to The Underworld.
about two feet high with yellow, warty skin. Their Combat: Hecate will always order her dogs to
hair is black and wiry. They have no thumbs, but attack first. There are approximately 10 dogs, each
their fingers are very facile. Fifinellas are the with a Defense of Passable. Their bites do (Defense
female counterpart to gremlins. They are paler in vs Poor) x 2 damage. Meanwhile, Hecate will attack
color and have longer hair. They also tend to have with her bow for (Defense vs Good) x 4 damage, or
piercing green eyes. her scimitar for (Defense vs Good) x 4 damage. If
Personality: Gremlins and fifinellas are not evil the dogs become incapacitated, she will draw her
creatures, just mischievous. They like playing bow, which does (Defense vs Good) x 5 damage. If
pranks on the living and lost souls alike. On her dogs are slain, Hecate will escape on a flying
occasion, they set aside their fun for more serious broomstick, which she always keeps near.
pursuits, but not for long. If Hecate is within a crossroads when
Motivation: To cause havoc and destruction in attacked, she can use her special powers to cause
the name of fun. earthquakes and start fires (see below).
Combat: Gremlins would rather run away then Powers: If standing on a crossroads, Hecate
fight, but if cornered, they will bite for (Defense vs can cause the earth to shake for up to 5 minutes.
Poor) damage. Their small size and agility makes Buildings within one mile will shudder, and anyone
them hard to hit. in the local area must roll Great on Agility or else
Powers: Chameleon (Uses = 4): Gremlins can fall down. She and her dogs never lose their
make themselves nearly indistinguishable from balance during such quakes. When on a crossroads,
their surroundings for up to 10 minutes at a time. she can also throw balls of fire at her victims, doing
While using their chameleon power, the gremlin (Defense vs Poor) x 4 damage. She can throw up to
cannot move. three balls per round.
Noisemaker (Uses = 3): This power projects a
sound of nuts and bolts clattering noisily to the
ground or a loud explosion. Those within the local Hell Hound
area must roll Good on Alertness or else be startled
for one turn (losing one action). Type: Evil creature
Scamper (Uses = 3): This power allows the Consistency: Dual
gremlin to move twice as fast as normal for up to Defense: Good
20 minutes, giving it two actions per turn. WTL: 30
Abilities: Great Agility, Great Strength, Feeble
Intelligence, Superior Nature, Awesome Alertness
Hecate Appearance: A jet black, three-headed mastiff.
Personality: Hell hounds roam with their mate
Type: Evil entity or in a pack no larger than five. Very independent,
Consistency: Unnatural the hell hound is difficult to tame.
Defense: Great Motivation: Survival.
WTL: 40 Combat: A hell hound can bite with all three
Abilities: Good Strength, Good Nature, heads each turn, doing (Defense vs Passable) x 3
Passable Intelligence, Good Charm damage each. Instead of biting, the left head of the
Appearance: Hecate has the body of a mature hell hound can breathe fire once every three turns,
woman dressed in a simple outfit. She has three doing (Defense vs Great) x 3 damage to one
faces: in the center, that of a woman; on the right, character within thrown range. The middle head
that of a horse; and on the left that of a dog. She is can breathe a cloud of noxious gas. Everyone
always accompanied by a large pack of dogs. She within melee range suffers a -1 column on all rolls

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for (Stamina vs Poor) x 2 turns. If the third head remain undetected unless a Superior Alertness roll
does damage, its burning poison will do an is made.
additional (Stamina vs Superior) x 1 points of Combat: A Jaracacas attacks by twining its
damage, even to lost souls. body around a victim, then thrusting its tail into its
Powers: See combat above. prey’s mouth. A character must roll Superior on
Agility to avoid being grappled. He then takes
(Strength vs Superior) x 2 damage each turn. On an
Ishologu (Impundulu) Awesome Strength roll, the victim breaks free.
Powers: The Jaracacas is immune to
Type: Evil Entity supernatural fire and cold.
Consistency: Dual
Defense: Good
WTL: 30 Kelby
Abilities: Superior Charm, Great Strength,
Superior Agility Type: Evil creature
Appearance: An Ishologu takes on the form of Consistency: Dual
a handsome young man who then seduces a Defense: Good
woman, usually a wizard or medium. Once he has WTL: 50
consummated the relationship he is known as an Abilities: Great Speed, Superior Strength, Poor
Impundulu and will cause his mistress to suffer a Intelligence
terrible death if she does not help him lure Appearance: A beautiful white stallion
unsuspecting folk to their doom. wearing a black leather saddle. It lives in rivers, or
Combat: The Impundulu wears a heavy deep streams, or the ocean surf. A kelby never
bracelet on each wrist. When a victim approaches, travels far from running water.
he twists his wrists and foot-long spikes spring Personality: More cunning than a normal
forward. The Impundulu uses these spikes to animal.
pierce the soft mid-flesh of his prey, doing (Defense Motivation: To drag lost souls to their doom
vs Good) x 4 damage. Afterward, he feeds on their underneath the water.
flesh, or, if they are incorporeal, their ectoplasm. Combat: By flicking a lost soul with its tail, the
Powers: An Impundulu has the power to turn kelby can set his ectoplasmic hair and clothing on
invisible at will. He is so charming that a character fire. The target must make a Good Dodge roll to
must roll Superior on Will to assault him (unless avoid being hit. The flames do 1 WTL damage per
the Impundulu has already attacked the party). He turn, and can only be put out if doused in water
is psychically linked to his mistress, and she will from the kelby’s dwelling place.
experience debilitating pains in her midriff if she Powers: A kelby tries to beguile a lost soul into
does not obey his commands. The mistress will not riding it. It will bow before the person with the
be freed from this relationship until the Impundulu highest Charm, and beckon him to mount. If the
is destroyed. lost soul refuses, he must make a Poor Will roll to
resist the kelby’s allure. If the roll is made, the
kelby will turn its attention to the next lost soul. If
Jaracacas all resist, it will rear and whinny fiercely, stomping
the ground with frustration before dashing back
Type: Evil Entity into the waters from whence it came.
Consistency: Incorporeal, translucent If a lost soul does mount the kelby, it will
Defense: Good gallop into the water. As the victim tries to leap
WTL: 80 from the kelby’s back, the beast will grip him firmly
Abilities: Superior Strength, Good Quickness, in its strong teeth, holding him to its back unless its
Superior Agility victim makes a Great Strength roll to extricate
Appearance: These serpents can be up to himself.
twenty feet long. It’s chameleon ability allows it to See the Swimming skill in Chapter 6: Abilities
for more information on what happens to a

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character in water. Kelbys take no damage from


water. Kuang-shi
Type: Evil Lost Soul
Kirk-grim Consistency: Dual
Defense: Great
Type: Neutral Entity WTL: 45
Consistency: Incorporeal, luminous Abilities: Good Strength, Feeble Cunning
Defense: Passable Appearance: A Kuang-shi is tall, with short
WTL: 25 white hair all over its body. It has long fangs, sharp
Abilities: Great Climb claws, and eyes with no pupils. The Kuang-shi is
Appearance: This animal appears as a large very hardy. Only a bolt of lightening will kill it;
pig or lamb. otherwise it must be caged in a room lined with
Personality: A Kirk-grim is the spirit of an iron. The Kuang-shi is not very bright. If peas, rice
animal buried somewhere in a church, often under or other small objects are scattered before it, it will
the altar or in the church tower. Its purpose is to stop what it’s doing to gather them up.
protect the church from evil spirits. Combat: The Kuang-shi leaps in and out of the
Combat: Whether in pig or lamb form, the fray, getting two attacks per round with its nasty
Kirk-grim does only (Defense vs Poor) damage in claws for (Defense vs Good) x 2 damage each. Once
brawling combat. it has forced an opponent to his knees, the Kuang-
Powers: A Kirk-grim’s powers depend upon shi will bite deeply into his throat for (Defense vs
the form it currently inhabits. It may change form Poor) x 6 damage.
once per hour. As a pig, a Kirk-grim has these Powers: The Kuang-shi can leap up to twenty
Powers: feet. To strike a Kuang-shi before it jumps away, a
Rain of Dung: Dung appears from nowhere character must make a Good Quickness roll.
and is flung into the faces of the intruders, blinding
them for (Dodge vs Passable) turns.
Passel o’ Pigs: For (Sanity vs Poor) minutes, all La Llorona (the Weeping
targets in the church fall to all fours and behave as
pigs, grunting, rolling in the mud and hunting for Woman)
truffles. They will feel compelled to wander away
from the church yard. Type: Evil Lost Soul
Squeal: This loud noise is akin to fingernails Consistency: Incorporeal, vaporous
on a blackboard. All those in hearing range must Defense: Good
roll Great on Will or else involuntarily wince, WTL: 20
dropping whatever they are holding. On a Feeble or Abilities: Good Strength, Feeble Sanity
lower roll, the victim falls to the ground and Appearance: A young woman dressed in long
screams in pain for 2 turns. white robes weeping piteously. Upon drawing
As a lamb, a Kirk-grim has these Powers: closer, one can see that she lacks a face.
Baa: This soft bleating sound makes all those Personality: Insane with jealousy and grief. La
in hearing range very passive for (Will vs Great) Llorona was once an Indian Princess living in
minutes. One of them will take the roll of the Mexico City in 1550. Dona Luis de Olveros fell in
Shepherd and will “herd” the rest away from the love with a nobleman, Don Nuno de Montesclaros.
church. Those who fail their roll cannot return to She bore him twins and he promised to marry her,
the church for three days. but did not. She confronted him on his wedding
Curry and Comb: Those affected will feel an night, but he spurned her. Insane with rage and
overwhelming urge to comb their hair and preen humiliation, she returned to her home and stabbed
for (Sanity vs Good) x 2 turns. her children to death. She wandered the streets,
Spring Lamb: The victim cavorts and gambols weeping, until the authorities took her away to be
like a baby lamb for (Sanity vs Great) x 2 turns. hanged.

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Motivation: To punish those who are wicked; lifeforce from young children, and may be found
to slaughter children. near schools and playgrounds. She offers to give
Combat: La Llorona’s cry brings pity into the children piggyback rides, and when they agree, two
hearts of those who do not make a Great Will roll. green tentacles shoot out of the hole in her neck
Those who fail their roll will be drawn to her. Once and strangle the children.
she wraps her misty shawl around a victim he will The Langsuir can be returned to her normal,
slowly lose (Stamina vs Great) WTL per turn until non-evil self if her nails are cut and her hair is
reincarnated. La Llorona may attack with her shorn and shoved into the hole at the back of her
stiletto for (Defense vs Great) x 3 damage. neck. When this is done, she will lose her
supernatural powers and become a passive, sweet-
natured woman.
Lamashtu Combat: Not much of a fighter, she attacks
with her long nails for (Defense vs Poor) x 2
Type: Demon damage and her tentacles for (Defense vs Poor) x 3
Consistency: Dual damage.
Defense: Good Powers: A Langsuir can fly by spreading her
WTL: 25 robes wide. She can make a piercing cry, which
Abilities: Great Strength, Good Speed, Passable scares those who hear it for (Will vs Great)
Intelligence, Catastrophic Charm minutes. Or, she can croon a sweet lullaby, which
Appearance: A hideous woman with wormy attracts all children within hearing to her. A
hair and dangling eyes. Her skin is rough and Langsuir is not dispelled by water and can swim
porous, her breath foul and her tongue long and quite readily.
black. Lamashtu often wears a veil over her face.
She carries huge hooks in each hand.
Personality: Cruel and malicious. Lemure
Motivation: To drain WTL from all creatures,
but particularly from children and pregnant Type: Evil Lost Soul
women. She particularly enjoys using her sharp Consistency: Incorporeal, solid-looking
hooks to torture the innocent. Defense: Passable
Combat: The hooks Lamashtu carries drain WTL: 28
(Defense vs Good) x 3 WTL from the victim. For Abilities: Passable Strength, Good Brawling
every 3 points drained, Lamashtu gains 1 WTL, Appearance: A pale figure, usually male,
which can even allow her to exceed 20 WTL. wearing an ancient Roman tunic. Lemures often
Powers: Lamashtu is so ugly that anyone carry broad swords, shields, daggers or other
seeing her for the first time in an encounter is weapons of the period.
paralyzed for (Sanity vs Poor) x 30 minutes. Personality: Wicked. Lemures are most active
in May. They are very sensitive to loud noises, and
can be driven away with the beating of drums. If
Langsuir beans (or similar small objects) are strewn before
a lemure, he will become entranced, and will stop
Type: Evil Entity all action until he picks up every bean.
Consistency: Dual Combat: Lemures fight with broad swords for
Defense: Passable (Defense vs Good) x 4 damage.
WTL: 30
Abilities: Good Strength, Good Charm
Appearance: A Langsuir is a lovely woman Loogaroo
who wears green robes. Her nails are long and her
black hair hangs down to her ankles, covering a Type: Evil Entity
large hole in the back of her neck. She craves the Consistency: Incorporeal, luminous
taste of raw fish, and can often be found near the Defense: Passable (human form), Superior
mouths of rivers. She also enjoys stealing the (skinless form)

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WTL: 15 to pulverize its foes, doing (Defense vs Passable) x


Abilities: Great Agility, Good Aim, Poor 5 damage. A madan is naturally protected by its
Strength thick, leather-like hide. If necessary, a madan can
Appearance: In its natural state, a Loogaroo is remove itself from combat by slowly levitating
a tiny old woman dressed in rags. It stands about upwards and away from the battleground.
three feet high. Every night, it takes off its skin and Powers: Levitation (Uses = 6): A madan can
flies around as a sulfurous ball. The Loogaroo takes levitate at the rate of 10 feet per turn. A madan can
pleasure in burning items in its flaming carry up to one ton while levitating.
manifestation.
The Loogaroo never travels too far from its
skin. If the skin is found and destroyed, the Mongoose, Talking
Loogaroo will quickly burn itself out and perish.
Combat: As a quick-moving ball of fire, a Type: Neutral entity
Loogaroo can inflict (Defense vs Good) x 4 damage. Consistency: Incorporeal
As a beggar, the Loogaroo does only (Defense vs Defense: Great
Poor) damage. WTL: 5
Abilities: Superior Agility, Inferior Strength,
Passable Intelligence
Lugat Appearance: A talking mongoose is invisible,
even to a lost soul. When they do choose to appear,
Type: Evil Entity they look like large mongooses. A talking
Consistency: Incorporeal, solid-looking mongoose may choose to speak to spirits and
Defense: Good people without showing itself. They hate animals
WTL: 50 because they are always visible to them.
Abilities: Superior Strength Personality: Secretive and suspicious, they
Appearance: A giant hulking man covered in seek only their own amusement. A talking
mud and gore. Standing about ten feet tall, a Lugat mongoose will sometimes adopt a person, usually a
can deliver powerful blows with its hammy fists. child or an adolescent, as its “most trusted friend.”
Fire and wolf attacks do double damage against it. Motivation: A talking mongoose wants only to
Combat: A Lugat does (Defense vs Poor) x 7 play with his friend, and may seek to eliminate
damage with his fists. those who would interfere.
Combat: A talking mongoose normally does
not fight. It will use its friend to fight for it, or it will
Madan use its telekinesis to wield weapons with Poor skill.
If it must, it can bite incorporeal opponents for a
Type: Neutral entity (Defense vs Passable) x 1 damage.
Consistency: Dual Powers: Telekinesis (Use = 4, 6 turns per
Defense: Poor use): Allows the mongoose to move one small
WTL: 100 object of less than a pound.
Abilities: Inhuman Strength, Poor Agility, Telepathy (Use = 4, 3 minutes per use):
Feeble Intelligence Allows the mongoose to communicate
Appearance: About seven feet tall, muscular telepathically with any one known sentient being,
and very hairy. no matter where the target is. While linked, the
Personality: Greedy and gluttonous. A madan mongoose may try to delve into his target’s mind to
is almost always hungry and will eat all he can. gain information the target wishes to withhold. The
Madans are one of the easiest entities to summon, target must roll Good on Intelligence to resist the
requiring just the promise of plenty of food. Many mongoose’s prying. If the target fails his resistance
magicians use them as bearers. roll, the mongoose may claim him as his “best
Motivation: To eat. friend.” A mongoose has continual telepathy with
Combat: A madan is incredibly strong and can his best friend, and is always visible to him. A
easily lift a ton. It uses its long arms and huge fists mongoose may have only one friend at a time.

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Mind Control (Use = 5): Allows the mongoose Consistency: Incorporeal


to mentally control his best friend. The mind Defense: Good
control lasts for (victim’s Sanity vs Good) x 2 WTL: 40
minutes. Abilities: Great Agility, Awesome Strength,
Feeble Intelligence
Appearance: A dark steed standing slightly
Night Hag taller than a normal horse. It’s coat is coal black, its
eyes fiery, and flames shoot from its mouth. The
Type: Evil lost soul nightmare can gallop across a continent in one
Consistency: Incorporeal night.
Defense: Passable. Personality: Wild, uncontrollable. It is not
WTL: 24 particularly hostile, but it does not like to be
Abilities: Good Strength, Passable Intelligence ridden.
Appearance: Night hags appear as beautiful Motivation: To run free.
women dressed in flowing white gowns. Their true Combat: A Nightmare attacks with its razor
appearance is of a horrible, warty hag. They always sharp hooves, doing (Defense vs Poor) x 3 damage.
face their victims for their backs are hollow, like On the same turn, it can also bite for (Defense vs
rotten tree trunks. Poor) x 2 damage.
Personality: Intelligent and cunning, they seek Powers: Once per hour, a nightmare can
to seduce their prey into a position of vulnerability. breathe fire, doing (Defense vs Great) x 2 damage
They can be bargained with. to every incorporeal being before it. Once per
Motivation: A thirst for the Karma of others. night, the nightmare can carry a single rider
Combat: A night hag attacks with her four anywhere on the continent (nightmares cannot
ectoplasmic tentacles. They spring from the hollow cross oceans). The rider must subdue the
of her back and can stretch up to twenty feet. A nightmare by reducing it to 5 or fewer WTL, and
character must roll Good on Dodge to avoid being then mount it by rolling Great on Quickness. The
hit by a tentacle. If it hits, it will drain (Fate vs rider must then roll Good on Ride to make the
Poor) Karma each turn until the victim drops to 1 nightmare go where he wants. Otherwise, the
Karma, the tentacle is severed, or the night hag is nightmare will go wherever the narrator chooses.
killed. For every 5 points of Karma drained, a
character loses 1 supernatural power. Since a night
hag cannot drain a character below 1 Karma, they Nuggle
are less of a threat to someone with low Karma.
Each rubbery tentacle has 20 WTL and a Type: Neutral Entity
Defense of Poor. A severed tentacle will still Consistency: Incorporeal, solid-looking
function, it will just be shorter. The tentacles grow Defense: Passable
back at the rate of 1 foot per minute. Only a WTL: 30
character who gets past the tentacles can attack Abilities: Great Agility, Superior Swimming
the night hag’s body. Appearance: Nuggles are small horses that
If forced to, a night hag will fight with her looks very much like Shetland ponies except that
dagger, doing (Defense vs Passable) x 2 damage. their tails curve over their backs.
Powers: On her turn, a night hag may switch Personality: Frisky and fun. Nuggles enjoy
between being material or immaterial. It takes the playing.
night hag’s complete concentration to effect the Motivation: To entice lost souls into water. For
change. In either form, she can see and hear lost some unknown reason, Nuggles enjoy watching
souls. spirits disperse in water. Nuggles themselves are
unaffected by liquid.
Combat: Not normally combative, a Nuggle can
Nightmare bite for (Defense vs Poor) damage.

Type: Neutral entity

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are willing to impart advice or instructions to those


Penanggalan they consider novices.
Combat: Eastern monks are very physical, and
Type: Evil Entity like nothing more than going hand to hand with
Consistency: Incorporeal, luminous demons. Their martial arts do (Defense vs
Defense: Superior Superior) x 4 damage, and the magical mantra
WTL: 20 “Tao” helps them defeat their enemies. By chanting
Abilities: Great Strength, Good Stealth Tao continuously, a monk does 1 WTL damage per
Appearance: This creature is always female. turn to every hostile supernatural creature in the
Appearing to be a normal lost soul, a Penanggalan local area. A large group of chanting monks can be
reveals its unique nature when it attacks. devastating.
Combat: The Penanggalan rips her head and Western monks are non-combative, but if
neck from her body, leaving intestines dangling pressed, they will chant a Te Deum. Like the Tao
beneath them. Her organs immediately swell to mantra, it does 1 WTL damage per turn to hostile
twice their normal size and glow in the dark. She beings in the local area. Western monks are very
then flies through the sky, swooping down on her adept at leading people through mazes; they never
victims. The blood and gore dripping from her lose their way.
intestines cause terrible sores, doing (Defense vs
Great) x 3 damage to anyone she flies over, even to
a group of up to six characters. When her victims Pooka
are weakened, the Penanggalan settles down and
feasts on their ectoplasmic flesh. The process of Type: Good Entity
feeding heals any damage her head has taken. Consistency: Dual
While her head is flying around, the Defense: Great
Penanggalan’s body remains under her control. It WTL: 16
can fight with its hands, doing (Defense vs Good) x Abilities: Superior Agility, Good Disguise,
2 damage. Great Charm
Upon returning to her body, the Penanggalan Appearance: Pookas appear as short, chubby
must drink from a flask tied to her waist. This is men or tall, thin men. They are very genial and
filled with vinegar, which causes her swollen quick-witted. They can shapeshift into any form of
intestines to shrink to normal size so she can mammal and are particularly fond of changing into
reattach her head to her body. If she doesn’t drink black dogs or rabbits.
the vinegar within one hour, the Penanggalan will Personality: Cheerful, helpful and a little
continue to swell until she bursts and dies. mischievous.
Damage is applied separately to the Combat: The Pooka will change into a fleet-
Penanggalan’s head and body. When she rejoins, footed animal and run away if threatened. If he
the damage is totaled. stays to fight, he takes on the form of a black bear,
doing (Defense vs Good) x 4 damage.
Phantom Monk
Preta
Type: Good Lost Soul
Consistency: Incorporeal, vaporous Type: Neutral Lost Soul
Defense: Passable Consistency: Incorporeal, translucent
WTL: 17 Defense: Good
Abilities: Passable Strength WTL: 40
Appearance: A male figure wearing the robes Abilities: Passable Strength, Superior Stamina
and cowl of a monk. He sometimes carries a lighted Appearance: Once human, Pretas have skin
candle, holy book, or quill and parchment. like burnt bark, very tiny heads and large bellies.
Personality: Reflective and helpful. Phantom Their voices are thin and reedy, and they whine
monks are dedicated to aiding others. All monks and clamor to anyone who will listen.

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Personality: Irritating and grasping. Can be Abilities: Superior Strength, Passable Agility,
dangerous if threatened. Inferior Intelligence, Good Brawling
Motivation: Pretas have been cursed with a Appearance: In its natural state, a Rakshasa is
never-ending desire for food and drink. frightful to behold. Its skin is black, yellow, blue or
Unfortunately, their physical build (plus the fact green, and is draped from its yellow matted hair to
that they’re dead) precludes them from satiating its talons with entrails and bones. Rakshasas stand
their hunger. A Preta will sometimes become about eight feet tall, have huge bellies, and slit-
deluded and believe that a lost soul is hiding food eyes. They can shapeshift into dogs, vultures, owls
from him. He may go into a feeding frenzy, or beautiful humans. They are nocturnal creatures
devouring books, aspirin, penknives and other and do not like the light.
items he finds secreted in a lost soul’s pockets. Personality: Ravenous. They long to eat the
Combat: Pretas are extremely tough. Their blood, flesh and bones of the living, and take joy in
rough skin allows them to take blows and even sucking away the WTL from lost souls.
gunshot wounds with little damage. Their nibbling Combat: The touch of a Rakshasa does
bite does (Defense vs Superior) damage. (Defense vs Great) x 5 damage.
Powers: The Rakshasa has the power to
reanimate corpses, and can possess the living if
Radiant Boy they eat food polluted by his foul breath. When
possessed, the victim either goes mad or becomes
Type: Neutral Lost Soul ill and dies, after which the Rakshasa departs.
Consistency: Incorporeal, luminous Arcane Scholars who roll Superior on Occult
Defense: Great will recall that a Rakshasa can be banished by
WTL: 10 saying a single word to it. The specific word is left
Abilities: Inferior Strength, Poor Agility, Great to the narrator to decide, and may be different for
Charm each Rakshasa (though historically the word is
Appearance: Radiant boys look like sweet- always “uncle”).
faced young boys with innocent expressions. They
glow with a gold or green light. This light can be
muted or blindingly bright, depending on the Raptore
wishes of the boy. It can illuminate an area that has
been darkened by supernatural means. Type: Neutral creature
Personality: Like all children, Radiant boys are Consistency: Incorporeal
curious, eager to please and mischievous. Because Defense: Passable
they were murdered by their mothers, they are WTL: 15
afraid of women. Abilities: Poor Strength, Good Agility, Inhuman
Combat and Powers: Radiant boys can throw Speed
small balls of fire, doing (Defense vs Passable) x 4 Appearance: A hawklike bird with gray
damage. They can make their bodies incredibly hot, plumage.
doing 1 WTL damage to anyone within brawling Personality: Bird of prey. A raptore can be
range. And they can shine so brightly that anyone trained by a lost soul or medium to attack on
who looks upon them is blinded for (Stamina vs command. Raptores hate demons.
Superior) minutes. All of these powers may Motivation: None.
operate at once. Combat: Attacks with claws and beak, doing
(Defense vs Good) x 2 damage.

Rakshasa
Ropotou
Type: Evil Entity
Consistency: Dual Type: Evil creature
Defense: Great Consistency: Incorporeal
WTL: 35 Defense: Great

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WTL: 80 attack if it feels threatened. Capable of


Abilities: Good Agility, Good Charm, Inhuman understanding some American Indian words.
Strength, Good Intelligence, Superior Cunning Motivation: To avoid spirits and the living and
Appearance: This 20 foot long dragon has go about his business of eating roots and berries.
green-gray scales, yellow eyes and a savagely Combat: The Sasquatch usually grabs his
twitching tail. Its breath blasts a 100 m.p.h. gust of victim in his bear-like hands and squeezes him to
foul smelling air. The Ropotou has large, scarlet death. To avoid being grabbed, a victim must roll
claws and teeth. Passable on Dodge. A grabbed victim will be
Personality: The Ropotou wants one thing: to pinned for (Strength vs Superior) x 2 turns, each
become corporeal again and stalk the earth. turn taking (Stamina vs Great) WTL damage. A
Motivation: The Ropotou was a horrible Sasquatch sometimes uses rocks and clubs as
dragon which ran rampant in France and China in weapons against physical beings, doing (Defense vs
the Middle Ages. It was banished to the afterlife by Passable) x 3 damage.
Saint Franck who splashed it with holy water. To Powers: Mournful Cry (Uses = 2). The
this day the Ropotou is terrified of liquids. Its Sasquatch’s deafening howl causes all within the
greatest fear is drowning. local area it to quake with fear for (Will vs Good) x
The Ropotou is not a stupid creature. It 1 turn.
believes that it can be transported back to the
world of the living if it finds and eats the
ectoplasmic equivalent of three things: the heart of Screaming Skull
a maiden, the liver of a brave man and the Ebony
Altar of Thoth. See Chapter 10: The Afterworld Type: Neutral Lost Soul
for a complete description of the altar. Consistency: Unnatural
Combat: The Ropotou can attack three Defense: Inferior
opponents per turn, one with each claw for WTL: 10
(Defense vs Good) x 5 damage and once with its Abilities: Great Intelligence, Superior Cunning
bite for (Defense vs Good) x 7 damage. Because of Appearance: A Screaming Skull is the yellowed
its size, it cannot center all its attacks on one target. cranium of a person who was decapitated in a
Powers: Once every half hour, the Ropotou can horrible way, often as the result of religious
breathe a blast of hurricane force, noxious air, persecution.
doing (Strength vs Great) x 3 damage to all those Personality: Obstinate and demanding.
before it. Motivation: There are two types of Screaming
Skulls: those who want to be buried with the rest of
their remains and those who want to be interred
Sasquatch within the walls of their homes.
Skulls who want to return home were once
Type: Neutral creature family patriarchs, and seek in death to continue
Consistency: Dual watching over their homesteads. Though head and
Defense: Good body were buried intact, the skull used its
WTL: 40 supernatural powers to make its way home, much
Abilities: Poor Agility, Superior Strength, Poor to the dismay of the residents. On a more positive
Intelligence, Good Defense note, a Screaming Skull will protect its house from
Appearance: Ranging from six to nine feet all other supernatural entities.
high. Humanoid, covered with brown shaggy fur. Combat: A Screaming Skull has no physical
When a Sasquatch dies, its body becomes combat abilities.
incorporeal. It usually spends the daylight hours in Powers: A Screaming Skull regenerates 1 WTL
material form. each turn, and can completely reform itself even if
Personality: Shy, solitary creature. Enjoys shattered and crushed. It can teleport home once
roaming the woods in corporeal form, where it is per day. In its home, it can teleport from one room
often spotted by incredulous persons. Usually flees to another once per hour. Once per day, it can
(or turns incorporeal) when approached, but will curse a victim. The target must make a Great Fate

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roll or else suffer -1 column on all rolls until evil wizards or demons. They are able to see
accomplishing some task set by the skull. Noises, incorporeal as well material beings.
but not actual words, can be created by the skull. It Personality: None to speak of. Because they
can also produce normal or ghostly fires that do are not under their own control, they are not
(Defense vs Good) x 2 damage to material or considered evil.
incorporeal beings, respectively. It’s most awful Motivation: To serve their master.
power, usable once per week, is the power of Combat: Skeletons favor scimitars and
death. It can cause a living person who fails a Good bucklers. When so armed, they do (Defense vs
Stamina roll to dry up and die within the week. Poor) x 5 damage. Their unnatural nature allows
them to harm ectoplasmic beings as well as
material creatures.
Shojo Powers: Skeletons radiate fear. A character
must try to stay (Will vs Passable) x 3 feet away
Type: Neutral Lost Soul from the skeleton. If forced closer, he must Dodge
Consistency: Dual away and cannot attack.
Defense: Good
WTL: 20
Abilities: Good Strength, Great Charm, Succubus
Superior Swimming
Appearance: These Japanese spirits populate Type: Evil Entity
the oceans. They have vivid red hair and can often Consistency: Dual
be seen dancing on the waves. Defense: Passable
Personality: Shojos are happy-go-lucky. They WTL: 35
enjoy drinking sake and swimming the seas. They Abilities: Good Agility, Great Strength,
are master seamen, and may be induced to pilot a Passable Intelligence, Good Nature, Passable
ship or boat, particularly if drink is offered as a Alertness
reward. Appearance: In its true form, the shapeshifting
Motivation: To have a good time. Succubus looks like a gigantic, toothsome, upright
Combat: Shojos rarely fight, but if they must, lizard. A psychic vampire, it will often spend days
they will use knives for (Defense vs Poor) x 2 or weeks in its incorporeal form, tracking and
damage. studying its prey. Eventually, it will take the
Powers: A Shojo can summon an enormous material form of its victim’s spouse or loved one in
wave to swamp his enemies. It overturns small order to get close enough to feed.
ships and can easily drown the living. Ectoplasmic Personality: Whatever fits the occasion, but if
beings take (Swimming vs Superior) x 3 damage its true identity is discovered, it will become
from the churning wave. violent and deadly, attacking everything in the
Shojos disperse in water very slowly, and can area.
spend short periods of time in the water without Motivation: A Succubus exists to feed upon the
fear from harm. lifeforce of dying mortals.
Combat: A Succubus prefers to seduce its
victim. Then, when the victim is the most helpless
Skeleton (usually in the throes of passion), it will transform
into its true likeness. This display will paralyze its
Type: Neutral creature victim for (Will vs Good) turns. In close combat, a
Consistency: Unnatural Succubus will use its claws to rend its prey for
Defense: Passable (Defense vs Great) x 4 damage and its razor-sharp
WTL: 18 teeth to do (Defense vs Good) x 5 damage. It
Abilities: Good Agility, Passable Strength, usually prefers to tear the throat out of its victim
Feeble Intelligence, Great Dexterity before he can scream. It feeds off the lifeforce of
Appearance: Skeletons are the reanimated the dying, healing all damage it has taken.
bones of a person, created from corpses to serve

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Powers: A Succubus can transform at will into Those too slow to get out of the way take (Stamina
the physical likeness of any living being it has vs Poor) damage from the stinging sensation. The
observed for two days or more. damage is rolled each turn until the victim makes a
Superior Stamina roll to shake off its effects.
Swelling with strength, the Vampiric Pumpkin
Upior gains 1 WTL for each point of damage it does, up to
a maximum of 20 WTL. It does not have to stay
Type: Evil Entity attached to a victim to drain him.
Consistency: Dual
Defense: Good
WTL: 40 Wendigo
Abilities: Passable Strength, Passable Agility
Appearance: An Upior is distinguished by its Type: Evil Entity
long barbed tongue, which can extend nearly ten Consistency: Semi-material
feet. Those struck by the barbs are instantly Defense: Good
stupefied, allowing the Upior to drain the victim’s WTL: 100
blood or WTL. Abilities: Superior Strength
The Upior is one of the few supernatural Appearance: Fifteen feet tall, the Wendigo is
beings that can stand the light of day. It is often dressed in bright white clothing and has a star
active at noon and hibernates only in the early impressed upon its forehead. It has large teeth,
morning hours. During this time, the Upior lies which it uses to rip and tear human flesh. The
unconscious in a giant vat of blood. If this vat is Wendigo roams the swamps, forests and snowy
found and spilled before the Upior can return, it mountains of North America.
will die by noon. Personality: Cannibalistic monster.
Combat: A Upior’s powerful claws do (Defense Combat: A Wendigo attacks with each claw for
vs Good) x 3 damage. Its tongue can lash at one (Defense vs Great) x 3 damage and with its bite for
victim per turn. The target must make a Good (Defense vs Poor) x 5 damage.
Dodge roll or else be hit. Anyone hit will be Powers: A Wendigo can freeze inanimate
paralyzed for (Stamina vs Great) x 3 turns. An objects, up to the size of a pond, by touching or
Upior can drain (Stamina vs Great) WTL per turn breathing on them. Any living person (including
from a paralyzed victim. The Upior gains any WTL mediums who are astrally traveling) coming within
it drains, up to a maximum of 40 WTL. brawling range of a Wendigo must make a Great
Stamina roll or else contract Wendigo Sickness.
They will become intensely paranoid and
Vampiric Pumpkin cannibalistic. Sanity rolls are required for the
victims to resist their unnatural urges. The
Type: Evil Entity symptoms last until the Wendigo who caused the
Consistency: Unnatural illness is destroyed.
Defense: Poor
WTL: 5
Abilities: Poor Agility Whisht Hound
Appearance: A large orange vegetable. Any
pumpkin kept more than ten days after Christmas Type: Neutral Entity
will come alive. It will roll around, chase people Consistency: Incorporeal, luminous
and growl. In its ravenous state it may also sweat Defense: Good
blood. If it contacts bare skin, the Vampiric WTL: 25
Pumpkin will cause a stinging sensation, much like Abilities: Good Stamina, Superior Track
a nettle. It can affect both mortals and the Appearance: These large black dogs have no
incorporeal. heads and seem to glow with a black light.
Combat: A character must make a Good Dodge Although they are headless, they can bay and
roll to avoid the attack of a Vampiric Pumpkin.

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breath fire. Whisht hounds often accompany the nearest cemetery, where he will bury himself in the
entity Odin. soft earth.
Personality: Alert.
Combat: A Whisht hound’s fiery breath does
(Defense vs Good) x 3 damage.
Powers: A Whisht Hound’s baying causes
Demons
despair for (Sanity vs Great) minutes. They can
also breathe smoke, obscuring vision. “Demon” is a term applied to any of a number
of unique evil entities. Demons come in many
shapes and sizes, and most have an individual
Zombie name. They may be two legged humanoids, or
amorphous blobs. Among the humanoid sort
Type: Neutral creature (frequently called devils), the colors red, blue, and
Consistency: Unnatural green are prevalent. Many of them have tails, a few
Defense: Poor have bat wings and most of the humanoid kind
WTL: 30 have animal hooves instead of feet. In combat,
Abilities: Poor Agility, Good Strength, Pathetic some use archaic weapons such as spears, swords
Intelligence and pitchforks. Others attack with teeth, claws,
Appearance: Zombies are the reanimated horns, or barbed tentacles. Demons possess a
corpses of the newly dead. They are pale, with variety of powers. Some can breathe fire, grow at
greenish or gray skin that smells of rancid meat. will, or cause weather changes.
Dressed in rags, they stare, open mouthed, and Demons inhabit the Outer Planes, dwelling
may drool black bile. especially in The Underworld and The Abyss. They
Personality: Zombies moan and gibber form a rigid hierarchy consisting of six ranks, with
mindlessly, with no memory of their past life, and the first rank being the most powerful, as shown on
are only capable of obeying the simplest of the Demon Rank table.
commands. They are often used by unscrupulous
plantation owners to work in fields and orchards. Demon Rank
They do not eat or rest, and will perform their Rank Title
tasks endlessly. After a few years, a zombie will 1 The Princes
wear out. 2 The Ministers
Without the control of a zombie master, some 3 The Ambassadors
rogue zombies develop a strong craving for human 4 The Justices
5 The House of Princes
flesh. They can be identified by the blood and gore 6 The Lesser Pleasures
smeared over their clothing and faces. Rogue
zombies are quite strong, and though their
movements seem stiff, they are surprisingly fast. A Sample Demons
zombie who is fed meat will become a rogue
zombie.
Abigor (Rank 1): A handsome man riding a
Motivation: To obey the will of their master.
winged horse, bearing a lance, standard or scepter.
Rogue zombies seek only to eat human flesh.
He knows the secrets of war and can foresee the
Combat: Zombies attack with rusty, makeshift
future.
weapons, doing (Defense vs Poor) x 3 damage. If
Abraxas (Rank 5): A fat man with the head of
unarmed, they will attack with their bare hands
a cock and a gnarled tail. He carries a whip and a
and powerful teeth, doing (Defense vs Poor) x 2
shield.
damage. They travel in groups, and where one
Adramelech (Rank 2): He has a human head
zombie is found, another will appear every three
and torso, the body of a mule and the tail of a
turns. Because of their unnatural state, their bite
peacock. He is very vain.
can affect incorporeal beings.
Aguares (Rank 1): Rules the east part of The
Powers: If a zombie is fed salt, he will instantly
Abyss. Teaches languages, can make people dance
realize that he is dead. He will run screaming to the
and misdirects people with his spells.

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Andras (Rank 1): Prefers the title Marquis. He to feed on decaying carcasses and dead bodies. He
has the head of a wood owl and the body of a is capable of eating the bodies of lost souls as well.
winged angel. He often wears a concealing cloak or Furfur (Rank 3): He appears as an angel or as
floppy hat. He rides a black wolf and carries a a winged stag with human arms and a flaming tail.
saber. He controls storms and will only answer questions
Astaroth (Rank 1): This powerful demon look with lies unless enclosed inside a magic triangle. If
pale and sickly. He has two drooping wings and this is done, he will solve the most abstract
wears a crown upon his head. He is often seen problems.
nude riding upon a dragon. He carries a pet viper Malphas (Rank 2): He often appears as a large
with him and gives off a terrible odor. Astaroth can crow, but can also appear as a heavily armed
see the past, present and future and can detect soldier encased in armor and carrying a sword. He
secret desires. builds impregnable citadels and destroys enemy
Baal (Rank 2): Baal has the head of a cat, ramparts easily. He is a notorious liar.
crowned man and toad. His muscular torso ends in Mastema (Rank 5): Born from the union of a
spider legs. He is able to make himself invisible and living man with a succubus. Mastema controls a
can easily trick those who summon him. large legion of demons. Considered a rebel
Belial (Rank 5): This lisping, slim young man amongst the established hierarchy, he is slowly
is nevertheless rather handsome. He rides a chariot taking control. He is shown as a strong young man
rimmed with fire, which burns all who approach it. carrying a sword.
Buer (Rank 3): He is an expert in medicine Paymon (Rank 4): He appears in the form of a
and can cure any disease, mental or physical. He strapping young man with the face of a woman. He
has the head of a lion and has five goats feet. He is crowned with jewels and rides a camel. Paymon
moves with a tottering gait. is interested in all social activities.
Dagon (Rank 1): He has a forked fish tail and Ukobach (Rank 6): The inventor of fireworks
reigns over the oceans. He can be tempted by and frying, Ukobach always appear with his body
baked food or freshly cut wheat, which he adores. in flames. He can create oil with just a wave of his
Empusa (Rank 3): Demon of Midnight. This hand.
demon can appear in any form she likes, but she Uphir (Rank 3): A chemist and doctor, this
favors that of a pretty woman. She can always be demon is well-versed in medicinal herbs. He is
detected since her left foot never changes - it is responsible for the health of the demons.
always that of an ass’s hoof. She enjoys breaking Zagam (Rank 3): He can change water into
the arms and legs of her victims and making them wine, lead into silver, blood into oil and copper into
suffer great tortures. Empusa is often seen in the gold. He is the demon of counterfeiters and deceit.
company of Hecate. Zagam has the wings of a griffin and the head of a
Eurynomus (Rank 6): His horribly deformed bull.
body is covered with fox fur; he uses his long teeth

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but Aaron feared people would call him a freak if
Seeing Ghosts they knew. It wasn’t until he was in his early
twenties that he realized he could use his powers
to his advantage.
Usually, lost souls must rely upon their Aaron poses as a psychic. He uses knowledge
supernatural powers to interact with the living. Yet he’s gained from spirits to con unsuspecting
there are a few unique individuals who can interact people, making them think he can read their minds.
with ghosts quite easily — and not all of them are He also uses simple magic tricks he learned from
mediums. the shade of Harry Houdini to prove he has
Some people have special items that allow telekinetic powers. Sometimes he coerces lost
them to eavesdrop on the dead. Others are souls into using their powers to twist spoons or
psychically sensitive and do not require any hurl teapots across rooms. He is fast becoming the
enhancements. Many small children, animals and most popular personality on the talk show circuit.
schizophrenics can sense spirits. When seeking Because of his conceit, he would rather people
help from the living, smart players might want to believed he possessed psychic powers than admit
visit their local day care center or sanitarium. that he was receiving otherworldly assistance.
Gifted individuals are curious about the Motivation: Though Aaron is a con man, he
paranormal and are more likely to respond to a isn’t malicious. He simply wants to make his mom
supernatural occurrence with acceptance rather proud of him. He hopes to sign a book and movie
than fear. Their friends and family tend to view deal before someone discovers his tricks.
them as eccentric at best. Combat: When angry, Aaron has the latent
ability to drain (Defense vs Great) x 2 damage from
all supernatural beings within thrown range.
Aaron Kelmer Powers: Besides being able to see and hear
ghosts, twice per day Aaron can summon a specific
Type: Neutral Person ghost. The victim must stay within thrown range of
Consistency: Material Aaron for (victim’s Will vs Great) x 10 minutes or
Defense: Good until released.
WTL: 20
Abilities: Superior Dexterity, Good Entertain
Appearance: A slender man with curly black Aldus Crowe
hair and dark eyes, Aaron speaks in a reassuring
voice, and keeps up a bright patter. His fingers are Type: Neutral Person
unusually long and slim. Consistency: Material
Personality: Very pleasant. Aaron immediately Defense: Passable
puts people at ease. He enjoys being the center of WTL: 25
attention, though he pretends to be modest and Abilities: Good Science, Good Occult
self-effacing. Appearance: Aldus is a thin man in his mid-
When he was young, Aaron’s mother told him thirties. He has narrow shoulders, straw-colored
that his ability to communicate with the dead was a hair and pale blue eyes. He habitually carries a
gift from God that should be used to help others, camera at all times. Aldus moves quickly and
nervously.

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Personality: Earnest and driven. Aldus is the Consistency: Material


orphan son of two well-known photographers. He Defense: Inferior
constantly feels overshadowed by his famous WTL: 20
parents, and desperately wishes to make a name Abilities: Awesome Listen, Great Entertain
for himself in the world of photography. Appearance: Bill is a 42 year old Asian-
Motivation: To gather the largest collection of American. He is short, stocky and wears his long
spirit photos in the world and show them in a black hair in a ponytail. His clothing is colorful,
gallery exhibit. His friends indulge him, and even consisting of a baggy cotton shirt, blue jeans and
agree they see pictures of ghosts in his work, turquoise jewelry. Bill wears dark glasses to
though the blobs of color actually look more like protect his nearly sightless eyes from the light. He
flaws in the film. earns his living by playing a saxophone on street
Combat: Aldus cannot harm lost souls. corners.
Powers: Aldus inherited the keen eyesight of a Personality: Sardonic and knowing. Blind Bill
photographer from his parents. When he may seem distant and hard to approach, but he
concentrates, he can see the auras of lost souls as secretly enjoys the company of others.
brightly colored glows, which he calls spirit lights. Motivation: To earn enough money for an
Using his spirit photography techniques, he has experimental operation that may restore partial
taken several photos of them, but few can be sight to his eyes.
distinguished, and most of them look like blotches Combat: Blind Bill is trained in martial arts.
of light and shadow. If Aldus really concentrates, he His superior hearing helps him defend himself
can faintly hear lost souls. from attackers, allowing him to do (Defense vs
Poor) x 2 damage to material beings. He carries a
small knife in one of his boots. If necessary, he may
Angus the Dog use his saxophone as a cudgel.
Powers: Blind Bill’s hearing is sensitive
Type: Good Dog enough to hear ghosts. He cannot distinguish them
Consistency: Material from living people.
Defense: Passable
WTL: 15
Abilities: Great Agility, Good Strength, Great Casey O’Brian
Nature, Superior Alertness
Appearance: Angus is a Border Collie with one Type: Neutral Person
gray eye and one brown. His nose is wet, and one Consistency: Material
ear stands permanently at attention. Defense: Inferior
Personality: Cordial and friendly to kindly lost WTL: 16
souls and children. Abilities: Great Entertain, Good Persuade
Motivation: Angus exists to eat, sleep, bite Appearance: Casey is 62 years old, with wispy
fleas and chase sheep and butterflies. white hair and bright blue eyes. He is chubby, and
Combat: When riled, Angus will set to barking dresses in simple cotton shirts and pants. He often
loudly. This will drive antagonistic entities away wears a tattered felt hat. His hands are calloused
for (Will vs Passable) x 30 minutes. If pushed into a and rough, and he has a lovely singing voice.
fight, he will bite, doing (Defense vs Great) x 2 Personality: Though Casey was born in the
damage to a material target. United States, his heart is in the country of his
Powers: Angus can see, hear and smell ancestors — Ireland. He is a staunch defender of
ectoplasmic beings. He can also sense evil, and will the Emerald Isle, and often talks about it. Casey is a
emit a low growl as a warning. friendly man, but easily succumbs to alcohol.
Motivation: To obtain another shot of
whiskey; to avoid being caught drinking by his
Blind Bill loving granddaughter Kate. To visit Ireland
someday.
Type: Neutral Person

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Combat: Casey is completely worthless in a Appearance: Janis is a chubby African-


fight. He will cower or run away from living foes, American woman with dark skin and eyes. She is
and is completely defenseless against ghosts. 45 years old and has a penchant for bright pink,
Powers: When Casey is in his cups, he can see orange and yellow clothing. She carries a large
and hear ghosts, whom he assumes are “fairies” straw bag filled with notebooks, pencils, peanuts,
from the old country. When he is sober, he can’t old maps, tissues and similar items.
interact with them at all. Since his granddaughter Personality: Shrewd and funny. Janis makes
is constantly confiscating his whiskey, the players her living working for the World-Wide Tattler, a
will have to supply him with liquor before he will tabloid that runs her column, “Voices from the
respond to them. Other Side” under the pen name, Sibyl Channeller.
Using her powers as a medium, she scours the
Afterworld looking for interviews with famous
Donatello Fox ghosts. She then prints her interviews in the paper,
often revealing unknown or outrageous facts about
Type: Neutral Person her subjects. When she’s bored or in danger of
Consistency: Material missing her deadline, Janis often makes up a
Defense: Passable fantastic story for her column. She is amused that
WTL: 18 many readers believe her silly tales, while scoffing
Abilities: Superior Artistry, Good Fate, Great at the true interviews.
Dexterity Motivation: A divorcee with three children,
Appearance: A handsome black man with Janis struggles to support her family and maintain
dark, soulful eyes. Donatello wears black clothing a meaningful career. She wants to make enough
and smokes unfiltered Camels. money to support her family until she is hired by a
Personality: Histrionic and maudlin. As an more prestigious paper. Worried that working for
artist, Donatello searches his soul nightly to pull the World-Wide Tattler will look bad on her
forth the bizarre images he captures on canvas. His resume, so she keeps this fact a secret from all but
paintings are dark, haunting and very popular. her closest friends.
Donatello’s real name is Harvey Fox. Janis will help lost souls in exchange for a
Motivation: To bring meaning to his dissipated scoop or a lead in ferreting out a story. She wants
life. He believes the right woman will satisfy the very much to interview Elvis.
emptiness he feels in soul. Every night, he Combat: Knowing how dangerous the afterlife
continues his search for her — and invariably is, Janis carries a 9mm pistol, which does (Defense
moves on the next day. vs Poor) x 3 damage. She can turn it semi-material
Combat: Donatello cannot fight lost souls. temporarily.
Powers: Donatello’s artistic senses permit him, Powers: Janis can see and hear ghosts. She can
on occasion, to see into the incorporeal realm. make a small object semi-material for up to five
Some of his best paintings were inspired by these minutes at a time. She has telepathy with the dead,
glimpses into the afterlife. By focusing his senses, and can communicate with any ghost she knows
Donatello can see, but not hear, lost souls. well no matter how far away she is. However, she
must initiate the mental communication.

Janis Kosoko
Max
Type: Living person
Consistency: Solid Type: Neutral Person
Defense: Passable Consistency: Material
WTL: 25 Defense: Passable
Abilities: Superior Artistry, Great Listen, WTL: 23
Superior Track, Superior Interrogate, Great Abilities: Good Direction
Persuade Appearance: Max is in his early fifties. He is
short, with brown eyes and graying hair. He wears

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shabby but clean clothes and a cap. He squints and Powers: Melissa was born with an amazing
has some trouble reading the Fate magazines he empathy, which lets her sense the needs and
carries strewn in the back seat of his taxi. feelings of ghosts. Her ability is so strong that she
Personality: Feisty and a tad paranoid. Max can almost respond to spirits as though in a regular
often mumbles and occasionally shouts at the sky. conversation. She believes that ghosts are invisible
Most people avoid him. He tends to tipple a bit and friends who come to visit and protect her.
his actions are sometimes attributed to drink. Max
is a taxi driver, and knows his way unerringly
around the city he calls home. Old Lazarus
Motivation: To get rid of the voices in his head.
Combat: Max cannot fight incorporeal beings. Type: Good Person
Powers: Max served in the Korean War and Consistency: Material
had a steel plate put in his head. Ever since then he Defense: Good
has been able to hear the voices of lost souls and WTL: 30
other spirits. He believes they are aliens who are Abilities: Great Agility, Good Strength,
transmitting from another planet and he finds Passable Intelligence, Great Nature, Superior
them irritating. He is sure that the aliens are trying Alertness
to learn about humans so they can invade Earth. In Appearance: Old Lazarus is an ancient Native
the trunk of his cab, he has an aluminum pie plate, American shaman dressed in cowboy boots, with a
which he wears on his head when he wants to shut black hat and duster. His long gray hair is streaked
out the voices. with white, and two crow feathers hang from the
back of his hat.
Personality: Grim and unsmiling, Old Lazarus
Melissa usually ends up frightening those he seeks to help.
When he speaks, he does so in short, cryptic
Type: Good Person sentences.
Consistency: Material Motivation: Old Lazarus is an Anasazi
Defense: Pathetic medicine warrior. He is a constant wanderer, going
WTL: 7 from town to town in a never-ending quest to root
Abilities: Awesome Empathy out evil. Old Lazarus is unusually enlightened and
Appearance: About four years old, Melissa is a will occasionally take lost souls under his
painfully thin child with black eyes and blond hair. protection.
She suffers from a blood disease that tires her Combat: Old Lazarus uses an enchanted
easily. To prevent her from endangering her health, Anasazi war club, which does (Defense vs
she is often confined to her room in the orphanage. Passable) x 5 damage to both material and
From her window, she watches the other children incorporeal beings. The club doubles as a healing
play in the yard. device, restoring (Passable vs Nature) x 2 WTL.
Personality: Intelligent and curious. Melissa is Aside from a small medicine bag on his hip, he
frail but she is remarkably self-assured. She loves carries nothing else.
the nuns who care for her, but longs for a home of Powers: Old Lazarus can see and hear
her own. Her only material friend is her pet rat, incorporeal beings. He can also see evil through
Whiskers. She fears the nuns would take Whiskers whatever guise it has taken.
away if they knew about his nest under her bed.
Motivation: To find loving parents who will
accept her. She worries that no one will ever take Ophelia Osbourne
her because she’s “broken,” but she never loses
hope that one day she may find the money needed Type: Neutral Person
for a medical treatment to cure her. Consistency: Material
Combat: Melissa is incapable of harming living Defense: Poor
creatures much less ghosts. WTL: 24

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Abilities: Great Empathy, Good Science, Appearance: Pastor Paul is in his early fifties.
Superior Medical, Good Occult, Great Interrogate, He has long brown hair and a beard with just a
Great Intelligence touch of gray. He wears a brown smock over baggy
Appearance: Ophelia is an attractive woman in jeans and homemade sandals.
her mid-thirties, with long black hair normally Personality: Growing up in the hippy
bound in a tight bun. When awake, she wears counterculture of San Francisco, Pastor Paul
tasteful suits. In her sleeping form, she is dressed earned a modest living as a folk singer in various
in a sheer white nightgown. coffee shops. In his youth Paul experimented with
Personality: Ophelia is a Freudian psychiatrist drugs, resulting in a permanent hazy condition. He
with a prosperous practice. At work, she maintains gave up drugs and life in the fast lane after seeing a
a professional demeanor, but at home she likes to “vision.” He then founded his own place of worship,
relax with her cat, Carl Jung. “The Church of the Happy Being” and began
Motivation: To preserve Freudian psychology ministering to the poor and sick. Pastor Paul’s soup
as the bedrock of modern mental health. kitchen feeds many indigenous people in the area
Combat: In her dreams, Ophelia can do and he is beloved by many.
(Defense vs Poor) damage to ghosts. Motivation: To help the poor. To teach those
Powers: While in graduate school, Ophelia who are spiritually unaware.
participated in a sleep deprivation experiment that Combat: Paul is an avowed pacifist and will
required her to stay awake for 120 hours straight. not resist an attack. However, he may move to
Toward the end of the test, her hallucinations defend his parishioners if they are threatened.
became so realistic she began to speak with them, Powers: Pastor Paul’s unique intake of
and apparently received lucid answers. The experimental drugs in the sixties has resulted in an
supervisors ended the experiment when she began ability to both see and hear ghosts. He accepts this
screaming in terror at something she saw. Ophelia as perfectly normal, though he doesn’t talk about it
was released after a short convalescence, unable to much. He knows that others may think the ghosts
remember her hallucinations. Though apparently are hallucinations and he doesn’t want to end up in
mentally sound, her experience left her with the an institution.
power to interact with ghosts while dreaming.
When Ophelia falls asleep, her subconscious
mind projects an astral double of her body (see the Phyllis Mayfair
Medium’s Astral Projection power in the Lost Souls
manual). In her ectoplasmic state, she wanders Type: Good Person
about her house, and often leaves a window open Consistency: Material
so she can travel outdoors. Her dream self can see Defense: Passable
and interact fully with lost souls. Ophelia believes WTL: 21
her nightly jaunts are just dreams, and she’ll Abilities: Good Folklore, Great Fate, Good
analyze the events of her “dream” in Freudian Empathy
terms. It may take some effort to convince her of Appearance: A middle aged homemaker, with
the reality of her situation. Upon waking, Ophelia permed hair and a touch of wrinkles around her
quickly forgets the events of the night, just as if it eyes and mouth. She wears jeans and a pullover
were all truly a dream. shirt when working in the garden, where she’ll
most often be found.
Personality: Friendly and helpful. She’s always
Pastor Paul willing to stop and chat with a stranger, even if he
isn’t alive anymore.
Type: Good Person Motivation: To make certain dinner is on the
Consistency: Material table before her husband gets home from work.
Defense: Passable Combat: Phyllis does not fight.
WTL: 28 Powers: When she doesn’t take her
Abilities: Good Listen, Good Customs, Great medication, Phyllis can see and hear lost souls. She
Faith Heal, Great Religion talks freely about her visitors with her neighbors,

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and if her stories get too wild, her husband Paul for the first time often wonder what he is doing in a
takes her to a local rest home for a weekend of sanitarium for the criminally insane. Only when
supervised medication. they read his record and learn he is an attempted
murderer does his behavior become suspect.
Motivation: Highly manipulative, Todd will do
Second Sight Sally anything to escape the asylum. He fantasizes about
killing young couples with a Colt .45 in one hand
Type: Neutral Person and a .357 Magnum in the other.
Consistency: Material Combat: While dangerous to the living, Todd
Defense: Poor cannot harm lost souls.
WTL: 30 Powers: Todd’s mental disorder allows him to
Abilities: Good Bargain, Pathetic Sanity, see and hear ghosts. He knows better than to tell
Superior Filch his keepers of his visions, and does an excellent job
Appearance: Sally is a homeless woman in her of appearing to be normal. Todd will promise to
early fifties. She has stringy gray hair, which she assist any lost soul who first helps him escape.
keeps bound in a ratty turban. Her layers of soiled
dresses are topped with an old khaki coat, and her
hands are covered in fingerless gloves. She pushes Dr. Wesley Criplow
a shopping cart filled with plastic bags, tattered
clothes, a bag of bird feed and a pile of junk. Type: Neutral Person
Personality: Sally loves pigeons and will spend Consistency: Material
her last penny on food for them. She has a Defense: Passable
reputation in the park for having second sight; WTL: 17
street people often come to her to hear their Abilities: Great Medical, Superior Science, Poor
fortunes. Sanity
Motivation: To maintain her independence. Appearance: Thin, with pinched cheeks and
Combat: Sally will kick, spit, scream and throw thinning hair. Dr. Criplow is in his mid-forties,
things at anyone who appears threatening to her. though he looks older. His eyes are watery blue
She can see ghosts and knows she can disperse and he has a high, reedy voice. He wears a white
their ectoplasmic bodies with water. She also lab coat over his suit; inside one of the pockets is a
enjoys running her cart through them. bottle of eye drops. An experimental scientist, Dr.
Powers: Sally has the amazing ability to see Criplow specializes in human perception and sight.
and hear ghosts. Her mental affliction prevents her Personality: Driven and irritable. Dr. Criplow
from being believed. has often been accused of being “a nut” by his
colleagues, but he knows his theories are correct
— if they’d only listen!
Todd White Motivation: To prove to the world that he is a
brilliant scientist and not a crazy buffoon.
Type: Evil Person Combat: Dr. Criplow carries a .32 revolver to
Consistency: Material protect himself against thieves who want his lab
Defense: Good notes. It does no good against ghosts.
WTL: 25 Powers: Dr. Criplow has developed an eye
Abilities: Great Cunning, Good Stamina, Good drop solution that allows him to see into another
Strength, Good Aim, Great Intelligence dimension. He can see, but not hear, ghosts and
Appearance: A handsome man in his mid- other supernatural creatures. The effect is
twenties. He is clean cut and well dressed. Despite frightening to him, but it wears off after a few
his genial smile, his eyes are ice blue and cold. hours and Dr. Criplow is addicted to his eye drop
Personality: Todd is well spoken and always solution.
lucid. He has a shy charm that women find
appealing. He admits that he was ill in the past, but
he is doing much better now. Those who meet him

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pastor compelled to rid the world of unclean spirits


Zigana and Nicabar would be a challenge, especially if he were good,
not evil. Never underestimate the amount of
Type: Good People trouble the living can cause the dead. Here are
Consistency: Dual some other ideas for human NPCs that may appear
Defense: Passable in your adventures. All these NPCs share the innate
WTL: 27 ability to see lost souls and other incorporeal
Abilities: Passable Strength, Passable Agility beings.
Appearance: Zigana and Nicabar are gypsy
twins born on a Saturday. Zigana is a beautiful,
dark skinned woman with raven colored hair. Her Cleric
brother Nicabar is a strongly built man with dark,
longish hair and a rogue’s grin. They are always This medium is a priest or minister of any
accompanied by their mastiff, Stalker. The twins faith. The cleric often rationalizes her ability as a
have one prominent quirk: they believe that solely religious experience. She may not even be
wearing their underwear inside out is an effective aware that she is a medium. Some clerics fear their
guard against evil ghosts. Oddly enough, for them it supernatural powers, and try to deny or suppress
seems to work. them. Others view them as a blessing, and strive to
Personality: Normally carefree and witty, they comfort survivors with messages from their
become grimly serious when it comes to their beloved dead. Clerics will try to act at all times
vocation of hunting evil spirits. according to their religious tenets. Any person
Motivation: Because they were born on a playing a cleric should choose a faith for that
Saturday, Zigana and Nicabar are known as character before adventuring begins.
Sabbatarians and have the ability to see ghosts and Power: Exorcism. Once per day, a cleric can
spirits. Like all Sabbatarians they are hunters, and perform an exorcism. It takes 15 turns to perform
can track down the evil undead simply by using the exorcism, and if during this time the medium is
their intuition. interrupted for 2 full turns, the exorcism is stopped
Combat: In addition to their bags of hammers and has no further effect. From the time the
and stakes, Zigana and Nicabar carry bows with exorcism is started, all supernatural beings take
twelve silver-tipped arrows, which do (Defense vs (Stamina vs Good) WTL damage each turn they are
Good) x 3 damage to both material and incorporeal in the building being exorcised. This power also
beings. Their enchanted silver swords do (Defense damages any spirits possessing a character.
vs Good) x 4 damage.
Powers: The twins can see and hear ghosts.
They can read the auras of spirits and spot an evil Demonologist
being at missile range. With their special silver
weapons, they can engage spirits in physical A demonologist uses his soul to bargain with
combat. Their dog, Stalker warns them of the demons, binding them to his will. All of his powers
presence of spirits. originate with these fearsome creatures from the
far planes. Demons always demand a sacrifice
related to the type of spell they grant. For instance,
Other Human NPCs a demon with a fire spell might insist that the
demonologist roast a live creature over a roaring
fire. Most demonologists are not particular about
There are several kinds of human NPCs who where they get their victims.
employ supernatural powers. Cultists belong to a Dealing with demons is a dangerous job, and
variety of organizations which all have one thing in some demonologists are consumed by the forces
common - to gain supernatural powers from the they seek to control, becoming little more than the
evil entities they worship. Mediums, including puppets or playthings of forces so evil that mere
witches, psychics, and ghost-busting mortals cannot hope to resist them.
parapsychologists, all make good NPCs. A town

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Power: Banish. All supernatural beings in the be mocked or shunned by the scientific community.
local area must leave the local area for (Willpower Some parapsychologists resent this treatment;
vs Great) hours. If a lost soul cannot leave, for others merely ignore it and go about their work.
whatever reason, he is sent back to his Sanctum. Parapsychologists design elaborate machines to
perform their seemingly supernatural powers.
Power: Astral Projection. The medium goes
Mad Scientist into a trance and creates an ectoplasmic body. His
ectoplasmic body is just like a ghost. The medium
Mad scientists are usually middle-aged or makes an ectoplasmic copy of his clothes and
older. They are socially inept, having sacrificed whatever he is carrying. His spirit leaves his body
companionship for the sake of science. Mad behind and roams the world as a lost soul. He can
scientists are obsessed with a scientific theory see other lost souls and can interact freely with
which is considered impractical or immoral by the them. In this way, a medium can join his ghostly
mainstream. Some are driven by sheer madness, companions in adventures on other planes.
others by a personal obsession. While using Astral Projection, the medium’s
In combat, mad scientists use chemicals or body is left behind in a death-like coma. It is at the
inventions they have created to subdue their mercy of its surroundings; a house could burn
opponents. Others fall back on standard weapons down around it and the medium wouldn’t know it
such as guns. Most mad scientists have hulking until he tried to return and found he couldn’t. If the
assistants who do their fighting for them. If medium’s material body is destroyed, he can never
cornered, they pull a lever which will destroy their return to it. He becomes a lost soul.
surroundings entirely. Mediums traveling by Astral Projection can be
spotted by other ghosts by the warmth that they
radiate.
Necromancer
Necromancers gain their power from the Psychic
residual energy of the dead. They study the
yellowed pages of ancient books, delving into Psychics often have no idea that they are
forbidden secrets that humans were never meant communicating with the dead. Occasionally they
to know. It is a dangerous study, fraught with dream of a future event, never realizing that
sanity shattering lore too awful to contemplate. they’ve just been in contact with a spirit guide.
The reward is the power to control the dead. Other times they’ll be overwhelmed with a sense of
The dangers of necromancy are possession happiness or foreboding, unaware that they’ve just
and madness, and a grim knowledge of what awaits walked through a lost soul. Psychics who fully
those who die. Many necromancers have already realize their potential tend to attract spirits with
succumbed to their dark knowledge, and are quite future-telling abilities. Some open palm-reading
insane. shops or offer their services as psychic detectives.
Power: Command Undead. Works only on lost Others live simple, normal lives, occasionally using
souls. The victim must do whatever the user their spirit guides to pick the winning numbers in
commands, provided it is not self destructive (in the local lottery.
which case the victim is freed from the power). The Power: Channeling. The medium can allow a
duration lasts (Willpower vs Passable) minutes. lost soul of her choice to enter her body. The
possessing spirit has complete control for (Poor vs
Stamina) x 2 minutes. The medium knows
Para-psychologist everything the controlling spirit does, and they can
communicate back and forth, but the medium has
This type of medium is very keen on proving no control of her body. At the end of the duration,
the validity of psychic phenomena. All his life, he the controlling lost soul may attempt to retain
has scientifically explored such esoteric subjects as control for another (Poor vs Stamina) x 2 minutes.
telepathy, prophetic dreams and astrology, only to This may be repeated indefinitely.

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foot radius that no supernatural creature can


Soothsayer willingly cross unless they make a Great Stamina
roll. The circle of protection negates any
These country folk make their living as supernatural power that crosses it. The circle
farmers, herbalists or midwives. They have great moves with the medium.
pride in their families and communities and are the
true salt of the earth. Soothsayers learned their
mystic powers from their granny or local country Witch or Wizard
wise man. Many of their beliefs and practices are
centuries old, finding roots in American Indian Through meditation and magic, these
ceremonies and European peasant superstitions. occultists have trained themselves to act as
Soothsayers often use divining rods to find water mediums. Whether practitioners of black or white
or treasure. They are generally taciturn and closed- magic, witches use ghosts to help them achieve
mouthed. their own ends. Evil witches encourage demons to
Power: Trance. The medium may allow lost sap the Will to Live from both the living and the
souls to speak through her. The medium goes into dead; in return the demons grant them favors.
a trace. During this time, any lost soul in the local White witches battle the demons and help ghosts
area can attempt to speak through the medium. build Karma. They know that by doing so, they too
The medium may choose to allow the spirit to are gaining good Karma. It is the hope of every
speak, or not. Likewise, the medium may cut off a white witch to be reborn as a Higher Being upon
lost soul at any time. A lost soul speaking through a death.
medium sounds as he did in life. Power: Imprison lost soul. Summons a ghost.
The lost soul summoned must be known to the
user, or within the local area. The lost soul is forced
Spiritualist to inhabit an object determined by the user. The
object could be a pendulum, crystal ball, or an
There are two types of spiritualists. The first Ouija board planchette. The imprisoned lost soul
finds the afterlife utterly fascinating, and explores can cause material changes in the object. For
it every chance he gets. Sometimes he is gathering instance, a crystal ball could be made to change
material for a book, or searching for a long-dead colors, a compass to point in the direction desired
hero. Other times he is simply exploring the by the lost soul, or a planchette to move according
process of death and rebirth for his own to the lost soul’s bidding (provided it is being
knowledge. The second kind of spiritualist earns a touched by at least one person). If the object is
living by putting survivors in touch with their dead smashed, the lost soul is released. The user may
loved ones. She is not interested so much in the also free the lost soul at any time. In any case, the
afterlife as in earning a little cash. lost soul returns to where they came from in
Power: Circle of Protection. The medium (Stamina vs Passable) x 2 minutes.
creates an invisible barrier around himself in a ten

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Famous NPCs
“alive.” When a famous lost soul is reincarnated, his
Afterlife-styles fans will continue to adore him as they always
have, but their life-sustaining adoration will simply
of the Rich and Famous disperse.

Fame makes a person immortal. Literally. The Antoinette, Marie


afterlife is populated by the lost souls of the
famous and infamous. Type: Neutral Lost Soul
For most people, the Will to Live comes from Consistency: Incorporeal, solid-looking
within. It’s a personal desire to achieve more Defense: Passable
before succumbing to the inevitable wheel of WTL: 40
reincarnation. The famous person may have a Regenerates: 4 WTL per turn
strong Will to Live, but it isn’t unfinished business Abilities: Superior Charm, Good Customs
that keeps him haunting the Afterworld, it’s the Appearance: Dressed in a sumptuous court
adulation of his living fans. They simply will not let dress common to mid-eighteenth century France,
him die. Marie is bedecked in ribbons, jewels and a large
Fans direct a never ending stream of energy gray wig decorated with fresh flowers.
into a famous spirit, keeping his Will to Live Personality: Calculating, fun-loving and
eternally high. Whether the object of their petulant. Marie likes to have it her way.
obsession wants to continue his ghostly existence Motivation: To get what she wants, no matter
is unimportant; their mania constantly augments what.
his lifeforce. Combat: Marie does not fight.
Infamous lost souls are also kept in the Powers: Waltz: The command to Waltz! causes
afterlife this way. Anyone who is still talked about all those in the local area to grab a partner and
when they are dead will receive Will to Live from dance for (Will vs Good) minutes.
not only those who revere them, but also from Let them eat Cake: A huge table laden with
those who despise them. cakes and rich pastries appears. All those in the
The Will to Live of a famous person area are compelled to stuff their faces until they
regenerates at the rate of 1 to 20 points per turn. choke for (Sanity vs Great) x 2 minutes.
The rate of regeneration depends on how well History: (1755 — 1793) Josephe Jeanne Marie
known the character is. A notable poet might Antoinette was the daughter of Marie Theresa,
regenerate 1 point per turn, while Elvis Archduchess of Austria and Francis I, Holy Roman
regenerates 20 points every turn. Narrators should Emperor. She married Louis XVI in 1770 when he
feel free to modify the rates of regeneration was still dauphin, and became Queen of France
presented in this manual to conform to their own when he ascended to the throne in 1774. Marie
beliefs of how well known the lost souls are. made many enemies due to her frivolous nature,
As a narrator, don’t be afraid to reincarnate her devotion to Austria and the many scandals she
famous lost souls. Your players will find such foes became involved in. At the outbreak of the French
to be interesting and challenging, so don’t rob them Revolution she opposed the moderate reformers,
of victory just to keep a renowned individual appealing to Austria for help. She and her husband
tried to flee Paris with their young son and

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daughter, but they were caught. In 1793 the Attila was the nephew of King Ruas. He spent
monarchy was overthrown and the King was some time in Northern Italy as a hostage, and
executed on the guillotine. In October of that year during his incarceration he learned much about the
she was also sentenced and guillotined. Romans and their ways. He was 27 when the King
died and he ascended to the throne.
In 444 AD, the Roman emperor Valentinian III
Attila the Hun banished his scandalous sister Honoria to
Constantinople. Bored and distracted, she sent
Type: Evil Lost Soul Attila her ring and promised to marry him if he
Consistency: Incorporeal would rescue her. It was just the sort of excuse he
Defense: Great needed. Shortly thereafter, he invaded Rome.
WTL: 60 His hordes swept through town after town,
Regenerates: 5 WTL per turn raping, pillaging and destroying all in their path.
Abilities: Superior Bully, Awesome Ride, Great Some people managed to save their homes by
Brawling offering the Huns hefty bribes. After many
Appearance: Attila is a short, barrel-chested skirmishes, the Roman military got a handle on the
man with dark hair and swarthy features. He is situation, and managed to check Attila at the battle
dressed in loose trousers and a padded cotton of Chalons-sur-Marne in France.
shirt. He wears a cap of leather and cloth and Attila was bloodied but unbowed. A brief year
carries a sword at his side. Attila rides a short pony later he was at it again, rippling through Italy like a
common to the Huns. He is quite fond of this beast bloody tide. When Rome itself was threatened,
and has nicknamed it “Little Bride.” Pope Leo I left the Vatican and personally appealed
Personality: Attila is a conqueror at heart and to Attila. Impressed with the Pope’s bearing and
wishes to be feared and worshiped as royalty. He bravery, Attila agreed to go home. A short time
desires wealth for the women and fine horses it later, he hosted a gigantic banquet to celebrate his
can buy. Though others view him as a savage, Attila marriage to the virgin Ildico. That night, as he tried
is actually intelligent and clever. His sense of to consummate the marriage, he died. Happily.
humor is sardonic and cutting.
Motivation: To conqueror new worlds; to add
another bride to his stable of women. Booth, John Wilkes
Combat: Attila can attack with his fine sword
for (Defense vs Great) x 5 damage or his bow for Type: Evil Lost Soul
(Defense vs Good) x 4 damage. Consistency: Incorporeal
Powers: Mongol Horde: Attila can make it Defense: Good
appear as though a battalion of Mongol attackers is WTL: 50
bearing down on the victim. The vision is so vivid Regenerates: 5 WTL per turn
that the whinnies of horses and the smell of dust is Abilities: Great Agility, Good Aim, Superior
experienced. Stealth
Animal Magnetism: This power allows Attila to Appearance: A 28 year old American male
excite the passion of any woman who lays eyes on with dark wavy hair, a full mustache and brown
him. Unless she makes a Good Will roll, she will eyes. About 5’ 8”, John Wilkes Booth dresses in
find him irresistibly handsome and charismatic, posh clothes of the 1860s with a cape around his
and will willingly accompany him to his tent. shoulders. He carries a pistol at his side and a dirk
History: (406 — 453) After being driven out of on his belt.
China in the 2nd Century AD, The Huns settled in Personality: Flamboyant and theatrical. Booth
Germanic regions near the Roman border. The enjoys being the center of attention. He appreciates
Romans exacted a yearly tribute from the Huns, lovely young women, and is particularly charmed
and demanded that hostages be sent deep into by southern belles. He hates those he deems
Roman territory as a safeguard against invasion. “Northerners.” Though seemingly rational, Booth
This uneasy relationship remained cordial until suffers from insane paranoid delusions.
Attila became ruler of the Huns.

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Motivation: To clear his blackened name. When Pope Innocent VIII died in 1492,
Booth wants a written apology from the President Roderigo bribed numerous people to insure he
of the United States sent to all his descendents — “I would become the pontiff. Once the position was
am not a blackguard, but a hero!” he cries. He will secured, he instantly showered his illegitimate
willingly reincarnate any spirit he believes children with riches. He made his oldest son leader
deserves such a fate, and takes pride in his status of the Papal army and his son Cesare an archbishop
as “Afterlife Assassin.” at the age of 16.
Combat: Booth’s old pistol is still effective and Giovanni was an incompetent general, and
does (Defense vs Good) x 5 damage. The dirk, was defeated by the French. After returning to
which he wore to add realism to the play Macbeth, Rome, he was mysteriously stabbed to death; it is
does (Defense vs Passable) x 2 damage. With a widely believed the younger brother Cesare was
wave of his cape, Booth becomes completely responsible.
invisible to the denizens of the Afterworld. He can It is really Cesare who gives the Borgia name
neither be seen nor heard for up to 10 minutes, its resonance of evil. A manipulative politician and
and may activate the cloak up to three times in a a cunning soldier, Cesare formed an alliance with
day. the hated French to carve out his own kingdom in
History: Booth came from a family of actors northern Italy. He pitted duke against duke in a bid
renown for their flamboyant style. He developed a to gain even more power and prestige. Nicolo
strong sympathy for the South while touring with a Machiavelli’s slim book, The Prince, is a study of
number of plays, and it was inevitable when the Cesare’s ruthless methods for obtaining power.
Civil War broke out that he supported the Unfortunately for Cesare, he could not retain
confederates. power once his father died and the papacy was
Just five days after the cease fire was declared, passed to an old enemy. Cesare was arrested and
Booth stealthily entered a theatre box and fired a forced to relinquish his Romagna kingdom. He was
bullet into President Lincoln’s brain. He escaped by later wounded while fighting against the Spanish.
jumping onto the stage and running out the back His captors stripped him naked and left him to die
door, but was soon hunted down. He died after a of thirst.
pitched gun battle when Union soldiers set fire to
the barn he was hiding in.
Roderigo (Pope Alexander VI)
The Borgias Type: Neutral Lost Soul
Consistency: Incorporeal
In 15th Century Italy, the name “Borgia” was Defense: Passable
enough to make the bravest man quake in fear. WTL: 35
Known for their cunning, wealth and utter Regenerates: 3 WTL per turn
fearlessness, the family ruled with an iron fist. Abilities: Superior Bargain, Good Religion,
The Borgia clan was fathered by Roderigo Great Charm
Borgia, later Pope Alexander IV. He became a Appearance: Handsome Italian man, about 45
bishop shortly after his uncle became Pope Calixtus years old, wearing papal robes.
III. Roderigo quickly rose through the papal Motivation: To support his son Cesare; to
hierarchy, serving in the Curia under five Popes. enjoy the company of beautiful women; to gain
Roderigo’s religious career had more to do treasure.
with bribes and family connections than piety. Combat: Roderigo carries no weapons, though
Highly-sexed and attractive to women, Roderigo he is a superior swordsman and if armed does
found the licentious era much to his liking. In 1470 (Defense vs Superior) x 4 damage.
he began a long affair with Vanozza dei Catanei. Powers: Confession: Unless he makes a Great
She bore him four children: Giovanni (1474), Will roll, the victim feels a need to unburden
Cesare (1476), Goffredo (1481) and Lucrezia himself of his deepest secrets. He will fall to his
(1480). knees, and beg the Pope for forgiveness.

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Penance: Unless he makes a Good Religion roll, grounds that he was impotent and could not
the victim believes he must perform some sort of consummate the marriage. The second marriage
penance for sins committed. The Pope will instruct was successful until Cesare had her husband killed
the character to donate an item to the church, in a brawl. The third marriage was a happy one,
make a pilgrimage or dress in sackcloth. Of course, and she died in childbirth. Today, her name is often
any item given to the Pope willingly will then be invoked as that of a femme fatale or poisoner, but
maintained by him. this is unlikely. She was probably a pawn in the
masterful intrigue that took place in Italy at the
time.
Cesare Borgia
Type: Evil Lost Soul Cleopatra
Consistency: Incorporeal
Defense: Good Type: Neutral Lost Soul
WTL: 35 Consistency: Incorporeal
Regenerates: 1 WTL per turn Defense: Good
Abilities: Superior Bargain, Superior Brawling, WTL: 60
Good Charm Regenerates: 4 WTL per turn
Appearance: Brown hair, dark eyes with a Abilities: Good Charm, Great Persuade, Good
beard and short cropped hair. Cesare has a wary Bargain
look in his eye and is always cautious. He dresses Appearance: About thirty years old with light
in fine court clothes of the late 1400s: a slashed brown skin, slim figure and flashing eyes. Cleopatra
doublet, feathered cap and tights. He carries a has a hooked nose and large mouth, but she
sword and dagger. disguises these poor features with her artful use of
Motivation: To carve out his own kingdom in make-up. Cleopatra wears a gauzy robe, gold
the afterlife. jewelry and a black wig.
Combat: Cesare is an excellent swordsman, Personality: Shrewd and determined.
and does (Defense vs Great) x 4 damage with his Cleopatra likes to be in control and is determined
sword and (Defense vs Great) x 2 damage with his to maintain her status as “Queen.” She is extremely
dagger. political, and knows the machinations of demons,
fiends and even the living.
Motivation: To maintain political power and
Lucrezia Borgia control.
Combat: Cleopatra carries a small flail, which
Type: Neutral Lost Soul does (Defense vs Good) x 5 damage.
Consistency: Incorporeal Powers: Perfume: The scent of lotus leaves
Defense: Passable emanates from Cleopatra, affecting all those in the
WTL: 40 local area. Those who smell her perfume and fail a
Regenerates: 2 WTL per turn Good Will roll will instantly become friendly,
Abilities: Superior Charm, Passable Entertain affectionate or downright amorous toward others
Appearance: Blond with blue eyes, Lucrezia is in the immediate vicinity.
slightly plump. She is fun-loving and enjoys Rain of Asps: Dozens of incorporeal adders fall
carnivals, music, poetry and other pleasures. from the sky. Everyone in the local area must make
Motivation: To obey her father and brother. a Great Dodge roll each turn to avoid being bitten.
Combat: Lucrezia carries no weapon. The poison causes an immediate weakness in all
History: Lucrezia probably bore her brother areas of coordination: Agility and Dexterity and all
Cesare a child; it is possible she committed incest related skills are at -1 for (Stamina vs Superior)
with her father as well. Cesare was insanely jealous hours.
of his sister, and couldn’t bear to see her with other History: (69 — 30 BC) The last queen of Egypt,
men. Nonetheless, she married three times; the Cleopatra was married to her two younger
first husband was forced to divorce her on the brothers: Ptolemy XIII in 51 BC, when she was 18,

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and, after his death, to 12 year old Ptolemy XIV. does (Defense vs Great) x 4 damage. He has a small
Both were arranged according to Egyptian custom, group of twenty soldiers who obey his every
which did not allow women to rule without a royal command. They have Passable Defense and are
consort; it is unlikely these marriages were equipped with two small cannons, which do
consummated. (Defense vs Inferior) x 8 damage, swords that do
Cleopatra fled her homeland at the age of 21 (Defense vs Poor) x 4 damage and muskets that do
when her siblings became involved in a power (Defense vs Poor) x 4 damage.
struggle. She presented herself to the 52 year old Powers: Smallpox: By breathing on, or
dictator of Rome, Julius Caesar, at his palace at touching a victim, Cortez can immediately afflict
Alexandria. Caesar was a known womanizer, and him with smallpox. Unless a Good Strength roll is
they quickly became lovers. Shortly after that, made, the victim will fall to the ground, covered
Cleopatra gave birth to a son, Caesarion. Later, with sores and racked with fever. The illness lasts
Caesar moved the two of them to Rome. Cleopatra one full day during which all abilities will be at -4.
was disliked by the Romans for her foreign ways Godlike Visage: Anyone gazing on Cortez must
and influence over Caesar. Upon his murder by make a Passable Religion roll or else believe he is a
political adversaries, Cleopatra returned to Egypt, god. Believers will immediately fall to their knees
but she soon learned that a new figure was rising and worship him. Any request he makes will be
in Roman politics: Mark Antony. Determined to instantly obeyed.
seduce him, she set sail on a magnificent barge History: (1485 — 1547) As a young man,
gilded with gold and silver. Antony was smitten Cortez immigrated to Cuba from Spain and became
and eventually left his wife for Cleopatra. This turn a plantation owner. Although married to a rich,
of events led to two years of war with Rome, aristocratic woman, Cortez was an outrageous
culminating in Antony and Cleopatra’s defeat at philanderer and spendthrift. To get away from his
Actium. It is said that she let herself be bitten by an wife and creditors, he offered to spread
asp rather than suffer the humiliation of being Christianity among the South Americans. In 1519
paraded through the streets of Rome as a captive. the governor of Cuba gave him 10 ships and a
commission to explore Mexico.
During his travels, Cortez used weapons and
Cortez, Hernando horses (unknown to the people of Mexico) to
terrorize and bully the natives into becoming
Type: Evil Lost Soul Christians. He even managed to form an alliance
Consistency: Incorporeal with the Tlascalans, long-time enemies of the
Defense: Great Aztecs.
WTL: 50 The Aztecs mistook Cortez and his men for
Regenerates: 3 WTL per turn gods since their legends stated that white men with
Abilities: Superior Bully, Good Athletics, Good beards would some day rule the land. They were
Search, Good Ride, Great Aim treated with honor and respect by the people until
Appearance: A Spanish explorer and soldier, their leader, Montezuma was taken hostage. Cortez
Cortez is dressed in the light armor of a Spanish extracted a huge ransom for Montezuma’s safety,
soldier circa 1521. He wears a rounded helmet and but he was not released. Montezuma was later
carries a musket and sword. Strong, thin and stoned to death by his people when Cortez forced
handsome, Cortez sports a dueling scar on his him to try to quell a revolt.
lower lip. He often rides a fine steed and is Though the Aztecs tried to expel Cortez and
constantly accompanied by his teenaged mistress, his small army, they could not defeat his superior
Do–a Marina. weaponry. He soon became the governor and
Personality: Arrogant and determined. Cortez captain general of “New Spain.” He remained in
is greedy, self-righteous and bold. Mexico until his arrogant ways attracted the
Motivation: To explore new worlds for “Gold, attention of the Spanish Court and he was called
Glory and God” — in that order. home. Though treated with honor, he was no
Combat: Cortez fights with a saber for longer quite as popular, and he eventually retired
(Defense vs Great) x 4 damage and a musket, which to a small estate near Seville where he died.

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Motivation: To return to the silver screen and


Marina, Do–a became an adored actress once again.
Combat: By tossing powdered cleanser in the
Type: Evil Lost Soul eyes of a foe, Joan can blind them for (Dodge vs
Consistency: Incorporeal Great) x 2 turns. She will use the wire hangers with
Defense: Passable practiced expertise to flail, poke and even strangle
WTL: 25 her victim, doing (Defense vs Great) x 3 damage.
Regenerates: 0 WTL per turn Powers: Box-office Poison: Joan exudes a
Abilities: Superior Cunning, Superior sweet-smelling perfume that is actually a deadly
Language, Good Persuade poison. Those in the local area must make Good
Appearance: An Indian woman with long black Stamina rolls or else feel disoriented and
hair, wearing a gold crucifix and a modest cotton downright sick until she leaves.
dress. A colorful shawl is draped over her Cat Fight: If two females are in the party, Joan
shoulders. can cause them to attack each other in a jealous
Personality: A modest appearance hides a rage. The victims are affected for (Will vs Great) x 3
manipulative heart. turns. Hair pulling, scratching and name calling will
Motivation: To serve Cortez. continue until the power wears off.
Combat: Do–a Marina uses a dagger for Overacting: Joan can cause a single target
(Defense vs Passable) x 2 damage. within thrown range to overact for (Artistry vs
History: Born Malinal to a wealthy landowner, Great) x 5 minutes. The victim must behave in the
her mother sold her into slavery after her father most melodramatic fashion possible. A character
died. She and twenty other women were given to who refuses to overact loses 1 Karma every five
Cortez as a peace offering by the natives of minutes.
Tobasco. The priests gave her the Spanish name History: (1904 — 1977) Born Lucille LeSueur
Marina where she was baptized. She learned in San Antonio, Texas, Joan Crawford’s early years
Spanish in just a few weeks and quickly went to were of desperate poverty. In 1924 she traveled to
work helping Cortez defeat the people she hated so New York to become a dancer on stage.
much for enslaving her. Throughout his conquest, The epitome of the flapper, Joan was
he relied heavily on her knowledge of Indian discovered by an MGM talent scout and signed to a
languages and psychology to defeat the mighty five year contract. The name “Joan Crawford” — a
Aztec empire. name she hated —was chosen for her in a fan
magazine contest.
Joan married four times, each marriage lasting
Crawford, Joan only four years. Unable to have children, she
adopted a boy and three girls. She seemed to love
Type: Neutral Lost Soul her fans more than her family. After her death her
Consistency: Incorporeal daughter wrote a “tell all” book which revealed
Defense: Good that Joan was a child abuser.
WTL: 40
Regenerates: 4 WTL per turn
Abilities: Good Bully, Great Entertain Einstein, Albert
Appearance: Five foot, four inches tall, with
dark eyes and a 1940s “hair helmet.” Joan has Type: Famous Entity
broad shoulders, trim figure and dresses in Consistency: Incorporeal
severely tailored suits. She carries a can of cleanser Defense: Passable
in one hand and wire hangers in the other. WTL: 70
Personality: Seemingly gentle and gracious, Regenerates: 10 WTL per turn
Joan can become a raging maniac the next minute. Abilities: Awesome Science
She is very jealous of other women, particularly if Appearance: Short man in his early fifties.
she feels they are getting more attention than she Albert has long, fluffy white hair and a mustache.
is. She especially dislikes Bette Davis. He has a slight build and dresses casually, favoring

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sweaters and loafers. He speaks with a German bottom pants. Jimi always carries an electric guitar
accent. that he calls his “electric lady.”
Personality: Though deeply interested in Personality: Raucous and energetic, but on
physics, Albert can also be child-like and occasion, shy and introspective. A true enigma, Jimi
humorous. has one great love: music.
Motivation: To discover why ectoplasm does Combat: Jimi can defend himself handily with
not obey the laws of relativity. his fists, doing (Defense vs Great) damage, but will
Combat: Albert Einstein is an avowed pacifist resort to his powers when necessary.
and will not fight. Powers: Exploding guitars: With deadly
Powers: Scientific Explanation: Einstein can accuracy, Jimi can toss up to four exploding guitars
explain any phenomenon rationally. He may be at his attackers. The guitars appear in his hands at
able to reveal the weakness of a demon, or the way his command, and explode upon impact, doing
to return safely from an Outer Plane. (Defense vs Superior) x 4 damage to all those
Thought Experiment: The victims are all within twenty feet of the detonation.
placed in Einstein’s Thought Experiment. They Squealing Feedback: With one stroke of his
might find themselves on a spaceship traveling at guitar strings, Jimi produces a high pitched whine
close to the speed of light, or on the edge of a black that inflicts (Stamina vs Great) x 3 damage on all of
hole. The victims escape after (Science vs Superior) his enemies within thrown range.
hours. On an Awesome roll, they escape History: (1942 — 1970) Jimi Hendrix’s father
immediately. On a Catastrophic roll, they are was a black gardener and his mother an American
trapped until Einstein releases them. Indian. In the early sixties, he began playing back-
Paradox: The victim is placed in a time loop. up guitar for many great artists, including BB King,
He must repeat the same ten minute span for James Brown and Little Richard. In 1966 he was
(Science vs Superior) repetitions. discovered in New York by Chas Chandler,
Time Travel: Einstein can send the characters formerly of the Animals. He went on tour in a band
to any point in time he wishes. They return after a known as the Jimi Hendrix Experience. His death at
set amount of time has passed for them. 27 was attributed to too many sleeping pills.
History: (1879 — 1955) Born in Germany,
Albert Einstein’s early life did little to indicate he
would become a world renown physicist. His Hitler
teachers informed his parents that Albert was a
slow learner and he was rejected by Zurich’s famed Type: Evil lost soul
Polytechnic Academy. In 1916 he published his Consistency: Incorporeal
works on general relativity, and soon after he Defense: Good
became sought by universities and scientists alike. WTL: 100
When Hitler began his anti-semitic tirades, Regenerates: 15 WTL per turn
Einstein left Germany and settled in America. His Abilities: Passable Agility, Awesome Charm,
discovery of E = MC2 changed the world. Passable Strength, Passable Intelligence, Feeble
Sanity, Awesome Will
Appearance: White male, 5’9, about 150
Hendrix, Jimi pounds. Dark brown hair, parted on the left, small
mustache and light blue eyes. Austrian nationality.
Type: Good Lost Soul Personality: Described as a megalomaniac
Consistency: Incorporeal during life, Hitler has retained his overwhelming
Defense: Good need for power and attention in death. His
WTL: 40 hypnotic eyes and stirring rhetoric are so
Regenerates: 5 WTL per turn compelling, spirits find themselves obeying his
Abilities: Great Entertain, Superior Dexterity every command. He is often accompanied by a
Appearance: Tall, thin black man with a mop motley assortment of creatures and spirits who
of hair. Jimi favors bright colors, scarves and bell- serve him slavishly. Hitler is secretly unsure of his
status, and constantly needs to be reassured. If

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mocked or treated as an inferior, he may slink can open any lock. Lastly, Houdini can displace
away - or attack in a mad rage. Strangely enough, himself and one other person up to ten feet away.
Hitler is kind to animals, and treats them well. He He must be touching the other lost soul, and may
also has a fondness for children. do this up to four times per day.
Motivation: Power and status. Hitler hopes to
control the entire afterlife, and he has all eternity
to do so. Hughes, Howard
Combat: Hitler commands a large force of
fighters. He is almost always surrounded by 1-4 Type: Neutral Lost Soul
bodyguards. If alone, Hitler will attack with his Consistency: Incorporeal
luger, doing (Defense vs Passable) x 4 damage, 2 Defense: Passable
shots per turn; or his whip (Defense vs Passable) x WTL: 30
2 damage. His spectral hound Blondi is never far Regenerates: 1 WTL per turn
from his side, and will attack at his command, Abilities: Great Medical, Feeble Sanity,
biting for (Defense vs Passable) x 3 damage. Blondi Superior Bargain, Good Entertain
has a Defense of Good. Appearance: A six foot four inch Texan
Powers: Hitler can use his hypnotic stare to wearing a tailored suit. His gray hair and
cause one opponent to cower in fear for (Will vs fingernails are unusually long and he carries a box
Superior) x 3 minutes. Or, he may use his power to of tissues and an atomizer filled with disinfectant.
ogle a woman, causing her to fall in love with him. Mr. Hughes seems frail though he is surprisingly
She’ll obey his every command for (Will vs Good) strong.
hours. His rants are so persuasive that anyone who Personality: Paranoid and ultra shy, Mr.
hears one will join his cause for (Sanity vs Good) Hughes will scamper away if you get too close.
days. However, he is very attracted to good-looking
brunettes with large breasts, and might be
interested in saying a few words to them. He is
Houdini, Harry fascinated by movie-making and aviation.
Motivation: To find a germ-free environment.
Type: Good Lost Soul Mr. Hughes will never pass down an opportunity to
Consistency: Incorporeal make a profit, even in the afterlife.
Defense: Good Combat: Hughes carries no weapons (they’re
WTL: 40 so dirty!), but may spritz an attacker with his
Regenerates: 3 WTL per turn atomizer if he gets too close. The toxic disinfectant
Abilities: Great Strength, Awesome Agility, does (Defense vs Good) x 3 damage.
Awesome Dexterity, Awesome Unlock Powers: Spruce Goose: Flying machine
Appearance: A short, handsome man with appears and can take a party of spirits wherever
wavy brown hair graying at the temples. He is they want.
dressed in clothing commonly worn by American Binding Brassiere: A super-elastic bra
men at the turn of the century. (reminiscent of the one Hughes invented for Jane
Personality: Clever and quick. Russell) snaps forward and binds the victim tightly
Motivation: Harry hopes to escape the afterlife around the chest, pinning his arms. It takes a Great
and return to the land of the living. He dislikes Strength roll to break free.
mediums who use their powers to exploit the Deal: This power enables Hughes to trade or
living. purchase one item from his victim. Unless a Great
Combat: Harry does (Defense vs Passable) Bargain roll is made, the victim will willingly make
damage with his fists. the deal with Hughes, even if he has traded away a
Powers: Harry Houdini has many tricks up his valued keepsake. It will be several minutes before
sleeve. First, he carries trick handcuffs. When he realizes the ramifications of what he’s done.
slipped over limbs they become virtually History: (1905 — 1976) Howard Hughes was
impossible to remove except by Harry himself, or born in Houston, Texas to a millionaire who made
by making an Awesome Unlock roll. Secondly, he his fortune manufacturing oil-drilling equipment.

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An only child, Hughes was spoiled, especially by his his mother Elena acted as Regent until she was
mother Allene. His parents both died before he was poisoned when Ivan was eight. After that, he and
19, and he immediately began to make films, the his brother were treated shamefully, raised by
first being the World War I epic Hell’s Angels. His heartless relatives and subjected to terrible abuse.
name was romantically linked to many actresses He learned quickly that brutal power was the only
during this era. way to survive, and at the age of 17 crowned
In the 1930s, Hughes founded the Hughes himself Tsar. He selected 15 year old Anastasia to
Aircraft Company and bought controlling interest be his bride. She alone could calm his terrible,
in Trans World Airlines (TWA). He not only violent temper, and when she died he crossed the
designed experimental aircraft, he set airspeed border into total madness.
records in 1935 and 1938. Ivan coerced the Russian peasants to accept
Always a loner, Hughes was susceptible to him as absolute ruler. He created a police force, the
nervous breakdowns. In his later years he became oprichniki, and gave them nearly unchecked power
obsessed about germs, grew steadily more to kill his enemies, confiscate property and
paranoid and became addicted to painkillers. assassinate rivals. In the worst example of Ivan’s
paranoia, he condemned the entire population of
Novgorod on the evidence that they “might” be
Ivan the Terrible planning a revolt. Women were roasted alive on
revolving spears and children were tortured to
Type: Evil Lost Soul death for sport by Ivan and his minions. The total
Consistency: Incorporeal dead numbered over 60,000.
Defense: Great Ivan maintained such complete control for so
WTL: 50 many years in part because the Orthodox Church
Regenerates: 4 WTL per turn backed him. During this era, the Reformation was
Abilities: Superior Bully, Great Strength, Great bringing free-thinking Protestantism to many
Cunning, Good Brawling countries. The Church decided to support the Tsar
Appearance: A powerfully built Russian man since he upheld church doctrine and always
with dark brown hair and beard. Ivan wears a punished heretics harshly, usually by a slow
simple, but well-made tunic over slim trousers and torture. It is likely that Ivan was truly religious,
tight boots. He habitually carries a heavy walking since he sometimes would fall into a crying fit,
stick tipped with a silver spike. calling on God to forgive him for his sins. He would
Personality: Ivan is manic-depressive and even publicly confess his transgressions and dress
paranoid. His personality swings between that of a in sackcloth as a sign of penance.
religious maniac and blood-thirsty predator. Ivan’s uncontrollable rage caused him to kill
Motivation: To find the lost soul of his son his beloved son and heir during a silly argument.
Ivan, whom he killed and ask forgiveness. To find After running the handsome young man through
the lost soul of his beloved wife Anastasia. with his silver-tipped cane, Ivan became more
Combat: Ivan carries a weighted, pointed staff, introspective and calmer. He died three years later
which does (Defense vs Good) x 3 damage. while playing a game of chess; syphilis was
Powers: Ivan is accompanied by a band of probably the cause of his death and his insanity.
twelve thugs known as oprichniki. These sinister
bodyguards dress in black and ride black horses;
their saddles are embossed with the sign of a Jack the Ripper
broom and a dog’s head, indicating that they sweep
away traitors and snap at the heels of those who Type: Evil lost soul
oppose Ivan. They obey him unfailingly and he Consistency: Incorporeal
often joins them in their pillaging. They have Defense: Great
Defenses of Good and do (Defense vs Good) x 4 WTL: 100
damage with their scimitars. Regenerates: 20 WTL per turn
History: (1530 — 1584) Ivan’s father Vasily,
Grand Duke of Moscow, died when he was three;

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Abilities: Superior Agility, Good Charm, finds it hard to deal with women, and will simply
Superior Strength, Awesome Speed, Awesome ignore them rather than embarrass himself.
Stealth, Good Intelligence Motivation: To continue creating his mythos.
Appearance: Swathed in dark clothing, this Lovecraft has built huge realms that lost souls may
quick-moving character never shows his face. He visit and explore — if they dare.
wears a cloak or coat along with a cap. A scarf Powers: Lovecraft has the power to transport
hides his lower face. A master of disguises, any number of lost souls to any Outer Plane or any
sometimes he appears rather short and stocky, of his realms. He may accompany them or send
other times he seems tall and slim. When he them away just to be rid of them.
speaks, it is in a low voice with an upper-class History: (1890 — 1937) Born in Providence,
British accent. Rhode Island, Lovecraft spent nearly his whole life
Personality: A psychopath with an intense in this area. Chronic illness in youth caused him to
hatred for women. become shy and withdrawn, and he quickly turned
Motivation: The destruction of the female to books for companionship. Lovecraft is a master
species. Only attacks males when he is threatened. of the macabre, and has created a vast pantheon of
Combat: Jack carries two razor-sharp blades, mythical lands and creatures. Among his most
allowing him to make two attacks per turn, each famous works are Beyond the Wall of Sleep, The
doing (Defense vs Great) x 2 damage. He always Dunwich Horror, At the Mountains of Madness and
slashes at his victim’s throat. If he gains surprise, The Colour Out of Space. He inspired a whole
he does triple damage instead of double damage. generation of writers, including Robert Bloch, Clark
He is very quick and can dodge and run quite Ashton Smith, August Derleth and Robert E.
spryly, which earned him the nickname “Spring Howard, many of whom he corresponded with
Heeled Jack.” until his death. His influence on the horror genre
Powers: Jack can appear to be an average continues to this day.
fellow for short periods of time. He can hide his
raging psychosis until alone with his victim, then
he strikes. He can even appear as someone known Monroe, Marilyn
to the intended victim, such as a fellow party
member. To do this, Jack must first have seen the Type: Good Lost Soul
person he wishes to copy. He can only do this for a Consistency: Incorporeal
short period of time, and will appear as a male Defense: Passable
only. WTL: 50
Regenerates: 15 WTL per turn
Abilities: Superior Charm, Superior Entertain,
Lovecraft, Howard Phillips Good Persuade
Appearance: A blond woman with “come
Type: Neutral Lost Soul hither” eyes and a sensual mouth. She favors tight
Consistency: Incorporeal nightclub dresses, and changes her clothing often.
Defense: Passable Marilyn speaks in slightly gasping tones. Although
WTL: 40 she plays the dumb blonde, she is not stupid.
Regenerates: 3 WTL per turn Instead, she uses her good looks to encourage men
Abilities: Good Artistry, Superior Occult, Good to do what she wants.
Intelligence Personality: Marilyn enjoys being a sexual
Appearance: Thin American man with tease, but she longs to be loved for herself alone.
receding dark hair, a long face and sallow skin. He She is secretly unsure of herself and thinks she
wears a natty 1920s casual suit. may be as stupid as she pretends to be.
Personality: Intense and a bit weird. Lovecraft Motivation: To find the man of her dreams.
is withdrawn around strangers, and prefers to Combat: Marilyn will use her feminine wiles to
converse via mail. However, once he has overcome avoid a fight.
his shyness, he can be downright chatty. Lovecraft Powers: Enthrall: Men who see Marilyn must
make a Great Sanity roll or else gaze at her

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helplessly, hoping she will find favor with them. Combat: Napoleon uses a sword for (Defense
They will remain in this dazed state for some vs Great) x 4 damage and pistol for (Defense vs
minutes after her departure. Good) x 5 damage.
Diamond Flash: By throwing up her arms, History: (1769 — 1821) One of the most
Marilyn can cause all the diamond bracelets she’s brilliant military minds the world has ever known,
wearing to flash at once, blinding all those looking Napoleon was born in Corsica to a small
at her for (Stamina vs Good) x 2 turns. landowner. At age nine he was sent to the Military
Come Hither: By establishing eye contact, Academy of Brienne, France. As a Corsican,
Marilyn can cause a man to follow her without Napoleon spoke only Italian fluently, and he was
question and obey her every desire for (Will vs teased by his classmates for his poor accent. Those
Great) hours. who tried to bully him soon learned that Napoleon
History: (1926 — 1962) Born Norma Jean was not one to be mocked.
Mortensen, Marilyn’s unstable mother worked as a Napoleon quickly rose up the ranks in the
film cutter, a trade she could barely handle. She let French army, impressing his superiors with his
her daughter be raised in a series of foster homes skill and ability. In 1799, Napoleon returned to
and orphanages. At the age of 16 Norma Jean Paris with a handful of his most trusted lieutenants
escaped this deprived existence by marrying a and pulled off an amazing coup, effectively
young sailor. Unfortunately, things didn’t work out, overthrowing the government. He had just turned
and the marriage ended in divorce. She then set thirty.
her sights on becoming an actress. Napoleon became Emperor of France in 1804
Marilyn photographed well, and she soon and began his conquest of Europe. With dazzling
became a sought-after starlet, and then a star. She success, country after country fell, until all but
specialized in dumb blondes, and made a number Great Britain lay in his dominion. It was not to last.
of musicals. She died mysteriously from an Napoleon suffered a devastating defeat while
overdose of pills, and her name became legend. fighting the Russians. This gave other nations the
Marilyn was romantically linked with many courage to fight and finally, in 1814, Napoleon was
powerful men, including President John F. Kennedy overthrown and banished to the island of Elba.
and his brother, Robert. But Napoleon was not to be so easily defeated.
Slipping back into France, he raised another army
and regained the throne. His triumph was short-
Napoleon lived when his comeback was stopped short at
Waterloo by English forces commanded by the
Type: Neutral Lost Soul Duke of Wellington. He was exiled to St. Helena,
Consistency: Incorporeal where he lived out his final years.
Defense: Good
WTL: 50
Regenerates: 7 WTL per turn Peron, Eva (Evita)
Abilities: Superior Bully, Great Ride, Superior
Cunning Type: Neutral Lost Soul
Appearance: Thirty five years old, Napoleon is Consistency: Incorporeal
5’ 3” with short auburn hair and blue eyes. He Defense: Passable
wears tight breeches, a short coat with gold-braid WTL: 30
epaulets and boots. Though Napoleon is not vain Regenerates: 1 WTL per turn
about his clothing, he does wear a great deal of Abilities: Good Entertain, Good Faith Heal,
cologne. He often rides a handsome horse. Good Bully
Personality: Awkward in social situations (he Appearance: At five feet, five inches tall, Evita
tends to be sullen and humorless), Napoleon is a is prone to plumpness. She has dyed blond hair,
dynamic speaker who strives to achieve personal brown eyes and an uncultured voice. She wears
greatness through military might. severely tailored outfits and expensive diamond
Motivation: To become emperor of the pendants, bracelets, earrings and necklaces.
Afterworld.

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Personality: Strong-willed and greedy. Evita is Personality: Aloof, yet alluring to women; men
a feminist and determined to get what she tend to view him as a buddy. Elvis is somewhat
deserves. She is fond of children and enjoys being naive, and will take what he is told at face value.
regarded as a savior of the poor. Motivation: To do right by God and his
Motivation: To help those who are poor or country. To sing and entertain others.
desperate, as long as there’s something in it for her. Combat: Though a little chubby around the
Combat: Evita will use her blood-red nails to middle, Elvis remembers his military training and
scratch out the eyes of her attacker, doing (Defense can defend himself in hand-to-hand combat, doing
vs Good) x 2 damage. (Defense vs Good) x 2 damage. Elvis is
Powers: Screech: Twice per day, this high- accompanied by a group of 15 southern “good old
pitched sound can break glass, panic animals and boys” known as the Memphis Mafia. They will
cause listeners to writhe in pain (Stamina vs Good) protect “the King” with fists for (Defense vs
x 2 turns. Passable) damage, chains for (Defense vs Passable)
Stirring Speech: Evita will give an impromptu x 2 damage and even handguns for (Defense vs
speech exhorting those in the local area to follow a Good) x 4 damage.
certain course of action — fight for her, give her Powers: Screaming Fans: Hoards of screaming
money, or whatever. The speech brings tears to the incorporeal teenage girls mob the victims, tearing
eyes of those who are affected by it, and they will at their clothing and pummeling them. The victims
be inspired to obey her for (Will vs Good) x 5 take (Defense vs Superior) damage per turn, and
minutes. must make a Great Strength roll to break free.
History: (1919 — 1952) Born Maria Eva Gold Records: When thrown by Elvis, these
Duarte in a poverty-stricken village in Argentina, spinning discs do (Defense vs Great) x 4 damage
Eva was the fourth child born out of wedlock to out to missile range. They can decapitate an
Juana Ibargueren. At the age of 14 she left for attacker with one blow.
Buenos Aires hoping to make her career in the Soc Hop: While playing his guitar, all who are
theatre. Eventually she became a leading actress on in thrown range must roll Great on Sanity or else
the radio. Though barely literate, she cultivated a gyrate their hips, dancing with the nearest partner.
series of upwardly mobile affairs with important They are unable to run, or do any other physical
men, until she became the wife of Colonel Juan action until they can no longer hear the music.
Peron. Soon after, Peron became President- Materialize: Three time per day, Elvis can
Dictator of Argentina. She hated the rich who had become corporeal for up to three hours at a time.
snubbed her all her life, and championed the poor History: (1935 — 1977) Born to a poverty-
whom she called los descamisados (“the shirtless stricken family in Mississippi, Elvis was a surviving
ones”). When she died of cancer of the uterus at twin. He received a guitar for his eleventh birthday
age 33, many Argentineans mourned her as a saint. when his family could not afford to buy him the
bicycle he wanted. Elvis loved the gospels and
spirituals of his native south. When he turned to
Presley, Elvis Rock and Roll, he naturally incorporated much of
that sound into his singing.
Type: Good Lost Soul Though Elvis projected a bad boy image with
Consistency: Incorporeal his long black hair and leather jackets, he was
Defense: Great deeply religious and devoted to his mother. He was
WTL: 100 also committed to American ideals, and willingly
Regenerates: 20 WTL per turn served his country in the armed forces.
Abilities: Superior Charm, Great Entertain In 1955, “Colonel” Tom Parker became his
Appearance: Tall, dark-haired man with a soft manager. With Elvis’ sexy good looks and swinging
southern accent. He has hooded eyes, pouting lips hips, Parker knew he had found his money maker.
and an animal attraction that appeals to many He took a huge portion of the profits throughout
women. Elvis is fond of heavily sequined body much of Elvis’ career.
suits. He always carries a guitar and a microphone. Elvis was highly successful during his lifetime.
In 1957 he built a mansion for his family in

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Memphis, Tennessee, which he called Graceland. the Lord Chamberlain’s Men. He shared in the
By 1965 he was the highest paid performer in profits from his plays at the Globe and Blackfriars
music history. Elvis married a young woman Theatres and retired to Stratford-upon-Avon in
named Priscilla when she was 21. They had one relative comfort.
daughter, Lisa.
Elvis spent the last years of his life in a drug-
induced haze. By the age of 42 he had died of a Tzu-Hsi
heart attack.
Type: Evil Lost Soul
Consistency: Incorporeal
Shakespeare, William Defense: Good
WTL: 40
Type: Good Lost Soul Regenerates: 3 WTL per turn
Consistency: Incorporeal Abilities: Superior Bully, Great Charm, Good
Defense: Good Folklore
WTL: 60 Appearance: A short Chinese woman wearing
Regenerates: 15 WTL per turn silk trousers and tunic, richly embroidered slippers
Abilities: Awesome Entertain, Great Charm, and gold hair ornaments shaped like insects and
Superior Persuade flowers. She is about 50 years old and wears mask-
Appearance: About 35 years old, with thinning like make-up. The fingernails on her fourth and last
brown hair about shoulder length. He wears a gold fingers are over four inches long and are encased
earring in one ear and the fine clothing of an in jeweled sheaths.
English “man of substance” circa 1600. Personality: Though Tzu-Hsi can be very
Personality: Fun-loving, thoughtful and charming (she was extremely good looking in her
practical. Will Shakespeare is a solid friend and a youth); she is known for her unpredictable
good businessman. He enjoys the company of behavior, arrogance and hatred of foreigners.
others and they in turn feel honored to call him Motivation: To regain her beauty; to become
friend. Empress of the Afterworld.
Combat: Shakespeare learned the fine art of Combat: Tzu-Hsi is always accompanied by
dueling as an actor on the Elizabethan stage. He her two eunuch bodyguards, Ma and Su. They have
carries a sword, which does (Defense vs Good) x 4 Defense ratings of Great and do (Defense vs Good)
damage. x 6 damage with their huge swords. If she must,
Powers: Mistaken Identities: An ectoplasmic Tzu-Hsi will use her ghastly fingernails to gouge
copy of the victim is made. It is an exact duplicate the eyes of her attacker, doing (Defense vs Poor) x
of the other, only it feels an abiding friendship for 2 damage.
Shakespeare and will protect him from any harm. Powers: As Tzu-Hsi hurls abuse at the victims,
The character has the same abilities as the original, they immediately feel worthless and stricken with
except it has no supernatural powers. Shakespeare awe for (Will vs Great) x 10 minutes.
can use this power three times per day. History: (1835 — 1907) Born to a minor
History: (1564 — 1616) Shakespeare’s early Manchu mandarin, she became one of 3,000
life is sketchy. Born in Stratford-upon-Avon, he concubines and 3,000 eunuchs at the Imperial
married Anne Hathaway, but soon left his marriage court, whose lives were dedicated to the dissolute
bed to pursue his fortune as a teacher, soldier, Emperor, Hsien-Feng. She was the lowest class of
lawyer or apothecary. Shakespeare was eventually concubine, but she used her near-servitude station
drawn to the theatre and became an actor, and to gain entrance to the palace library, where she
then a playwright. intently studied the ancient scrolls housed there.
Thirty-eight plays are attributed to Eventually she befriended the Emperor’s 15 year
Shakespeare, including some of the most old wife, Niuhuru. When Niuhuru proved to be
performed works ever written, including Hamlet, barren, Tzu-Hsi was summoned to her master’s
Macbeth, Romeo and Juliet and Othello. From 1594 bed. Nine months later she gave birth to the
until 1613, Shakespeare both acted and wrote for Emperor’s only son, Tsai Ch’un.

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Tzu-Hsi desperately wanted to rule as regent Appearance: Tall and graceful, Oscar wears
through her little boy, and persuaded the Emperor velvet breeches and a short cape common to the
to name him heir. After Hsien-Feng died, the boy 1880s. He has languid eyes and shoulder length
was made Emperor and Tzu-Hsi and Niuhuru brunette hair. Oscar is amazingly witty, though
became co-regents. It soon became clear that Tzu- sometimes insensitive to the feelings of others.
Hsi did not want her son to have a mind of his own, Personality: Oscar loves being noticed and
and she weakened his will by encouraging all sorts adores luxury.
of debauchery. He died at the age of 19 from the Motivation: To find Lord Alfred Douglas, his
ravages of smallpox. She then suggested that her dear “Bosie.” Separated in life by Bosie’s father, the
nephew Kuang-hsu become Emperor; none dared Marquis of Queensberry, Oscar vainly searches the
disobey her. Outer Planes for the shade of this handsome young
The boy was terrified of the Dowager man.
Empress, and though he timidly tried to bring Combat: If set upon, Oscar will defend himself
reforms to China, Tzu-Hsi crushed his dreams for a with his sword cane, doing (Defense vs Passable) x
better world. Extremely xenophobic, she approved 4 damage.
of the Boxer Rebellion, a movement begun by a Powers: Oscar can leave the target of his
group of thugs who were violently anti-foreign. cutting wit dumbfounded for (Intelligence vs
With her encouragement, they began to torture Great) minutes.
and kill all Europeans and Chinese Christians. History: (1854 — 1900) Wilde was born in
When asked to abdicate and return control to Dublin, Ireland. He attended Oxford, and settled in
Kuang-hsu, she laughed in the faces of her London, where he soon became the rage of high
ministers. society. He wrote art criticism, book reviews and
Appalled by the massacres, foreign gave lectures before turning to play writing. As a
governments made plans to invade China and young man, Wilde was decidedly heterosexual, and
rescue those who were holding off the attackers. married in 1884. He and his wife had two sons, but
An international force landed and began to march domestic life was not for him. Eventually, he
on Peking. The Empress buried her treasures and became involved with young men. This interest
disguised herself as a peasant before leaving. grew into a long lasting relationship with young
Fortunately for her, peace terms were agreed upon Lord Alfred Douglas, called “Bosie” by his friends
shortly, and she was allowed to return to the and family.
palace to live out her last days. The two men kept their relationship discreet
and it probably would have continued happily had
it not been for Bosie’s father, the 8th Marquis of
Wilde, Oscar Queensberry. After the Marquis made public
remarks about his sexuality, Wilde felt he had no
Type: Neutral Lost Soul choice but to take him to court for criminal libel.
Consistency: Incorporeal Unfortunately for Wilde, it could be proved that he
Defense: Good was engaged in homosexual activity — a serious
WTL: 30 crime in that day and age. He was arrested, and
Regenerates: 5 WTL per turn eventually sentenced to two years of hard labor.
Abilities: Superior Entertain, Good Artistry, After his release, Wilde lived in France and
Great Charm Italy. Eventually, he and Bosie were reunited.

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Haunted Places
A World of Spirits Sam Scarum
Lost souls quickly learn that they are not the Type: Neutral Lost Soul
only spirits stalking the Earth. The world is Consistency: Incorporeal, translucent
populated with more ghosts than the living could Defense: Great
ever imagine. Haunted places abound, and this WTL: 26
chapter explores just a few. Abilities: Great Agility, Good Strength
Appearance: Sam stands nearly seven feet tall
and is extremely thin. He wears a dusty frock coat
Scarum & Fraidy’s and a high top hat which makes him even more
imposing. Besides being co-owner of the circus,
Three Ring Circus Sam acts as the ringmaster and lion tamer. He
carries a whip in one hand and a chair in the other.
Personality: Calculating and shrewd.
Scarum & Fraidy’s Three Ring Circus travels Motivation: To bully lost souls into becoming
throughout the Afterworld, bringing entertainment part of the circus. Those who do not have a
(of a sort) to those who stumble into the marketable talent will be put to work as
grandstands. The only problem is, the members of roustabouts.
the circus find it difficult to let their adoring public Combat: Sam attacks with his whip for
go. (Defense vs Good) x 3 damage and may use his
The circus consists of three tattered tents chair as a club for (Defense vs Good) x 2 damage.
faded with time and use, four large wagons (used Powers: Showbiz: This supernatural power
for transport and living quarters) pulled by eight makes a victim want to run away and join the
nightmares and the usual motley of circus circus. The victim will slavishly devote himself to
performers. The smell of sawdust, greasepaint and Sam Scarum for (Will vs Great) hours. This power
stale popcorn permeate the air, and most is neutralized if the victim is taken outside the
characters will feel a nostalgic tug at their circus.
heartstrings when they hear the faint sounds of the Summon Lions: By cracking his whip and
circus calliope. calling “Here, Sheba! Here, Leo! Here, Queenie!”
The circus is an incorporeal realm created by Sam can summon three supernatural lions who
Sam Scarum and Filo Fraidy when they died in a will then attack anyone who is not holding a whip
circus fire. It appears only at night. At daybreak, or chair. The lions have Great Defense and attack
the circus shifts to an Outer Plane, and those lost three times per turn with their claws and bite,
souls visiting the circus will find themselves doing (Defense vs Passable) x 4 damage with each.
trapped inside until its next manifestation on
Earth. Don’t tarry over your popcorn!
Filo Fraidy
Type: Good Lost Soul

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Consistency: Incorporeal Motivation: Besides riding her beloved


Defense: Passable nightmares, Nelena’s only other pastime is hurting
WTL: 28 men.
Abilities: Superior Agility, Good Strength Combat: Nelena attacks with her riding crop,
Appearance: Filo Fraidy is a chubby man who doing (Defense vs Poor) x 2 damage. Her
wears clown makeup and a baggy white suit with nightmares can attack for her.
large red pompoms. Filo is extremely agile, and can Powers: Horse Sense: Nelena has a telepathic
tumble, walk on top of a ball and do other tricks. link with the nightmares when she is in physical
He loves the adoration of the crowd and if he does contact with them. She can command her steeds to
not receive applause for his tricks he will break attack the party, or may send one of them to do a
into heart wrenching sobs. Those who witness this specific action (such as “trample the medium”).
behavior must roll Great on Empathy or else fall Nelena can control two nightmares if she stands
into despair themselves. upon their backs and holds the reins of each.
Filo is half owner of the Barebones & Fraidy Throw a Shoe: Unlike many spirits, Nelena is
circus, though he nearly always defers to Sam. immune to iron. All of her nightmares wear iron
Motivation: To hear applause for his tricks, shoes, and she can use a special power to make
and to please Sam, his partner. Filo doesn’t want to them “throw a shoe” in the direction of her
hurt anyone, but he is reluctant to lose his attacker. The iron shoe does (Defense vs Passable)
audience, and he certainly would not like to go x 3 damage. The target cannot use any
against Sam’s wishes. supernatural powers for a number of turns equal
Combat: Filo prefers to run away if attacked. to the amount of damage taken.
He will use his tumbling ability to avoid being Queen of the Circus: As long as Nelena wears
injured in a fight. her rhinestone tiara, she can cause everyone to
Powers: Laughter: All targets in the local area gaze at her adoringly for (Will vs Great) x 5
will be struck with side-splitting laughter for minutes. During this time, her victims can neither
(Sanity vs Great) x 2 minutes, during which time look away nor harm her.
they are incapable of any violence. Filo will use this
opportunity to escape.
Dancing Bear: Causes one victim to behave as The Flying Gremlins
a dancing bear for (Will vs Passable) x 5 minutes.
Type: Neutral Entities
Consistency: Incorporeal, solid-looking
Nelena and her Nightmares Defense: Great
WTL: 19
Type: Evil Lost Soul Abilities: Superior Agility, Superior Fly
Consistency: Incorporeal, luminous Appearance: Three feet tall, with scaly skin,
Defense: Good tails and bulging red eyes. The Flying Gremlins
WTL: 26 have large bat-like wings that allow them to swoop
Abilities: Great Agility, Good Strength, down from their perches to harass passersby.
Superior Ride There are seven Gremlins, all family members.
Appearance: Nelena is twenty-five years old, Their names are Rot, Blot, Spot, Blur, Slur, Greezy
with long black hair, flashing eyes and a stunning and Snare (the later two being the parents of this
figure, which she shows off to good advantage in a unholy spawn).
skin-tight body stocking. Atop her head is a Personality: Greezy, the matron of the family,
rhinestone tiara. Nelena invariably appears on is extremely protective of her brood. Snare is not
horseback. as attached to his children, and is more interested
Personality: Cold-hearted and daring. Nelena in tormenting unwary lost souls. Rot is their cruel
dislikes men, but she enjoys toying with their and vicious son. Blot, their second son, is slovenly
affections. Her only love is for her pet nightmares. and slow. Spot, their eldest daughter, is whiny and
mean-spirited. Blur, another son, is quick-moving

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and temperamental. Slur, their youngest daughter,


is morose and pessimistic. Delbert Dimswitch, Curator
Combat: The Flying Gremlins use their flying
ability to swoop down and play tricks on people. Type: Evil Person
They may cover their victims’ eyes, put noxious Consistency: Material
substances in their hair or pinch them with their Defense: Good
talons. If cornered, they will bite for (Defense vs WTL: 15
Poor) damage. They carry four darts each which do Abilities: Superior Intelligence, Poor Run,
(Defense vs Good) x 2 damage. Superior Occult
Appearance: About 35 years old, Delbert is
one of the youngest curators to oversee a museum
Adventure Idea of this size and quality. He is immensely proud of
this fact, and has an arrogant air about him.
Sam discovers an item that allows him to Delbert weighs well over 300 pounds and has
mutate lost souls into hideous freaks. This thinning, brown hair. A pair of green-tinted glasses
“ectoplasm shaper” also warps supernatural hang around his neck. With them, he can spot
powers so they often misfire or are greatly invisible creatures, including ghosts. He often
decreased in effectiveness. He hopes to take his wears formal clothing nearly 40 years out of
freak show on the road for the amusement of fashion and habitually carries a sword cane. This
powerful demons and fiends everywhere. It’s up to cane will make ghosts uneasy for no apparent
the party to stop him and destroy the supernatural reason — until the sword is pulled from its sheath,
artifact. They suspect that it must be close to the revealing a blade made of enchanted iron.
victims to maintain its effects — but where is it Delbert became interested in the arcane arts
hidden? when he started working with old objects. Many of
them, he discovered, were infused with great
power. By manipulating this power, Delbert plans
Lost Souls to steal artifacts from other museums until he
becomes the greatest arcane scholar of all.
at the Museum Personality: Suspicious and arrogant. Delbert
is half-convinced that people are making fun of
him, just like they did in school. He uses his
The city museum was built in 1888 and few intelligence and community standing to cow them
architectural changes have taken place over the to his will.
years. Rooms are spacious, tall and airy. Skylights Combat: Delbert isn’t much of a physical
provide most of the illumination, so if it is overcast fighter, but he will use his enchanted sword cane to
or dark, the rooms are especially shadowy. defend himself, doing (Defense vs Poor) x 4
The museum is made up of many chambers damage to material and incorporeal beings alike.
leading into each other. Stairways at either end Powers: Montezuma’s Revenge: By taking a
lead upstairs and into the basement. There is a pinch of brown powder from a snuff box and
cloakroom, deli, gift shop and ticket booth as well blowing it at his victims, Delbert causes everyone
as bathrooms on each floor. Locked doors marked to fall to the floor with intense cramps for
“For employees only” lead into storage units, repair (Strength vs Great) x 2 minutes. It works on
centers and a small study unit for visiting scholars. material and incorporeal beings. He carries three
Rooms are typically arranged by era (such as pinches.
Prehistoric) or subject (Costumes). There is very Napoleon’s Curse: By thrusting one hand
little art, though there are some statues and other inside his coat, pointing his other at the victim and
beautiful objects. Nearly all exhibits are encased in declaring loudly in a French accent, “I weel be
glass. Emperor!” Delbert causes the victim to believe that
he is Napoleon Bonaparte for (Will vs Great) hours.
The victim will be intent on finding Josephine and
defeating Wellington at Waterloo. He will suspect

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fellow players of being English spies or rebels. hidden in the folds of her dress. Avoiding the asp’s
Delbert can attempt this power once per hour. bite requires a Good Dodge roll. Anyone bit is
Headsman: By making a chopping motion and paralyzed for (Stamina vs Great) x 2 hours. Each
shouting, “Off with his head!” Delbert causes the hour, the victim loses one WTL. The antidote is an
victim’s head to immediately detach from his body. ancient Egyptian herb called tifys; remnants of this
The head cannot be reattached for (Stamina vs grassy herb can be found in a jar behind one of the
Great) x 2 minutes. During this time, the body is at many glass cases in the Egyptian room. The asp
-2 columns on all actions, and the head is will follow Tiat’s mental commands.
completely defenseless. This power can be used on
incorporeal beings once every four turns.
Pierre LaTerre, Nobleman
Tad, Night Watchman Type: Neutral Lost Soul
Consistency: Incorporeal, translucent
Type: Good Person Defense: Superior
Consistency: Material WTL: 16
Defense: Good Abilities: Great Agility, Good Charm
WTL: 27 Appearance: A handsome courtier of the
Abilities: Passable Intelligence French Court from the time of the French
Appearance: Tad is 23 years old, but looks Revolution. Pierre is proud of his stylish clothes,
younger. He wears a security guard uniform and carefully powdered wig and ribboned boots. He
carries a radio and heavy flashlight. carries perfumed handkerchiefs and enjoys sharing
Personality: Good-natured and easy-going. clever witticisms. He should not be
Somewhat gullible. He has a penchant for comic underestimated, since his skill as a swordsman is
books and Nintendo. very high. Pierre was beheaded during the
Combat: Although Tad has learned a lot about revolution, and wears a bloodstained scarf around
arcane lore and supernatural powers from his his neck; if it is removed, his head will tumble to
comic books, he cannot fight incorporeal beings. his feet. He can still function and control his body
as long as he can see it.
Pierre LaTerre is doomed to wander the
Tiat, Egyptian Princess afterlife in search of a compromising letter he sent
to a young married woman. He swore that he
Type: Good Lost Soul would destroy it so her husband and father would
Consistency: Incorporeal, solid-looking never know of their affair. Though all the other
Defense: Poor protagonists in the story are long dead, he must
WTL: 24 continue his search. He knows the letter must be
Abilities: Great Agility, Superior Charm hidden nearby since he has been haunting the
Appearance: A lovely woman wearing sheer museum for several years, but so far he has not
cotton robes, a dark curly wig and sandals. located it.
Bracelets and necklaces of gold and gems adorn Combat: Pierre fights with a rapier, doing
her. Her golden skin shines with perfumed oil. (Defense vs Great) x 4 damage.
Tiat died of a wasting disease centuries ago
and was embalmed. Her remains are displayed in
the museum. Tiat cannot rest until her bones are Special Items
properly disposed of by burning them in a funeral
pyre. Plans to unwrap her mummy mortify her, and Giant Ground Sloth: This huge skeleton of a
she fears she’ll never be freed from the afterlife. prehistoric ground sloth stands in the main entry
Personality: Gracious and sensual. hall, towering over visitors. Delbert has infused it
Combat: Though Tiat carries a ceremonial with a semblance of life which he can activate at
dagger, which does (Defense vs Passable) x 2 will to fight for him. The semi-material sloth
damage, a more dangerous weapon is a small asp

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skeleton has a Defense of Great and does (Defense


vs Poor) x 8 damage with its massive, bony claws.
Mirror of Helen: Once owned by Helen of Troy.
School of the Damned
If two people look into this mirror at the same
time, one of them will become utterly vain while This evil realm brings a shudder to every lost
the other will become utterly enthralled with the soul who ever went to school. The brick building
vain person. manifests itself on Earth only between the months
Tibetan Book of the Dead: This original of September and June; at other times it stands
manuscript contains information on many demons empty in the Abyss. It is made of extremely hardy
and fiends found in the afterlife. Unfortunately, it is ectoplasm; in fact, it is not harmed by sunlight at
written in an ancient script and an Awesome all, and lost souls who enter it are likewise
Languages roll is need to find a specific reference. sheltered from the sun. The school is always dark,
Marco Polo’s Slippers: These delicately dismal and smells faintly of urine. Its institutional
embroidered Chinese slippers were given to Marco green corridors, lined by battered lockers, all look
Polo in gratitude by an Asian alchemist. Marco Polo the same and twist according to the rules of non-
supplied the man’s granddaughter with an herb, Euclidean geometry. Once inside, it takes an
found on his many travels, and cured her of the Awesome Direction roll to find the front door
plague. Whoever wears these slippers will again. One roll is allowed every ten minutes.
unerringly find his destination simply by stating Lost souls grow younger by one year for every
the name of the place. He can walk seemingly ten minutes they stay in the school, until the
forever, since the slippers never wear nor does he character reaches the age of three. Characters who
grow weary. The slippers do not speed up travel in become toddlers may be trapped in the
any way. The slippers can only be used for specific kindergarten forever. If they manage to find their
places. If you said, “Take me to the Grotto of way out, the characters will quickly resume their
Ghosts,” they would do so, but if you said, “Take me original age and abilities.
to the nearest group of lost souls,” they would not The School of the Damned was created by the
work. The slippers have a dual consistency and a tormented souls of every child who has ever
Karma Cost of 4. suffered the nightmare of a public education.

Adventure Idea Peter Kurten, Bus Driver


Delbert has discovered a terrible artifact: a Type: Evil Lost Soul
jade cup used by ancient Aztecs in their horrible Consistency: Incorporeal, solid-looking
blood-spilling rituals. Whoever drinks from the cup Defense: Great
becomes a vampire, including lost souls (the cup WTL: 42
has a semi-material consistency). Those who drink Abilities: Great Agility, Good Strength,
from it must follow Delbert’s bidding. He has a half Superior Mechanical
dozen vampires hidden in the Egyptian Mummy Appearance: Similar to Peter Lorre in build
room and plans on loosening them against his and coloring, Kurten speaks with a slight German
colleagues soon — and who knows? Maybe the accent. Seemingly kind-hearted and normal, Kurten
world! is actually a raving maniac. He wears coveralls with
Lost souls who drink blood from the cup will pockets full of all sorts of useful tools, including a
immediately become material and can touch the claw hammer and scissors.
living. They can revert to an ectoplasmic form at Personality: A psychopath who enjoys
will. Of course, they are also vampires and need to inflicting terror in the hearts of lost souls.
feed on the living. They can only be cured if they Motivation: To take lost souls to their doom
drink distilled water from the cup. The Tibetan (that is, to the School of the Damned).
Book of the Dead relates the secret of the cup. Combat: Kurten will use his hammer and
scissors to attack for (Defense vs Good) x 2
damage. He can run his bus over groups of

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characters. Each character must make a Good those who fail or who don’t cover their ears must
Dodge roll; those who fail take (Defense vs make Will rolls.
Superior) x 2 damage. On an Awesome or Superior Will roll, the
Powers: Kurten drives a bus which reads, “St. character is unaffected. On a Good or Great roll, the
Mary’s School” on the side. It is full of sweet-faced character feels nauseous and disoriented until
children. Kurten will offer to drop the players off leaving Eliot’s presence. On a Passable or Poor roll,
wherever they’d like to go. Once inside, he’ll show the character finds deeper meaning in the story,
his true colors by driving like a bat out of hell to and will follow Eliot around in a daze until forcibly
the school. Inside, the “children” will reveal removed.
themselves to be mean-spirited gremlins. There On an Inferior or Feeble roll, the character
are ten of them, and they are extremely fast (which falls into a deep stupor for 2 hours. On a Pathetic or
gives them two actions per turn). Their objective is Catastrophic roll, the character is completely
to prevent the shanghaied players from interfering enthralled by Eliot’s prose, and immediately runs
with Kurten until he reaches the school, a short off to enroll in the school as an English major.
drive of about five turns. They pull hair, pinch, bite
and try to impede the characters by sitting on
them, or covering their eyes. Miss Margaret Templeton
Type: Neutral Lost Soul
George Eliot, Principal Consistency: Incorporeal, translucent
Defense: Great
Type: Neutral Lost Soul WTL: 18
Consistency: Incorporeal, solid-looking Abilities: Superior Intelligence, Superior
Defense: Passable Strength
WTL: 33 Appearance: Tall and thin, Miss Templeton has
Abilities: Great Intelligence a sharp nose, long chin and beady eyes that miss
Appearance: This formidable woman with iron nothing. She wears her brown-brown hair in a bun,
gray hair wears a hoop-skirted dress and shawl. and dresses in drab browns and blues. Her
She holds a book. whalebone corset gives her high Defense.
Personality: Unresponsive to queries, George Personality: Intimidating. Miss Templeton is
goes about her business. Mary Ann Evans is extremely suspicious and grumpy. She has a
considered one of the first modern novelists. fondness for apples, and will be very helpful to
Writing under the pen-name George Eliot, she anyone who gives her one.
authored many stories, among them the timeless Motivation: To instruct.
Adam Bede and Silas Marner. Though greatly Combat: Miss Templeton has an assortment of
admired during her lifetime, George Eliot is now weapons. First, she can whack unruly adventurers
considered (by some) to be one of the most boring with her ruler for (Defense vs Great) x 2 damage,
of the classical writers. but if matters are particularly grave, she’ll reach
Motivation: To read the deathless prose for her paddle which does (Defense vs Great) x 3
written by her own hand. damage. She can also hurl erasers for (Defense vs
Combat: If forced into a physical Good) damage. Miss Templeton is very strong, and
confrontation, George will grab her victim’s ear. can even wrestle minor demons to the ground to
The target must make a Great Dodge roll to avoid give them a thorough spanking.
her grasp. Each turn, including the turn he is Powers: Intimidate: For (Will vs Great) x 5
grabbed, the character will take (Stamina vs minutes, the players will live in mortal fear of Miss
Superior) damage from being shaken. Templeton. They will do whatever she says, and
Powers: When approached, George Eliot will will not oppose her. Most likely, she will sit them
intone, “I will now read from my greatest novel, down for a long lesson.
The Mill on the Floss.” Characters who cover their Miss Templeton can answer questions about
ears must roll Great on Quickness to do so in time; the past and present. She will do this readily if she

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is given an apple, or if the players volunteer to beat Combat: The Hall Monitor uses a whip for
erasers or some similar chore. (Defense vs Great) x 2 damage and a tazer, which
stuns characters for (Defense vs Good) x 2 minutes.
He’ll try to drive lost souls into the detention room
Professor Gleeson in the basement where he will lock them in.
Notes: If the players manage to set off the
Type: Evil Lost Soul main bell (situated in the principal’s office) the
Consistency: Incorporeal, vaporous Dreaded Hall Monitor will not bother them. A fire
Defense: Passable alarm will not work; the Dreaded Hall Monitor will
WTL: 17 simply appear and tell them that it is “against the
Abilities: Great Intelligence rules to falsely ring the fire alarm.”
Appearance: Short, with dark hair and thick
glasses, Professor Gleeson smells faintly of sulfur
and always wears a white lab coat. Golden Ghouls
Personality: A devious mad scientist.
Motivation: To use hapless lost souls as Type: Evil entities
subjects for his “science projects.” Consistency: Incorporeal, luminous
Combat: Gleeson has five giant rats which he Defense: Good
controls via mind link. They have Good Defense, 5 WTL: 14
WTL and attack with sharp teeth for (Defense vs Abilities: Great Speed, Poor Intelligence
Poor) damage and claws for (Defense vs Poor) Appearance: About three feet high, these
damage. ghouls seem to glow with a dull gold sheen. They
Powers: Gleeson’s circular laboratory has run in packs of six or more, and scamper about at
been converted into a giant centrifuge. It can be great speeds.
spotted by a Superior Alertness roll. Any lost souls Personality: Mean-spirited.
in the room when it is turned on will be flattened Motivation: To torment lost souls.
against the spinning walls until the centrifuge is Combat: Golden ghouls have an attack skill of
turned off. It takes a Great Strength roll to break Poor, and a damage multiplier equal to the number
free. of ghouls in the pack. Thus, a gang of six ghouls
Gleeson is almost completely blind without his would do (Defense vs Poor) x 6 damage each while
glasses. He will break off his mind link with the rats a golden ghoul on his own would do only (Defense
and stop all other actions to find his glasses if they vs Poor) x 1 damage.
are removed. A Superior Brawling roll can break a Golden
ghoul’s bones. Broken ghouls are completely
useless.
The Dreaded Hall Monitor Powers: By causing their skin to glow brightly,
Golden ghouls blind their victims for (Stamina vs
Type: Evil Entity Good) x 3 minutes. The victims may find
Consistency: Incorporeal, solid-looking themselves shoved into lockers or their heads
Defense: Great thrust into toilets. Golden ghouls may also use their
WTL: 20 Gang power to cause lost souls to cower before
Abilities: Superior Speed, Superior Agility them for (Strength vs Great) x 2 minutes.
Appearance: A grim-faced man wearing a
white suit with a golden sash, which reads,
“Dreaded Hall Monitor” on it. He carries a whip in Adventure Idea
one hand and a tazer in the other.
Personality: Grim and uncompromising A young bully snatches away a vital clue or
Motivation: To keep lost souls from leaving artifact from the party. To get it back, they must
the school before the bell rings. To take them to enter the School of the Damned and retrieve it
detention. before the school becomes their new home.

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spirit of Al Capone, the man who ordered their


Alcatraz deaths, is delivered to them. Of course, Al has other
ideas. Can the players avoid being caught in the
middle of a ghostly gangster war?
Once the most feared American federal
penitentiary, Alcatraz is today a tourist attraction.
Located in the middle of San Francisco Bay, it was
first used as an Army fort and prison. In 1934 it
Cassandra’s
became a penitentiary where the most hardened
criminals were sent.
House of Apports
Alcatraz is a large compound consisting of the
prison itself, a loading dock and living quarters for This small store, visible only to incorporeal
the guards and their families. Inside, the cells are beings, is stocked with a variety of goods: small sea
small and uncomfortable. The most notorious cells creatures, pebbles, fruit, linen handkerchiefs, eggs,
are found in Block D. Numbered 11, 12, 13 and 14, coins, old newspapers, mice, jewelry, seeds, books
unruly prisoners were thrown in these “holes” for and flowers — just about anything small and
days or even years until they went stark, raving portable. The proprietor is a sweet-faced young
mad. woman with blond hair and blue eyes. She’ll
Numerous escape attempts occurred before cheerfully answer any questions the players may
“the Rock” was closed in 1964. Many lost souls still have. The store is her realm, and appears only in
wander the shores of Alcatraz, desperately seeking shadowy alleys between two posh shops.
a way off the island. The most famous of these is Al Apports are items with an unusual nature.
Capone. They can be willed to materialize before the living,
though once materialized, they cannot be restored
to their incorporeal state.
Al Capone Apports cost from 1 to 6 Karma, depending on
their usefulness and complexity. Weapons are not
Type: Evil Lost Soul available.
Consistency: Incorporeal, translucent
Defense: Good
WTL: 32 Cassandra
Abilities: Great Bully
Appearance: A pudgy Italian with thinning Type: Neutral Lost Soul
hair and a large scar on his left cheek. He carries a Consistency: Incorporeal, solid-looking
banjo, which he plays softly. Defense: Passable
Personality: Seemingly genial, he has a quick WTL: 11
temper. He is proud of his heritage, is extremely Abilities: Good Bargain, Good Charm, Good
fond of his mother and loves a good cigar. Persuade, Great Repair, Good Intelligence
Motivation: To escape Alcatraz. Appearance: Tall, slim woman in her early
Combat: If threatened, Al’s banjo will quickly twenties. Cassandra has long blond hair and gray
convert into a Tommy gun. In a spray of bullets, it eyes. She wears a timeless black and white dress.
does (Defense vs Superior) x 5 damage. Al also Personality: Polite and helpful. Though
carries a stiletto which does (Defense vs Passable) Cassandra wants to move her merchandise, she
x 2 damage. would never cheat a patron.
Motivation: To sell apports.
Combat: Cassandra is young and strong, but
Adventure Idea does only (Defense vs Poor) damage with her small
fists.
The victims of the St. Valentine’s Day massacre
are back in Chicago and causing all sorts of havoc
in the afterlife. They will only be pacified if the

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Powers: Ostentatious Display: With this


Adventure Idea power, King Henry can cause the illusion of
bustling courtiers, a gigantic feast, jesters and all of
Even ghosts like to shop once in a while. Let the trappings of a Tudor style court.
the players stop in, browse, and devise creative Royal Command: The king demands that the
new ways to employ the seemingly useless items victim perform a simple action, such as “Bow
they purchase. down!” or “Leave at once!” The victim must make a
Great Will roll or else obey the command
immediately.
Hampton Court Greensleeves: By singing this lovely ballad,
King Henry will attract a targeted female to his
side. The woman must be known to King Henry or
This beautiful palace was given to King Henry else in his line of sight. At the end of the tune, she
VIII by Cardinal Thomas Wolsey. Located on the will be completely enamored with the King, and
banks of the Thames, it is only a short drive from agree to his wishes. The victim is allowed a Good
London. The Queen sometimes allows honored Will roll to resist the power.
people to live in the palace rent-free. Tour buses
visit the grounds daily.
Mistress Sibell Penn
King Henry VIII Type: Good Lost Soul
Consistency: Incorporeal, vaporous
Type: Neutral Lost Soul Defense: Passable
Consistency: Incorporeal, solid-looking WTL: 15
Defense: Great Abilities: Poor Charm, Superior Medical
Regenerates: 8 WTL per turn Appearance: A middle-aged woman, once the
WTL: 45 nurse of young King Edward, Henry VIII’s son and
Abilities: Superior Bully, Superior Bargain, heir. Her once beautiful face is scarred by smallpox,
Great Entertain, Good Ride, Passable Brawling, and she wears a long gray cloak to hide her visage.
Great Charm Mortals who have glimpsed her at Hampton court
Appearance: King Henry appears as he did have dubbed her the Lady in Grey.
when in his early fifties. He wears a tunic of gold Personality: Kind-hearted. Mistress Penn loves
brocade over white hose and slippers. A loose cape children and will do anything she can to help them.
trimmed with ermine is draped over his shoulders, Motivation: To care for the sick and helpless.
and on his head is a small, flat cap decked with Combat: Mistress Penn prefers not to fight.
white feathers. He wears several jewels, including Notes: Mistress Penn carries herbal nostrums
rings on his fingers, a chain around his neck and a and remedies which may help heal the wounded. A
bejeweled scabbard on his belt. King Henry wears character she attends to will recover (Passable vs
his blond hair and beard short. Though a Stamina) x 2 WTL.
handsome man in his youth, Henry has become
overweight and is troubled by gout.
Personality: When in good spirits, King Henry Catherine Howard
is fun-loving, with an appreciation for music and
sports. He is a fine musician in his own right and Type: Neutral Lost Soul
likes to dance and sing. However, he can be cruel Consistency: Incorporeal, translucent
and tyrannical if he is denied his pleasures. Defense: Poor
Motivation: To gain homage from his subjects. WTL: 25
To defeat the French. Abilities: Superior Charm
Combat: Though Henry may grow quickly Appearance: Short and slight, she has dark
winded, he is a good swordsman and can defend hair and eyes. She is dressed in a lovely court dress
himself readily. of the era, and carries her head in her hands.

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The fifth wife of Henry VIII, Catherine Howard keep her by his side forever. The characters must
was accused of adultery and arrested at Hampton find a way to return the tourist to her tour group
Court. She broke from her captors and went before she is wed to King Henry — or beheaded for
screaming down a gallery to find her husband and treason for refusing.
ask for forgiveness. Her pleas found no mercy, and
she was beheaded at the Tower of London. She
now haunts the palace where she lived her
happiest days.
Widowmaker Ranch
Personality: Fun-loving and flirtatious.
Motivation: To charm men. To mortals, the Widowmaker Ranch looks like
Combat: Catherine Howard does not fight. a deserted pile of windblown shacks. But to those
who can see into the Afterworld, the true
appearance of the ranch is revealed as a well-
Sir Christopher Wren tended equestrian center. All those who enter the
realm of the Widowmaker Ranch are protected
Type: Good Lost Soul from the sunlight that beats down upon its dusty
Consistency: Incorporeal, translucent ground. It is permanently anchored on Earth.
Defense: Passable The ranch is managed by Hoot McFarley, a
WTL: 30 crusty old horse wrangler and the creator of the
Abilities: Great Intelligence, Superior ranch. He made it when he died while breaking in
Mechanical an ornery bronco. Here lost souls can rent ghostly
Appearance: A soft-spoken man dressed in steeds or nightmares. Hoot charges 1 Karma for
fancy dress of the early 1700s. He wears a large the use of a horse, or 3 Karma for a nightmare. He
wig of curly brown hair. He died at Hampton Court may also be persuaded to trade the use of a steed
while overseeing its renovation. for an item or favor.
Sir Christopher Wren is considered one of the
greatest English architects. After the great Fire of
1666, he was responsible for rebuilding more than Hoot McFarley
50 churches, including the famous Saint Paul’s
cathedral. Type: Neutral Lost Soul
Personality: Thoughtful and precise. Consistency: Incorporeal, solid-looking
Motivation: To build fantastic structures. Defense: Passable
Combat: Sir Christopher fights with his fists WTL: 33
for (Defense vs Poor) damage. Abilities: Superior Ride, Superior Tame, Good
Powers: Four times per day, Sir Christopher Aim
has the power to create ectoplasmic walls of Appearance: Beneath his ubiquitous Stetson
granite. These walls can be up to forty feet tall, ten hat, Hoot has short, graying hair and white facial
feet thick, and one hundred feet long. They can be stubble. His blue eyes squint from the leathery
made into any sort of structure, including a vault to folds of his skin. He always wears plaid shirts (blue
entomb his enemies. The walls last until breached cotton in summer and festive red flannel in
or destroyed by sunlight. winter), jeans, and cowboy boots. When not
The great architect also has the power create kicking the sod, he’s astride his favorite horse,
and throw ectoplasmic bricks for (Defense vs Lucifer’s Shadow. He claims Lucy is the fastest
Good) x 3 damage. horse in the afterlife, but the horse will let only
Hoot ride her.
Personality: Crotchety and abrupt. He can’t
Adventure Idea abide anyone wasting his time.
Motivation: To take care of his animals. To
A tourist mistakenly wanders into a pocket in maintain the ranch.
time and is confronted by King Henry. He is Combat: Hoot carries a double barrel shotgun
smitten by her charm and beauty and intends to which does (Defense vs Good) x 7 damage. He has

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Chapter 15: Haunted Places

no trouble shooting both barrels at anyone who missed a shot . . . and no one he’s ever shot at is
threatens him. He can use his lariat to rope and hog around to dispute this claim. He does (Defense vs
tie attackers. Characters must make a Good Dodge Superior) x 5 damage with his rifle and revolver. If
roll to avoid the rope, and if hit, must make a forced into hand-to-hand combat, he will use his
Superior Strength roll to escape or else find captured Comanche war club for (Defense vs Good)
themselves hog tied in fifteen seconds flat. x 3 damage.
Powers: The Dead Gun never needs to reload.
His bullets are dual consistency, and can affect
The Dead Gun incorporeal and material beings.

Type: Good Lost Soul


Consistency: Incorporeal, solid-looking Adventure Idea
Defense: Great
WTL: 40 There’s a new sheriff in town . . . only he’s big,
Abilities: Awesome Aim, Good Intelligence, mean and demonic. It will take the combined
Great Ride, Good Strength, Superior Track efforts of the characters and the Dead Gun to drive
Appearance: Cougar McAllister (nicknamed this varmint back to kingdom come.
“The Dead Gun”) wears a broad-brimmed hat, a
buckskin shirt and trousers, and well-worn
moccasins. A beaded band ties back his long black
hair and his tanned face is covered with a short
The Hospital of Horror
beard. Various belts hold a holstered Colt .45
revolver, a Comanche war club, a well-honed At the edge of a prosperous suburb stands a
throwing knife, and a beaded pouch containing graceful ten-story structure of stark white stone
ammunition. McAllister is never without his and silvered glass. A black marble slab at the foot
favorite weapon, a .30-30 rifle, and he rides a of the drive reads “Crystalbrook Hospital — A
trained pinto nightmare that he calls “Old Paint.” Facility for Healing.” Crystalbrook is known as an
Personality: Cougar McAllister is gruff and unconventional establishment, staffed by doctors
doesn’t have much in the way of manners, but he is skilled in the latest techniques of laser surgery, as
always willing to help those in need . . . if it won’t well as a complement of full-time astrologers and
take too much time away from his hunt. He often other non-standard healers and counselors. The
visits The Widowmaker Ranch to catch up on the hospital’s enormous glass-walled arboretum
news. houses a variety of decorative plants, along with a
Motivation: Former Montana mountain man well-tended crop of medicinal herbs.
Cougar McAllister became a lost soul after being Despite the air of peace and calm that
denied revenge on a band of renegade Indians. pervades Crystalbrook, the hospital does possess a
Returning from a hunting trip in the winter of dark side. At the heart of this darkness is the
1880, he discovered his family brutally murdered enigmatic figure of Dr. Li Chen. An herbalist and a
and his home burned to the ground. McAllister licensed doctor of acupuncture, he is well
tracked the renegades into the mountains, but a respected at the hospital, having been responsible
violent storm swept in from the north, and both he for many impressive cures. His charm adds
and the renegades were frozen to death. For over favorably to his reputation.
one hundred years the chase has continued. Unknown to the hospital’s administration, Dr.
McAllister’s specific purpose is to avenge the Chen is equally popular with his other associates, a
murders of his wife and family. In the greater shadowy society known as the Brotherhood of the
scheme of things, he is fated to act as a balancing Red Skull. Dr. Chen’s renown in the Brotherhood is
force, keeping the minions of evil from gaining the vast, for he is acknowledged as one of its greatest
upper hand in the Afterworld. necromancers.
Combat: The Dead Gun prefers ranged combat, Dr. Chen has, for some time, been recruiting
and the greater the range, the better. He is an cadavers from the hospital’s morgue for the
instinctive marksman and claims never to have Brotherhood’s entertainment. Lately, desiring

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fresher subjects, the doctor has expanded his follow his direct commands or obey a series of
enterprise, choosing likely-looking patients to simple instructions. As long as Li Chen is alive, his
make first into corpses, and then into zombies. zombies will obey his orders only.
Dr. Chen also maintains an alliance with the Power Shield (Uses = 4): This power renders
hospital’s other vicious predators, a trio of crypt Li Chen immune to all supernatural powers for 6
lurkers that haunt Crystalbrook’s Intensive Care turns.
Unit. The crypt lurkers reap a rich harvest of souls
from the unit’s patients, and are always on the alert
for new victims. Foo
Dr. Chen’s constant companion, a Shih Tzu
named Foo, is very popular at Crystalbrook. Many Type: Neutral Entity
of the nurses favor the happy, tail-wagging Foo Consistency: Semi-material
with soup bones. No one has yet noticed that Foo is Defense: Passable
actually an animated skeleton in a cleverly tailored WTL: 20
zip-up dog suit. Abilities: Great Agility, Feeble Intelligence,
Inferior Strength
Appearance: Foo appears to be a normal dog.
Dr. Li Chen Only close examination reveals that he is actually
an animated skeleton in a cleverly-tailored zip-up
Type: Evil Person dog suit.
Consistency: Material Personality: Friendly, but very protective of Li
Defense: Passable Chen.
WTL: 35 Motivation: To obey Dr. Chen, and to keep him
Abilities: Great Charm, Great Knowledge, Good from harm.
Intelligence, Great Nature Combat: Foo’s only attack is his bite, inflicting
Appearance: Dr. Chen is a small, dapper man, (Defense vs Passable) x 2 damage. Note that as a
apparently in his late forties (he’s really 95 — one semi-material creature, Foo has no fear of
of the benefits of being a necromancer). In his ectoplasmic beings, and can attack (and be
office, he wears a neat bow tie and a spotless white attacked by) them.
lab coat, but at conclaves of the Brotherhood, he Powers: Foo has a form of the “Make Noise”
wears a red skullcap, a scarlet lined black cape, and power, which allows him to bark and whine as a
a scrap of faded orange bone on a neck chain. normal Shih Tzu.
Dr. Chen also wears, under his clothes, a
mystic belt of small bones that allows him to see
and hear ectoplasmic beings and objects. Adventure Idea
Personality: Calm and unhurried, no matter
what the circumstances. A loved one of a party member is seriously
Motivation: Although he conceals it well, Dr. injured in an automobile accident, and is taken to
Chen has a great lust for personal power. The Crystalbrook’s excellent emergency room. But this
ultimate expression of power is, to him, the slaying night, Dr. Chen is on call. With the help of his fellow
of an adversary, then the enslavement of the necromancers, he is in the process of building an
opponent’s reanimated corpse. undead giant from parts stolen from the morgue.
Combat: Dr. Chen is not a proponent of All he needs is a fresh brain. He plans to make the
physical combat. If pressed, he can wield the new patient an unwilling donor. Can he be stopped
acupuncture needles that he always carries, doing before the evil creation is unleashed upon the
(Defense vs Good) x 2 damage. unsuspecting world?
Powers: Animate the Dead (Uses = 6) As a
necromancer, Dr. Chen’s ability with this power is
exceptional. He can cause a human corpse to rise as
a zombie with (Defense vs Good) x 4 damage and
Superior Defense. Any zombie he creates will

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Chapter 15: Haunted Places

Abilities: Superior Agility


Theatre Royal Appearance: Dressed as a clown.
Personality: Likes to help young actors and
actresses succeed.
This famous home of many theater-loving Motivation: To help others.
ghosts can be found in Drury Lane, London. The Combat: Grimaldi fights bare handed, doing
present structure is actually the fourth theatre to (Defense vs Passable) damage.
stand on the site during its 300 year history. Powers: Dirge: Grimaldi’s sad song causes all
those who hear it to fall into despair for (Will vs
Good) x 10 minutes. Those affected are so certain
Daniel Paragon of failure, they will refuse to take any action that
requires an ability check unless absolutely
Type: Good Lost Soul necessary.
Consistency: Incorporeal, translucent
Defense: Great
WTL: 24 Charles Macklin
Abilities: Great Charm, Good Strength
Appearance: The Man in Grey wears a long Type: Evil Lost Soul
brown cloak, knee breeches and buckle shoes Consistency: Incorporeal, solid-looking
dating to the 18th century. He is a young man, with Defense: Great
a powdered wig and three-cornered hat. He wears WTL: 16
a sword and is a good duelist. Abilities: Superior Strength, Good Cunning
Daniel Paragon was a Georgian dandy who Appearance: A wizened old man, who is
was killed in a fight over a lovely actress. His body nevertheless physically strong.
was walled up in the theatre. He enjoys good Personality: Suspicious and mean-tempered.
acting, and is particularly fond of musicals. Mortals Motivation: To avoid being brought to justice.
who have seen him at the theater have come to call Charles Macklin killed his colleague, Thomas
him the Man in Grey. Hallam, during a brawl. He was never tried, and
Personality: Enjoys the arts, beautiful women died at the ripe old age of 107. He is sure that
and music. Hallam is somehow responsible for his ghostly
Motivation: To find his long-lost love, whom existence. He believes that other lost souls are
he hopes to spot reincarnated as a living actress. Hallam’s agents come to take revenge.
He likes to help actors, actresses and other patrons Combat: Although he gives the appearance of
of the arts. being weak and frail, Macklin is quite strong. His
Combat: If attacked, the Man in Grey will blackjack does (Defense vs Passable) x 3 damage.
defend himself with his sword, doing (Defense vs
Passable) x 4 damage.
Powers: Daniel Paragon is charming, and Adventure Idea
women who meet him must make a Great Charm
roll or fall for him; the lower the character’s roll, An old manuscript was recently found.
the more madly she loves him. If he so wills, his Thought to be written by Shakespeare, it relates a
touch can bestow good luck, granting the recipient Mephistophelean story. It’s scheduled to be
+1 to all abilities for 2 hours. reenacted for the first time at the Drury Theatre.
The real author of the play is Robert Minton,
now a lost soul. To create a completely authentic
Joe Grimaldi story of demons and possession, he consulted a
magician. When the man refused to impart his dark
Type: Good Lost Soul secrets, Minton stole his grimoire and used one of
Consistency: Incorporeal, vaporous the ceremonies in his play. When the play was
Defense: Great finished, he read through it, acting out the parts as
WTL: 21 he went along. The magical words caused the great

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fire of 1666. Robert Minton perished, but the


manuscript was somehow preserved. He enlists the Herne the Hunter
players to stop the play, and destroy all versions of
the manuscript. Type: Neutral Lost Soul
Consistency: Incorporeal, solid-looking
Defense: Good
Camp Foxglove WTL: 50
Abilities: Good Agility, Great Aim, Superior
Ride
Camp Foxglove is nestled near the base of Mt. Appearance: Herne wears a deer skin slung
St. Helens in Washington state. Partially destroyed over his shoulder, and a stag skull on his head as a
during the volcanic eruption in 1980, the camp has horned helmet. He rides a sleek brown horse and
been used only sporadically since. The forest carries a sword, quiver, bow and arrows.
service plans to revitalize the area or shut it down Personality: Herne rides wild in the forest, and
completely, depending on their resources. is very difficult to stop and talk to. The best thing to
The camp sits on the edge of Lake Bigfoot. do is to gather oak leaves and burn them. Herne is
Legend has it that an early sighting of the man- partial to the oak tree and the smell will attract
beast happened in the area. Most of the camp is him.
overgrown, its cabins dark and musty, morning Herne was the forest-keeper of Windsor Park
glories creeping in through their broken windows. during the 15th century. He committed suicide by
Still, the boat house has been maintained, and the hanging himself from an oak tree. That night a
master cabin, with its mess hall and infirmary, is in storm broke out and a bolt of lightening smashed
excellent condition. the tree. Ever since then, Herne’s spirit has ridden
madly about, ranging across all the forests of the
world. He can also lead the party to nearly any
Ranger Betty Baker place they’d wish to go.
Motivation: Herne’s Oak was made into
Type: Neutral Person furniture years ago, and the pieces sold. Herne
Consistency: Material searches the world to find and destroy the pieces
Defense: Passable of his oak tree so he might be freed from the
WTL: 20 afterlife.
Abilities: Superior Nature, Superior Animals, Combat: His arrows do (Defense vs Great) x 4
Good Folklore, Good Medical, Superior Track, damage, and his sword does (Defense vs Good) x 4
Awesome Traps damage. Anyone in his way must make a Good
Appearance: Betty is a short, horse-faced Dodge roll or else be trampled by his horse for
woman in her late forties. Her bright gray eyes (Defense vs Great) x 2 damage.
sparkle beneath a nest of lanky brown hair twisted
in tight braids. She wears a regulation forest ranger
uniform. A heavy flashlight hangs on her belt along
Jimmy Squarefoot
with a flare gun.
Personality: Spunky and adventuresome. Betty Type: Evil Lost Soul
doesn’t mind being alone, which is one of the Consistency: Incorporeal, solid-looking
reasons she volunteered to patrol Camp Foxglove. Defense: Good
She has lived and worked here for nearly three WTL: 17
years, almost forgotten by her supervisors. Though Abilities: Great Strength, Great Aim
she cannot sense supernatural creatures, she’s Appearance: An unkempt man with the head
aware that something is in the woods. and two huge tusks of a wild boar.
Motivation: To capture a living Bigfoot. To Personality: The worst aspects of both man
finish writing her book, Bigfoot: Myth, Magic or and beast.
Man? Motivation: To hurt others.
Combat: Betty is powerless against spirits.

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Chapter 15: Haunted Places

Combat: A melon-sized rock appears in each of


Jimmy’s hands at will. He can throw them for Adventure Ideas
(Defense vs Passable) x 3 damage. If he is within
brawling range, he may attack with his tusks for Betty’s ability to set traps is so good, she
(Defense vs Good) x 3 damage. inadvertently captures a ghost while trying to snag
Bigfoot. Ascertaining that an invisible “something”
is in her trap, Betty assumes it is a Bigfoot using a
superior camouflage technique, and strives to
make it appear to her.

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Haunted Vehicles
Consistency: Incorporeal, solid-looking
From Here to There Defense: Good
WTL: 16
Abilities: Great Direction, Great Drive
Ghostly vehicles are common, and may offer Appearance: A well dressed, middle aged
an easy method of travel for lost souls, provided airline pilot.
they can convince the owner of the transportation Personality: Friendly and eager to help. He’s
to give them a lift. Since supernatural conveyances obsessed with flight safety. Loft occasionally
are no longer bound by earthly physics, they can appears on material airplanes to warn the pilots of
carry passengers great distances in hardly any time bad weather or other hazards.
at all. The most famous vehicles are presented in Motive: Loft is guilt ridden by the tragedy that
this chapter. Though some are material vehicles befell his plane and seeks to gain Karma by safely
haunted by ghosts, most are realms created by transporting passengers in the afterlife.
their drivers. Combat: Loft does (Defense vs Poor) damage
in hand-to-hand combat.

Flight 401 D. B. “Dan” Cooper


Eastern Airline’s Flight 401, an L-1011 TriStar, Type: Neutral Lost Soul
carried nearly 100 people to their deaths when it Consistency: Incorporeal, solid-looking
crashed in the Florida Everglades. Officials blamed Defense: Passable
the accident on a combination of faulty equipment WTL: 25
and pilot error. There was no one to dispute the Abilities: Great Agility, Great Cunning
claim since the captain, Bob Loft, had been killed in Appearance: A nondescript man in his mid-
the crash. thirties, Dan has thinning brown hair and wears
Loft felt such guilt at not safely delivering his dark glasses. He dresses in a conservative business
passengers that he created a realm based on his suit. He carries a .32 in his jacket and always
doomed plane. Flight 401 can still be spotted at speaks in a calm, assured voice.
lonely airports, unloading its complement of Personality: Self-confident and cunning.
deceased passengers. Motive: Dan is a thief. He will try to take items
For just 1 Karma, Bob Loft will transport a from the passengers by threatening them; he may
ghostly traveler to anywhere in the world. The even take a player character hostage.
reliability of Flight 401 makes it a popular mode of Combat: Dan will only use his gun if he is
travel in the afterlife, and a variety of lost souls threatened, doing (Defense vs Good) x 3 damage.
may be met on Loft’s plane. Powers: Jump: This power allows Dan to make
gigantic leaps and suffer no harm. His whole body
seems to become a giant spring as he bounces from
Bob Loft one spot to another. Dan can jump from a plane
and land without any harm or displacement of his
Type: Good Lost Soul ectoplasmic body.

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Disguise: For (Intelligence vs Great) x 5 Powers: Amelia has learned to fly without
minutes, Dan convinces the victim that he is their being encumbered by machinery. She can fly up to
most trusted friend or confidante. He will take on 10 minutes in any atmosphere with little or no
the appearance, voice and other characteristics of effort. She can carry up to two other lost souls as
that person; it doesn’t matter if that person is alive long as they hang on to her hands as she flies.
or far away, the player will accept him as he Misdirection: Amelia can cause a group to lose
appears to be. all sense of direction for eight hours. The character
with the highest Direction skill must make a Great
roll; if failed, the characters will be completely lost
Terrorist until the power wears off.

Type: Evil Lost Soul


Consistency: Incorporeal, solid-looking
Defense: Great
The Spirit of St. Louis
WTL: 31
Abilities: Poor Charm, Good Agility In May 1927, Captain Charles Lindbergh (then
Appearance: Stocky, wearing a leather jacket, 25 years old) became the first person to fly over
bullet-proof vest and sunglasses. He carries an the Atlantic Ocean alone. The plane in which he
assault rifle, and three grenades. He is highly performed this remarkable feat was The Spirit of
excitable and very paranoid. The Terrorist hides in St. Louis, a modified Ryan high-wing monoplane.
a cargo holder or the bathroom before showing All essentials have been stripped from the
himself, usually in a hail of bullets. plane, including the front window. Instead, an
Personality: Hysterical and vicious. instrument panel has been installed, with a
Motivation: He claims to be hijacking the plane periscope for forward viewing. There is no
for “a just cause.” parachute — only a rubber raft with no oars. The
Combat: The Terrorist’s assault rifle does plane is crammed with equipment, extra fuel and
(Defense vs Good) x 6 damage (single shot) or rations.
(Defense vs Great) x 6 damage when spraying 10 There is no room for passengers unless
bullets. His grenades do (Defense vs Great) x 7 Captain Lindbergh can be persuaded to dump some
damage. of his extra fuel and gear. Of course, the plane is not
really propelled by fuel, but the spirit of Lindbergh
will find this hard to accept. Even so, it will be a
Amelia Earhart tight squeeze to get more than one or two extra
passengers in the plane.
Type: Good Lost Soul Because of his attachment to his plane,
Consistency: Incorporeal, translucent Lindbergh created a copy of it when he died. The
Defense: Passable plane is his realm, and will vanish if Lindbergh is
Regenerates: 3 WTL per turn reincarnated. Lindbergh flies only at night; if his
WTL: 22 plane is struck by sunlight, it will be transported to
Abilities: Good Charm, Good Agility an Outer Plane filled with mist until the next
Appearance: Amelia is dressed in a brown nightfall.
jump suit. She is tall, gawky and has a mop of
brown hair. Her sheepish grin and “ah, shucks”
manner are endearing. Captain Charles Lindbergh
Personality: Tomboy. Shy, but friendly.
Motivation: To ensure that passengers arrive Type: Good Lost Soul
safely at their destination. Consistency: Incorporeal, translucent
Combat: Amelia carries a wrench in her back Defense: Good
pocket, which does (Defense vs Passable) x 2 Regenerates: 10 WTL per turn
damage. WTL: 31

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Abilities: Superior Drive, Superior Direction, States, or vice versa. The trip takes an average of
Great Stamina three days.
Appearance: Tall and thin with sandy hair,
Captain Lindbergh was nicknamed “Slim” while
working as an air mail pilot. He is dressed in a one- Captain Ernst Lehmann
piece aviation suit, boots and leather helmet. Quiet
and shy, he is uncomfortable with the adulation he Type: Neutral Lost Soul
received for his transatlantic flight, and does not Consistency: Incorporeal, vaporous
care to be called, “Lucky Lindy” or “The Lone Defense: Good
Eagle.” WTL: 26
Personality: Lindbergh is modest, practical Abilities: Superior Drive, Superior Direction
and publicity-shy. Appearance: Captain Lehmann is about six feet
Motivation: To fly the Spirit of St. Louis. tall with blue eyes. He appears as he did on his
Combat: If challenged, Captain Lindbergh will death bed, with horrible burns covering most of his
defend himself in hand-to-hand combat, doing body and his normally brown hair burned to his
(Defense vs Passable) damage. blackened scalp. Still, his bearing is soldierly.
Personality: Stoic, with a hint of arrogance.
Motivation: To see that the pride of Germany
Hindenberg is upheld.
Combat: If challenged, Captain Lehmann will
defend himself in hand-to-hand combat, doing
Built in 1936 by the Germany-based Zeppelin (Defense vs Good) damage. Firearms are not
Transport Company, the Hindenberg was the allowed on the Hindenberg, nor are matches or
largest dirigible ever constructed. At 804 feet long, other flammable items.
it’s the length of almost three football fields. It has
a nonstop range of 8,000 miles at 84 mph and a
carrying capacity of 97 passengers and 61 crew
members.
Flying Dutchman
On May 6, 1937, the Hindenberg burst into
flames while approaching the docking tower over a This phantom sailing ship was built in the late
New Jersey airport. Most of the survivors were 1600s. Legend has it that the ship was rounding
those brave enough to leap from the windows, the Cape of Good Hope when a fierce storm broke
risking a fifty foot fall rather than face the flames. out. The crew begged the captain to find safe
Thirty-six people died in the disaster. harbor, but he refused. Then, a glowing apparition
Captain Ernst Lehmann was one of the last to appeared on deck. The crew took this appearance
jump, his hair and clothes in flames. He staggered as a sign from God that they would be saved if they
about in a daze, muttering “I don’t understand.” At only took shelter, but the arrogant captain
the hospital, he raved, “I shall live! I shall live!” By threatened the glowing mass. “We don’t need your
the next day, he was dead. help,” he declared, “even God himself could not
In World War I, Captain Lehmann led zeppelin sink my ship!” The apparition then cursed the
raids over London and commanded the Flying Dutchman to sail forever more, bringing
Hindenberg on its first crossing of the Atlantic. In death and destruction to all who lay eyes on it.
death, he created a realm based on the airship of The captain of the Dutchman is an evil lost
which he was so proud. He does not charge his soul named Hans Oberlorff, and the ship is his
passengers, but anyone who causes problems will realm. He has twenty crew members under his
be summarily ejected from a window. control.
The phantom Hindenberg is quite luxurious,
with wide lounges and comfortable staterooms.
The passengers are, for the most part, wealthy Captain Oberlorff
spirits on their way to Europe from the United
Type: Evil Lost Soul

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Consistency: Incorporeal, luminous crew members, including second lieutenant Hans


Defense: Great Steiner.
WTL: The U-65 was found wallowing on its side by
Abilities: Superior Climb, Superior Swimming, an American ship. Fearing it was booby trapped,
Superior Drive the Americans pulled away just moments before
Appearance: German sea captain dressed in the U boat inexplicably exploded.
seventeenth century clothing. Oberlorff is 53 years The spectral U boat still haunts the shipping
old, with sandy hair and sharp blue eyes. He wears lanes, voyaging from one port to another on
a cutlass and carries a telescope. sinister errands. The realm’s creator, Hans Steiner,
Personality: Arrogant and cruel. He may give a may be compelled to take passengers, either by
lost soul a lift in exchange for a favor or an item he threats or enticements.
covets.
Motivation: To suck the life force from living
sailors and others on the high seas. Hans Steiner
Combat: By running his cutlass through a
living or ectoplasmic being, Oberlorff can absorb Type: Evil Lost Soul
(Defense vs Great) x 4 WTL from a victim, but Consistency: Incorporeal, translucent
cannot exceed 40 WTL. Defense: Great
WTL: 20
Abilities: Superior Swimming, Good Drive,
Fiendish Sailor Good Strength
Appearance: This young German officer is
Type: Evil Lost Soul dressed in the uniform of a second lieutenant of the
Consistency: Incorporeal, luminous German Navy during World War I.
Defense: Good Personality: Hans seems like a cordial young
WTL: 20 man, but he can become a raging madman in a
Abilities: Superior Climb, Great Swimming minute. He blames his death on commanders who
Appearance: There are twenty crewmen under rushed the completion of U-65 before it was ready.
Captain Oberlorff’s control. They have varied He hates all those who seem officious.
backgrounds, including, Dutch, German, English Motivation: To punish those who caused his
and Portuguese. Their ages range from 16 to 42. death.
Personality: Varied. Combat: Hans carries a 9mm Luger, which
Motivation: To obey Captain Oberlorff’s does (Defense vs Good) x 3 damage.
instructions.
Combat: The sailors fight with filleting knives,
boat hooks and cutlasses. They do (Defense vs
Poor) x 3 damage.
The Titanic
This White Star luxury ship, built in 1912, was
U Boat U-65 882.5 feet long, 92.5 feet broad and provided
accommodations for over 1,500 passengers. The
passengers were divided among first, second and
Constructed in 1916 by the Germans as part of third classes, plus steerage which consisted mostly
their successful World War I submarine campaign, of immigrants. With a crew of 700, the Titanic was
U-65 was supposed to be the pride of the navy. considered the finest way to travel the Atlantic.
Unfortunately, it was beset with disaster from its Captain E. J. Smith was on his retirement
creation in the shipyards at Bruges, Belgium. voyage when the Titanic struck an iceberg. Having
Several workers were killed during its worked for the White Star Line for 38 years, he was
construction, and at the launching ceremony, an an experienced officer, and considered the best
officer fell overboard and was drowned. Shortly man to command the ship on its maiden voyage.
afterward, a torpedo exploded on deck killing six Since the Titanic sank, he has often been blamed

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for the tragedy, and many people have assumed he safely on board. He went down with the ship
was trying to set a new speed record on his last singing a hymn.
trip. Bruce Ismay: The General Director of the
The tragedy of the Titanic disaster created a White Star Line. A British gentleman, he jumped
realm around Captain Smith, who now commands aboard the last lifeboat, taking the place of a
its nightly journeys to Earth. During the day, the woman. He lived in shame and disgrace for the rest
ship shifts to a Outer Plane of rough seas and of his life, and is cursed now to spend eternity on
towering ice bergs. Captain Smith valiantly dodges the ship he abandoned.
the bergs until his ship can again return to the seas
of the living.
It was reported that the captain’s safe
contained a “Black Buddha” statue, encrusted with
Bonnie & Clyde
gems. Supposedly stolen from a temple in Peking,
the item was cursed to destroy all those who came
Death Car
in contact with it until it was returned to the
temple. Captain Smith denies the existence of the This ghostly 1934 V-8 Fordor Deluxe is
Black Buddha. grayish tan and has windows that not only roll
down, but slide backward nearly two inches for
additional ventilation. Another unusual feature is
Captain E. J. Smith the fact that all four doors swing outward to the
rear. Once a handsome vehicle, the car has
Type: Neutral Lost Soul numerous bullet holes in the windows and side
Consistency: Incorporeal, solid-looking panels. It is driven recklessly through the afterlife
Defense: Passable by famed criminal Clyde Barrow, his partner
Regenerates: 1 WTL per turn Bonnie Parker sitting at his side. They created a
WTL: 28 realm based on the car they died in, and now
Abilities: Superior Drive, Superior Direction, manifest on the lonely highways of the mid-west.
Superior Swimming Bonnie and Clyde are usually in a great hurry,
Appearance: Captain Smith is a stocky British but they may give a lost soul a ride if they are
man in his sixties. He wears a white Captain’s looking for easy pickings, lonely for company or
uniform, and has a short beard and mustache. His need extra help for a hold-up. The V-8 generally
hair is white. speeds along at 35-45 mph, though it can go a bit
Personality: Capable and firm. Captain Smith faster. Clyde is a top-notch driver, but tends to be
typifies the idea of British self-reliance and honor. careless when distracted.
Motivation: To clear his name. Besides Bonnie and Clyde, the car contains
Combat: If challenged, Captain Smith will three .45 automatic rifles, two .12 gauge sawed-off
defend himself with a small pistol, doing (Defense shotguns, one Colt .45 revolver, nine .45 automatic
vs Passable) x 3 damage. He may also order his pistols, ammunition, a saxophone and music,
crewmen to defend him. license plates for several states, blankets and a
map of Louisiana.
Others Passengers
Clyde Barrow
Colonel John Jacob Astor: An American, Astor
refused to enter a lifeboat until all women and Type: Evil Lost Soul
children were aboard. He died on the ship; his wife Consistency: Incorporeal, translucent
survived. Astor now seeks any word on his wife. Defense: Great
Major Archibald Butt: This British officer Regenerates: 3 WTL per turn
threatened “to shoot the first man who made for WTL: 34
the lifeboats” before the women and children were Abilities: Great Aim, Superior Drive, Superior
Alertness

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Appearance: Clyde is five foot six, with brown by a fog bank. The carriage can easily carry up to
eyes and hair, and a slight build. He dresses in six passengers, including baggage.
stylish clothes of the 1930s. Unfortunately, his The driver, Old Sims, insists on 1 point of
sharp taste in suits is marred by the blood and Karma, drained from one of the passengers, before
bullet holes that have ravaged his clothes and taking the group to their destination. The fog
body. He habitually wears dark glasses and slips surrounding the cab can transport it to any city in
out of his shoes when he drives. the country. Sims would rather be reincarnated
Personality: Cordial and helpful, or suspicious than give a ride for free.
and dangerous, depending on his mood. Clyde Sims created the carriage as his realm when
often jumps to conclusions and acts upon them he died in a highway robbery. He only appears on
instantly. He is very fond of his family (especially earth at night. If Sims likes a passenger, he will give
his older brother Buck), Bonnie and music. her a brass whistle. Once per night, she can blow
Motivation: To make a big score; to protect the whistle to try and summon Old Sims. If a Good
Bonnie. Charm roll is made, he’ll arrive in a few minutes.
Combat: Clyde Barrow always has an
automatic pistol close at hand, and does (Defense
vs Great) x 5 damage. Old Sims
Type: Neutral Lost Soul
Bonnie Parker Consistency: Incorporeal
Defense: Passable
Type: Evil Lost Soul WTL: 19
Consistency: Incorporeal, translucent Abilities: Great Drive, Great Tame, Good
Defense: Great Bargain
Regenerates: 3 WTL per turn Appearance: Old Sims is dressed in a high top
WTL: 34 hat, black overcoat and shiny boots. He carries a
Abilities: Good Aim, Good Charm, Superior whip in one hand and stows a pistol under the
Alertness driver’s seat.
Appearance: Bonnie is tiny, weighing just over Personality: Formal and decorous.
100 pounds. She has blonde-brown hair (tinted Motivation: To gain Karma by transporting
red) and blue eyes. She wears red shoes, a red lost souls.
dress and a red-and-white hat. Like Clyde, her body Combat: Old Sims’ horse whip does (Defense
is riddled with bullet holes and her clothing is vs Passable) x 3 damage. His pistol does (Defense
drenched in blood. vs Passable) x 4 damage. He can also run victims
Personality: Feisty. Bonnie has a neurotic down with his carriage. The targets must make
attachment to her mother and obsessively talks Passable Dodge rolls to get out of the way. Failure
about her. She dearly loves Clyde. means the character takes (Defense vs Superior) x
Motivation: To ask her mother for forgiveness; 2 damage.
to follow Clyde.
Combat: Bonnie Parker will fire a pistol or
other small weapon in order to defend herself or
Clyde. With a pistol, she does (Defense vs Good) x 5
Ghost Cart
damage.
The Ankou is always the last person (male or
female) to die in a parish before Christmas. During
Sim’s Carriage the following year, it is his duty to call on the dead
and take them to where they wish to go. He can
even take the recently deceased straight to Limbo.
This phantom hansom cab is made of dark He drives an enclosed wooden cart pulled by a
wood and is pulled by two white horses. They mule and is accompanied by two ghosts who follow
move silently, and always seem to be accompanied

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his instructions without question. They are Though the Orient Express has often been
immune to sunlight. depicted in novels of mystery and intrigue, only
one murder actually took place on board. It
involved an American diplomat who was stabbed,
Ankou “King of the Dead” then pushed from the train. The murder remains
unsolved.
Type: Neutral Lost Soul At night, the phantom Orient Express still
Consistency: Incorporeal, vaporous travels the rails. Lost souls who catch a ride may
Defense: Good meet a variety of passengers.
WTL:
Abilities: Great Drive, Superior Alertness
Appearance: A tall, haggard lost soul with long Agatha Christie
white hair. He can revolve his head completely
around, and rarely misses anything. Type: Good Lost Soul
Personality: Matter-of-fact. Consistency: Incorporeal, solid-looking
Motivation: To escort lost souls to their Regenerates: 10 WTL
destinations. Defense: Pathetic
Combat: The Ankou and his two companions WTL: 40
fight with scythes, doing (Defense vs Good) x 3 Abilities: Awesome Artistry, Good Customs,
damage each. His companions have Good Defenses. Good Empathy, Great Persuade
All three of them wear cloaks that not only protect Appearance: A foremost writer of detection
them from sunlight, they also allow them to pass fiction for over 50 years, Agatha Christie appears
through walls and other solid objects. as a short, plump English woman with white hair.
She is dressed in a black and red dress, and carries
a large bag filled with apples, a notebook, pen,
Orient Express glasses, and an ancient Egyptian manuscript.
Personality: Dame Agatha Christie is a shrewd,
pleasant lady, with a passionate interest in
The luxury train known as The Orient Express humankind. She enjoys meeting other spirits and
began running in June 1883. At the time, it was one has remained interested in archeology, especially
of the quickest ways to travel from Istanbul (then digs in Egypt. Unlike other ghosts who are doomed
Constantinople) to Paris, and certainly the most to ride the Orient Express forever, she may leave
elegant. the train at any time. Her book, Murder on the
In the late 1880s, the journey took six days Orient Express is popular to this day, and she likes
and six hours, but no one really minded the to ride the rails for old times sake.
slowness. The cars were trimmed with lush Motivation: To meet other ghosts. To tell
damask curtains, velvet cushions and the fittings stories. To solve crimes.
were solid oak and mahogany. Hand-cut glass Combat: Agatha will use her powers to protect
separated the sleeping compartments from the herself.
outside aisles. The train offered the finest gourmet Powers: The Butler Did it: All attention, and
cuisine, featuring oysters and pheasant served by suspicion, is turned to the lost soul Agatha singles
handsome young men in morning coats, light blue out. For instance, she might imply that the target
breeches and buckled shoes. stole an artifact, and everyone will agree he is a
By the 1920s, the Orient Express had thief unless he can prove his innocence.
deteriorated badly. The wooden cars were Misdirection: This power causes Agatha to
replaced with steel, and the porters wore drab always appear to the side of her actual position.
brown. As airline traffic picked up, the train service The first attack a character makes on her always
steadily declined, until the final run made on May misses.
20, 1977. The golden age of train travel was at an Identify Artifact: This power allows Agatha to
end. read ancient and occult languages, identify artifacts
and determine who (or what) created an item.

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Appearance: He is in his late twenties, with


Other Passengers brown hair, piercing eyes and a small mustache. He
wears a trench coat and a fedora.
Chef Louie: An escaped convict from Devil’s Personality: Creator of one of the most
Island, Louis Mallot found the perfect cover for his popular fictional detectives, Sam Spade, Dashiell
international crime syndicate. An accomplished Hammett lived for many years in San Francisco,
cook, Louie hid stolen diamonds and other working as a private detective. He enjoys lively
valuables in the frozen carcasses of pheasants. women, good booze and won’t play the sap for
Once in Paris, he passed them along to a anyone.
confederate to sell to the highest bidder. Motivation: To incarcerate wrong-doers.
Louie is dressed in a chef’s uniform. He has Combat: Dashiell fires his .38 revolver for
black eyes, black hair and carries sharp knives. (Defense vs Good) x 4 damage.
Though he acts temperamental and shouts easily,
Louie is actually a shrewd, calculating fellow.
The Princess Talia de Malvoy: A young woman Other Passengers
in her twenties, she wears a yellow silk gown
common among wealthy women of the early Molly McBride: Molly is an Irish maid about 30
1920s. On a lark, she married Prince Kahlil, son of a years old, with auburn hair and blue eyes. She
Turkish Sultan, but eventually fled her marriage wears a bustled dress of summer muslin and a
and tried to return to her beloved, Rex Wrothfold, a bonnet securely pinned to her hair. She carries a
patent office clerk in London. She was strangled basket containing food and a vial of medicine,
aboard the Orient Express by Prince Kahlil’s thugs, which she is taking to her beloved mistress, Lady
and a doctor was bribed to say that she had died of Edith Parrenger. Molly died in a trolley accident
a heart attack. Talia is sure that the spirit of Rex before she could deliver the life-giving medication.
Wrothfold still awaits her at Victoria Station, She hopes someday to find the spirit of Lady
London. Parrenger so that she can ask for forgiveness.
Johnny Bosh: A thin boy wearing a cap and a
slightly tattered jacket. He has brown hair and
Trolley No. 13 eyes, and looks young for his age of 13. Johnny is
an accomplished pickpocket and has gold watches,
jewelry and other items stuffed into his specially
This electric trolley, a restored original, runs designed trouser pockets. He was run over by
in San Francisco. Trolley No. 13 is considered a Trolley No. 13 while fleeing a police officer, and
tourist attraction by the mortals of the city, as well now haunts the car.
as a means of transportation. Among the living Joanie Wang: A living person, Joanie is an
fares, a few ghostly riders can also be met. Asian-American woman in her early thirties. She
has long dark hair, a knowing smile and deep black
eyes. The cryptic jade amulet around her neck
Dashiell Hammett suggests an interest in the occult.
Joanie runs a small curio shop in Chinatown.
Type: Good Lost Soul She habitually rides Trolley No. 13 to work.
Consistency: Incorporeal, solid-looking Though she cannot see ghosts, she knows a lot
Regenerates: 5 WTL about ancient religions and occult practices. She is
Defense: Good fascinated by artifacts, and has a small collection of
WTL: 30 interesting pieces. Joanie hopes to earn enough
Abilities: Superior Track, Great Artistry, money to take care of her aging parents.
Superior Interrogate

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Chapter 17
Boneworld
By Richard Sanders With a successful roll, the speaker and any
Look in through the eyes of long-dead Golgoth other beings he is touching will find themselves
and ye shall find the Boneworld, the realm of dead standing in the middle of the enormous circular
flesh and living bone. tunnel that is Golgoth’s right eye socket. One end
— The Manuscript of Korth opens onto a swirling mist, while the other
narrows to a 100 foot-wide circular opening.
Bright light beckons from the smaller tunnel.
Background Those who journey into the mist must make a
Passable Will roll; failure means the character is
lost to the Void. A successful Will roll means the
In the Void between the Realm of Shadows character scrambles back to the eye socket before
and the Plane of Silence there is a skull. On a the sucking mist of the Void can claim him.
cosmic scale, it is minute, but as skulls go, it is vast. Entering the smaller opening, a stark white
This skull is what remains of the god Golgoth, who vista meets the visitor. Masses of rock-like bone
once walked the young Earth and left to seek other form organic-looking slopes that lead to a dusty
worlds long before humankind appeared. valley floor. A domed roof, also of bone, arches into
Millennium passed, and Golgoth grew weary the sky. Hovering over the valley is a huge ball of
of traveling the vast distance between the stars. He white light. There is no color anywhere, and no
resolved to travel farther and faster, unfettered by sound at all.
his physical body. He went to the Void, one of the Welcome to Boneworld.
in-between places of the universe, and allowed his
body to float in the nothingness while the spark of
his mind took flight. Eons passed, and the passage Existing in Boneworld
of time weakened Golgoth’s enormous Will to Live.
At last he returned to reclaim his body, seeking the Boneworld is a semi-material plane. Physical
rejuvenation of the flesh, only to find that time and beings who travel to Boneworld assume a semi-
the scavengers of the Afterworld had left him little . material consistency, which allows them to interact
. . only his skull. Golgoth’s spirit reentered his skull, with lost souls. Even in their semi-incorporeal
and it dwells there still. form, living beings still require air, food, and water,
all of which are in limited quantities in the world
inside Golgoth’s skull.
The Journey to Boneworld Within Boneworld, and extending into its
outer sockets, is a thin atmosphere that can sustain
Traveling to Boneworld requires the utterance living beings for a number of days equal to their
of a ritual incantation. The words are in Latin, and Stamina scores. A living person who dies within
are recorded only in a few rare tomes of magic. The Boneworld will quickly rot, his flesh sloughing
ritual requires one hour of uninterrupted from his bones, and within a few hours he will rise
concentration. At the end of the ritual, the as a mindless skeleton.
character must sacrifice a point of Karma and make Boneworld possesses a gravity field that
a Good Languages roll; failure means the time and approximates that of Earth, with the underside of
Karma are expended for nothing. the skull being down. A six inch layer of bone dust
and skin particles covers the floor of Boneworld.

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Occasional breezes stir up the dust, blinding The evil dragon Ropotou is said to have a lair
travelers and causing those who still need to within Boneworld. The absence of its ultimate fear,
breathe to gag. water, is an appealing aspect of the realm. See Lost
The temperature remains constant at Souls for more about Ropotou.
approximately 70 degrees Fahrenheit, the warmth
radiating from what is often mistaken as the sun. It Common Foes in Boneworld
is, in actuality, Golgoth’s spark of life that blazes in
Chain rattler
the center of his vast skull.
Dybbuk
There is no color in Boneworld. Everything
Gremlin
appears in black, white and shades of gray. Even
Hell Hound
objects coming from the outside are leeched of
Night Hag
their colors as long as they remain within
Skeleton (see Mutant Skeleton table)
Boneworld. Skeletal Warrior of Count Monterrant
The landscape is dotted with caves, tunnels,
and spires of bone. The primary landmarks of
Boneworld are the Orbits of Entry, The Wastes, and
Ossia, the fortress where the Brotherhood of
Boneworld Skeletons
Golgoth study.
It is rumored that a microscopic fragment of
every dead skeleton in the universe appears on
The Wastes Boneworld. The fragments of animal skeletons
form the mountains, canyons, gorges, and
buttresses that slope downwards from the sides of
Spires and cliffs of bone make travel through
the skull. The fragments of humanoid bones slowly
Boneworld arduous at best. The main geographical
coalesce into new skeletons that gradually emerge
danger is the area known as the Spongy Medulla.
from the dust. When fully formed, they break free
This is a region of deep, smooth-sided pits in the
of the surface, shake off their covering of dust, and
valley floor that fill with bone dust, making them
rise to roam the valley, with no memory of their
incredibly hard to notice. Detecting a pit requires past lives. They exist only to fight any non-
an Alertness or Danger Sense roll of Good or better.
skeletons they encounter in their wanderings.
Any being, incorporeal or material, stepping into a
All skeletons in Boneworld are semi-material,
pit will sink straight to the bottom within 2 turns.
which allows them to affect and be affected by lost
The pits average twenty feet in depth. A Good
souls. They have Passable Defense and do (Defense
Climb roll is required to escape the pit. Material
vs Poor) x 2 damage with their two bony claws.
beings will suffocate within (Catastrophic vs
Mutations are common among the skeletons. Roll
Stamina) x 2 turns.
on the Skeleton Mutation table for more
information on an individual skeleton.

Denizens of Boneworld
Boneworld is home to assorted creatures that
dwell there on a more or less permanent basis. The
more intelligent of these may have some type of
lair established in one of the thousands of bone
caves. Anyone traveling through Boneworld is
likely to encounter one or more of the creatures
listed on the Common Foes in Boneworld table.
The number of creatures encountered should
vary at the narrator’s discretion according to the
strength of the player character party.

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— Quote from a plague-year diary


Skeleton Mutation Into the agony of the plague ravaged French
d100 Mutation countryside marched another nightmare. In the
01-50 Normal skeleton (see Lost Souls). Skeletons on spring of 1350, Count Louis Monterrant scoured
Boneworld do not carry weapons or shields. the region, exhuming the bones of plague victims
They attack twice with their claws, each doing from their mass graves. The peasants, already
(Defense vs Poor) x 2 damage. terrified by the specter of the black death, dared
51-60 Four-armed skeleton. Receives four attacks per
turn, each doing (Defense vs Poor) x 2 damage. not stop the mad Count in his desecrations.
61-65 Alligator tail. Gains an additional tail-whip attack Word of the Count’s defilements spread across
against anyone to the rear the land, carried by refugees fleeing the worst of
or flank for (Defense vs. Poor) damage. the pestilence. And on the heels of the rumors
66-75 Bull skull. Gains an additional gore attack for
(Defense vs Poor) x 3 damage.
came the plague, and with it a growing army of
76-80 Centaur form. Gains an additional hoof attack Monterrant’s soldiers. They marched through the
(Defense vs Poor) x 3 damage and Great Speed. south of France, pillaging villages at will, killing
81-85 Gorilla arms. Claw attacks inflict (Defense vs. those unfortunate enough to survive the scourge,
Poor) x 4 damage. leaving only a few half-mad witnesses to attest to
86-90 Two-faced skull. Gains Awesome Alertness, and
can never be surprised. their atrocities.
91-00 Wolf skull. Gains an additional bite attack for One night in the autumn of 1350, the remnants
(Defense vs Poor) x 3 damage. of a peasant militia gathered against Count
Monterrant’s forces, making their stand outside the
small village of Fraise. As the legions advanced, the
The Skeletal Legion of stench of the grave came with them. From out of
the darkness issued the first of the soldiers, his face
Count Monterrant bloated and blotched by the plague. The peasants
routed in fear. Most died with their backs to the
enemy, but a few escaped to the chapel of St.
Count Monterrant and his roving bands of Rochus. Huddled within the church, they threw
skeletons are an ever present danger in aside their weapons and clenched their hands in
Boneworld. In the middle ages, Count Monterrant prayer, beseeching St. Rochus to protect them from
was a reviled warlord who preyed upon plague the blasphemies that gathered outside.
victims. Faced by the wrath of the heavens, his The door to the chapel burst open before the
flesh seared by lightning, Count Monterrant willed boot of Count Monterrant. He stood revealed in the
his soul to the only sanctuary he knew. Rather than candlelight, his sword bloodied from tip to
risk reincarnation, he cast a spell no longer known pommel. Between the tombstones of the church
to man, and let his spirit be drawn to Boneworld. graveyard, his troops swayed in the darkness like
There, he gained dominion over the wild stalks of wheat.
skeletons of Boneworld, gathering strength for his As he stepped across the threshold, a roar of
ultimate return to the world of the living. He thunder split the night. Count Monterrant wheeled
constantly moves his camp from one area of the to stare at the night sky, his face growing pale
wastes to another, never settling long enough to be beneath streaks of gore. A shriek broke from his
discovered. once grinning lips as he stumbled away from the
The story of Count Monterrant is a chilling sanctuary.
study in evil, and its undying perseverance. Lightning lanced from the heavens,
illuminating the stained glass windows with
rainbow colors. The peasants sheltered inside the
Background church covered their heads, the thunder all but
deafening them. They did not dare leave the church
Buried with my own hands five of my children in until dawn.
a single grave. I pray it was the dogs that dug them As they crept out of the church the next
up and devoured them. No bells. No tears. This is the morning, the villagers found that the gravestones
end of the world. were upturned, and the ground was pocked with

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Chapter 17: Boneworld

still smoldering patches of grass and animal fat. Yet


of Count Monterrant and his troops, they found no The Skeletal Legion
sign. The plague soon subsided, and Count
Monterrant was never again seen by a living soul. The Count has eighty skeletal warriors,
divided into twenty archers and sixty foot soldiers.
Normally, the skeletons travel in bands of about six
Count Louis Monterrant warriors and two archers, searching the wastes for
wild skeletons to bring to Count Monterrant. They
Type: Evil Lost Soul mindlessly attack any unwary lost souls they may
Consistency: Incorporeal, vaporous come across.
Defense: Great Attacks by the Legion are generally
WTL: 50 straightforward. The archers fire as soon as the
Abilities: Superior Brawling, Superior Bully, enemy is in range, reserving their ratskull arrows
Good Intelligence, Great Ride, Good Strength for the most powerful-looking targets. After a turn
Appearance: Count Louis Monterrant is a of shooting, the foot soldiers run in from as many
mature warrior with black hair and wild green sides as possible to crush the survivors with their
eyes. He wears a red cloak, a battered breastplate, bonefist maces. The skeletons will flee if they take
and a chain shirt. He rides an elaborately losses of more than 20%.
harnessed nightmare.
Personality: The Count suffers from
megalomania (he doesn’t really suffer — actually, Skeletal Warrior
he enjoys it) and shrieks in frustration at any
perceived setback in his plans. He delights in Type: Evil Entity
cruelty and giggles at the sufferings of others. Consistency: Semi-material
Motivation: To gain access to the gate at the Defense: Passable
Foramen Magnum so he may return, with his WTL: 20
troops, to Earth. To date, the Brotherhood of Abilities: Good Agility, Passable Strength,
Golgoth has prevented him from entering the Feeble Intelligence, Great Dexterity
fortress of Ossia where the gate is located. They Appearance: Your typical animated skeleton.
would rather keep him in Boneworld, where he can Personality: Not much fun at parties.
do less harm. See below for more information on Motivation: To capture wild skeletons, and to
Ossia, the Brotherhood, and the Foramen Magnum. kill most everyone else.
Combat: The Count prefers not to demean Combat: Skeletons with bonefist maces do
himself by engaging in physical combat; instead, he (Defense vs Passable) x 5 damage. Those who use
lets his troops do the fighting. If challenged bone daggers do (Defense vs Passable) x 2 damage.
personally, he will agree to single combat. His On the sixth hit with a bone dagger, it shatters,
weapon of choice is a richly decorated long sword, doing (Defense vs Passable) x 4 damage.
which does (Defense vs Great) x 4 damage. Despite Archers use bonebows for (Defense vs
his protestations that he is a man of honor, he will Passable) x 4 damage. Each archer has four ratskull
use every nasty trick possible to win. arrows, which do x5 damage when launched from a
Powers: Count Monterrant is surrounded by a bonebow. Contact with an animate target causes
Plague Aura. Each turn, all beings (except his the skull to assume the consistency of the target
skeleton minions) within thrown range of and to animate, gnawing for an additional (Stamina
Monterrant must make a Great Stamina roll or else vs Great) damage per turn until it is pulled out.
lose 1 WTL. Twice per day, Count Monterrant can Removing the arrow requires a Good Strength roll.
put up a Power Shield, which protects him from all
supernatural powers for 9 turns. He also has the
power to control the wild skeletons of Boneworld,
turning them into his skeletal warriors.

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Chapter 17: Boneworld

assume the consistency of the target and to


Bone Weapons animate, gnawing for an additional (Stamina vs
Great) damage per turn until it is pulled out.
Removing the arrow requires a Good Strength roll.

Bonefist Mace
Consistency: Dual
Ossia
Karma Cost: 6
The bonefist mace looks like a leather- At the center of Boneworld is a huge
wrapped skeletal forearm, the hand clutching a monastery called Ossia. It rests on a flat plain at the
blunt-headed spike of iron. It does x5 damage and mouth of a vast pit known as the Foramen
adds +1 to the wielder’s Brawling skill. Magnum. The circular pit is almost a mile across. A
stockade of bone pillars and towers surrounds
both Ossia and the Foramen Magnum.
Bone Dagger The monastery is a grotesque pile of bones
laced by a warren of cell-like rooms. Tunnels
Consistency: Dual burrow into the spongy material of the skull itself,
Karma Cost: 1 opening into domed, naturally occurring chambers
Like a standard knife, this weapon does x2 and pockets.
damage and adds +3 to Brawling. It invariably
shatters after six successful attacks. On the attack
that it shatters, it does x4 damage instead of x2. The Brotherhood
The Brotherhood of Golgoth made Ossia. They
Bonebow number over two hundred, and dwell within the
labyrinths of the monastery. The Brothers frighten
Consistency: Dual most visitors at first, for they are all skeletons. But
Karma Cost: 10 unlike their wild brethren, these skeletons possess
This weapon is a longbow constructed of leg intelligence and uncanny wisdom.
bones, with a tendon bowstring. Arrows fired from Visitors are always welcome in Ossia, and are
the bow can be made incorporeal or material at the invited to use the educational opportunities for as
user’s whim. The bow does x4 damage and adds +0 long as they choose; unless they threaten harm to
to the wielder’s Aim. Its undead nature allows it to the Bone Brothers, or to Ossia . . . then they are
unhinge its limbs and walk along with its owner. forced to leave Ossia and forbidden future entry. At
Tapping the bonebow on its handle causes it to any time, there are a dozen sojourners within the
change from walking to firing mode and back. walls of the monastery. The only request is that
visitors spend a few hours a day speaking to a Bone
Brother who will memorize the details of the
Ratskull Arrow visitor’s travels.
The Bone Brothers have the statistics of
Consistency: Dual normal skeletons, except they are semi-material
Karma Cost: 3 and their Intelligence ratings are Good or above.
Count Monterrant created a special missile for They speak in rasping whispers and wear hooded
use with the bonebow. He welded the skull of a brown robes made of dry skin. They also wear
black rat (all too common in plague-infested bone-link belts which hold a variety of bone
Europe) to a bone shaft, which was then fletched mallets, knives, chisels and other tools. The Bone
with crow or vulture feathers. The ratskull arrow Brothers have their names, in Latin, carved onto
increases the damage of a bow by a factor of one; their foreheads. In combat, they have Passable
so when fired from a bonebow it does x5 damage. Defense, and do (Defense vs Poor) x 3 damage with
Contact with an animate target causes the skull to their tools.

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Chapter 17: Boneworld

The Brotherhood is a loosely-organized group of vertebral columns, bound together, reaching


of scholars and builders, basking in the light of nearly a mile into the air. At the top of the column
Golgoth. Their purpose is to learn from the spirit of is a small platform. It is here that the Brothers
Golgoth and from visitors, and to extend the come to commune mentally with the spirit of
structure of Ossia until it fills the valley, raising all Golgoth, and to share his knowledge. The Brothers
inhabitants of Boneworld closer to Golgoth’s light. learn of the wonders of the Universe, discovered by
Most of the Brotherhood spend their days in the Golgoth in his travels, and they, in turn, share the
mountains, harvesting slabs and pillars of bone and knowledge they have gained from travelers passing
adding them to the city walls. Others act as guards through Ossia.
for the bone-gatherers, defending against raids by Golgoth may communicate with visitors to
Count Monterrant’s legions. Boneworld, if they are brave enough to climb his
None of the Brothers dares to venture too far spine. Climbing the spine requires a Passable Climb
from the monastery walls. Skeletons outside Ossia roll at each quarter-mile mark. If asked, a Brother
quickly lose their intelligence and revert to their will climb with the visitor, adding +2 columns to
wild state, while wild skeletons who stay within the Climb rolls, but he will have to remain on the
the walls for one year gain sentience. This amazing platform during the communication with Golgoth,
transformation is credited to the proximity of the and will, of course, give a full report to the other
city to the spirit of Golgoth, which hangs brilliant in Brothers. Golgoth cannot predict the future, and
the sky overhead. only has Great Knowledge of Earthly events, but
has Inhuman Knowledge of astronomical subjects
and the afterlife, including supernatural artifacts.
Pilus the Gatekeeper
Type: Good Entity The Library of Skulls
Consistency: Semi-material
Defense: Passable When a member of the Brotherhood has
WTL: 18 gleaned all of Golgoth’s wisdom on a particular
Abilities: Poor Brawling, Great Knowledge, topic, he may ask to be installed in the Library of
Superior Intelligence, Superior Interrogate the Skulls. This is a large, circular room in the
Appearance: A skeleton wearing a bone-link center of Ossia, filled with bone pedestals and the
girdle. A strand of black hair still clings to his endless murmur of voices. On top of many of the
yellowed skull. His name is carved in his forehead. pedestals are skulls with glowing eye sockets.
Personality: Talkative and inquisitive. Though When a scholar feels he is ready, he is brought to
generally genial, he will go into a rage if anyone this room and his body is dismantled with great
should try to pluck the hair from his head. He is reverence before his skull is placed on a pedestal.
unduly vain about the air of distinction he thinks it His bones are saved to be added to the walls of
gives him. Ossia. The skulls whisper to one another
Motivation: Pilus is stationed at the single, constantly, endlessly conversing and debating.
forty foot tall gate to the monastery. It is his duty to Each skull is an authority on a particular topic, and
greet new arrivals, to answer their questions, and visitors will be directed to the proper skull by the
show them their quarters. He also tries to keep Brotherhood’s librarian, Liber, who is constantly
newcomers out of trouble. on duty.
Combat: Pilus carries a bone hammer, which Near the center of the room is, amazingly
does (Defense vs Poor) x 2 damage. enough, a flash of color: a red skull. The skull is not
quite whole — two large fragments are missing.
According to Liber, this is the skull of Diabolus, an
The Spine of Ossia evil otherworldly man-demon, who was venerated
by a necromantic cult know as the Children of the
A few Brothers are allowed to climb to the Red Skull. As centuries have passed, and the skull
platform at the top of Ossia’s central spire, the has decayed, it has gradually disappeared from its
Spine of Ossia. This structure is made of hundreds home plane and reappeared, piece by piece, on

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Chapter 17: Boneworld

Boneworld. At a rare directive from Golgoth, the eat this weird substance will instantly regain all
Brotherhood has diligently sought the pieces of the their Will to Live.
red skull as they have appeared. The pieces are At the bottom of the Foramen Magnum is a
placed in the library for safekeeping — to prevent perfect circle of dead-black nothingness. A traveler
them from falling into the hands of evil beings. has only to state his destination aloud and step into
Visitors and even members of the the Gate, and transport is instantaneous.
Brotherhood are forbidden from attempting to The Brothers know Count Monterrant wants
communicate with Diabolus. The skull has not yet to send his legions through the Foramen Magnum
spoken, but a strong aura of ancient power and to invade Earth, and it is their pledge to keep him
corruption emanates from the red bones. Liber safely imprisoned in Boneworld. It is every Bone
fears some day he will hear the skull murmuring, Bother’s duty, and the responsibility of all visitors,
and he dreads the evil he knows it will speak. to defend Ossia against any attack by Count
Monterrant.

The Foramen Magnum


The main reasons for visitors to journey to
Uses for Boneworld
Ossia is the permanent Gate at the bottom of the
circular pit called the Foramen Magnum. Boneworld can serve many purposes in a Lost
The Brotherhood limits access to the Foramen Souls campaign. Its numerous caves offer a
Magnum, allowing groups of no more than ten relatively safe home base for groups of characters.
beings to descend at any one time. They have no The spirit of Golgoth and the Brotherhood’s
desire to become a way-station for invading forces Library are comprehensive sources of information
of any sort. Golgoth has made it clear that the Gate on the supernatural world. Combat-oriented
exists by his will, and he will destroy it before players can wander the dusty valley and find many
allowing it to be misused. strange creatures to fight. The Gate within the
Climbing down the spiral path within the Foramen Magnum offers players a reliable mode of
Foramen Magnum is a tiresome, five mile trek. planar travel. And what’s the story with that red
Near the bottom of the pit, bits of Golgoth’s skull?
Medulla Oblongata still cling to the bony walls.
Anyone, material or incorporeal, brave enough to

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Chapter 18
Fears
daybreak is trapped until the following night, when
A Ghostly Bar Fears returns to Earth.
Fears was created by an anonymous lost soul
whose taste for booze never died. The bar is always
It could be any broken-down tavern or pub… stocked with an amazing array of ectoplasmic
the beer taps long since dry, the sign announcing liquors, which have the same effect on ghosts as
Happy Hour covered by dust and cobwebs. The material alcohol has on the living. No one knows
living pass by without pause, seeing only an empty the identity of the bar’s creator, but from the
building in the center of an expanse of dust and baseball pictures hanging on the walls, some
weeds, decorated here and there with yellowing, suspect it was Babe Ruth.
crumpled papers and shattered glass.
Usually the passersby ignore this place, as
they hurry along to more reputable neighborhoods. The Building
But once in a while, on quiet nights, a person
walking slowly may hear the faint murmur of The bar is located down a short staircase, and
conversation, or perhaps a few badly sung bars of over the door is a small sign in ectoplasmic neon
an old Top 40 tune. A sharp glance reveals nothing that reads “Fears. Where Everybody Knows You’re
extraordinary, and so the pedestrian moves quickly Dead.” The approach of any incorporeal being
on. triggers the door, which silently swings open.
What they cannot see is that, for tonight, this As a realm, Fears has a number of
“vacant” building is the home of the famous bar supernatural powers. The bar itself activates these
known in ghostly circles as Fears, an ectoplasmic powers as needed, with unlimited duration and
tavern catering to lost souls and other incorporeal number of uses per day.
beings. It’s a great place to pick up information, Bedazzle: Used for entertainers’ spotlights and
make friends, or meet famous spirits. Players may light shows (this power was especially popular
even find ghosts willing to wager ectoplasmic during the late 1970s).
items on a game of pool. Corpse lights: Provides the usual dim lighting
A narrator can place Fears in any adventure. for the place.
To the living, Fears appears to be a decrepit, vacant Open Portal: Opens the front door for
bar, but on the incorporeal plane, it is a bustling incorporeal beings.
tavern. Fears manifests itself only at night, and may Carded: Prohibits the entrance of material
move from one city to another, always appearing beings.
on the site of a decaying or condemned pub. To
locate Fears during an adventure, players must
make Great Direction rolls: their degree of success Entrance Hall
indicates how long it takes them to find the
entrance. Only ghosts can see its greenly glowing This narrow brick corridor ends in a sturdy
neon sign. wooden door. A window, covered with iron grill
During the daylight hours, Fears shifts to its work, opens to the left of the door. A small green
own private Outer Plane, a realm that is just large neon sign over the window reads “Check your
enough to hold the bar. Anyone in the pub at weapons here.” The bouncer Erik Ironarms (see

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Chapter 18: Fears

The Staff below) is stationed here, and will request


that patrons hand over their obvious weapons The Office
before allowing them entrance.
A small plate on the door reads “Staff.” The
only carpeted area in Fears, this room is furnished
Weapon Checkroom with a large desk, leather-upholstered chairs, and a
long couch. It is often empty, but is occasionally
This small room contains a chair and racks of employed for private conversation.
wall-mounted shelves and hooks. The shelves hold
the weapons of the current bar patrons. Each
weapons bears a rune-inscribed identification tag. The Staff
Main Room Since there is little money in the afterlife (and
even less use for it), the staff at Fears does not
The center of the room is dominated by the work for pay. Most are here either because they
bar, a marble topped, brass-railed affair forming a enjoy the work, or because of the items the patrons
square. There are stools at the bar and tables of leave as tips. Drinks cost nothing at Fears, and the
various sizes lurk in the darkened corners of the booze never runs out.
room. Decorative items include baseball
memorabilia, neon beer signs, and an ancient
jukebox filled with more than forty years’ worth of Pops, Bartender
45 rpm records.
A stage occupies one corner. The house act, Type: Neutral Lost Soul
Chance Rogerson (see The Staff below) performs Consistency: Incorporeal, translucent
nightly, unless there is a visiting artist. Buddy Holly Defense: Passable
and Elvis have been known to stop in to jam every WTL: 30
once in a while. Abilities: Feeble Alertness, Good Dexterity,
A shelf under the bar holds a .12 gauge Poor Intelligence, Good knowledge
shotgun and a box of shells. A locked chest built Appearance: A crusty old bartender. He’s
into the floor behind the bar contains Erik’s battle short, balding and wears a white apron.
axe and shield. Personality: Friendly, but dense. He’s prone to
misinterpreting what is said to him. If someone
asks him for “a beer,” he might Boo! them because
Restrooms he thought they asked him for “a fear.” He died of
cirrhosis of the liver, and now refuses to drink
Although these rooms are almost never used alcohol — even though he no longer has a liver to
for their mortal purpose, their walls are a rich damage.
source of ghostly graffiti, telephone numbers and Motivation: To serve his clients to the best of
information. The phone outside the restrooms can his feeble abilities.
be used to call any of the spirits listed on the Combat: Pops has a baseball bat under the bar,
bathroom walls. which does (Defense vs Poor) x 3 damage. For big
trouble, he has a .12 gauge shotgun, which does
(Defense vs Passable) x 5 damage. He’ll use the
The Back Room shotgun on anyone who makes a pun about
“spirits” and alcohol; he’s heard the joke so often
A cozy den of wood paneling and leather that his patience has worn a bit thin.
couches, this room contains Fears’ billiard tables Powers: Boo! (Uses=6): Pops can cause a
and dart boards. Anyone loitering in here will be victim to flee for (victim’s Intelligence vs Passable)
pressed to gamble an ectoplasmic item on a game. x 2 turns.

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Chapter 18: Fears

Frightful Visage (Uses=4): Pops can transform


into a rotting corpse. Everyone in the local area Erik Ironarms, Bouncer
loses (Stamina vs Passable) WTL from the awful
sight, and must make Sanity rolls. Type: Neutral lost soul
Spot: Pops’ pet dog, Spot, is a large black Consistency: Incorporeal, solid-looking
hound with two white spots over his eyes. These Defense: Great, Superior with shield
glow with an eerie light, penetrating even magical WTL: 35
darkness for up to ten feet. Upon command, Spot Abilities: Good Agility, Passable Intelligence,
can fetch a specific item or lost soul. Spot can Awesome Strength
perform (Tame vs Great) “tricks” per adventure. He Appearance: A six-foot, muscular (but
has Poor Defense and does only (Defense vs Poor) moldering), blond-bearded warrior, Erik wears
x 2 Damage. traditional Viking garments of loose-fitting linen
trousers and shirt. Beneath his shirt he wears a
chain mail vest. A tattered bandage covers his right
Tombs McDonald, Bartender eye. Normally, he does not appear to carry
weapons.
Type: Neutral Lost Soul Personality: Erik is a hearty sort, usually found
Consistency: Incorporeal, solid-looking happily swilling mead at his post near the front
Defense: Good door. If it’s a quiet evening, he’ll gladly tell stories
WTL: 20 of his travels and brawls, and if he likes someone,
Abilities: Great Agility, Great Aim, Good he’ll even lift his eye patch to show his death
Intelligence, Good Strength wound, an arrow hole that runs clear through his
Appearance: Tombs is short, lean and head.
weathered, with extensive tattoos and long, gray Motivation: To keep peace at the bar,
hair. He is a very mean-looking man. He wears a hopefully by clobbering a troublemaker to an
black leather vest to conceal his shoulder holster ectoplasmic pulp. Erik Ironarms is a true Viking,
and Browning 9mm pistol. having arrived in North America in 1000 AD. He
Personality: Tombs talks very little, but can was killed by a skraeling (Native American) arrow
produce any cocktail known. Despite his though the eye, before fighting his first real battle.
appearance, he’s usually polite to his customers. He Denied his chance for earthly glory, Erik vowed to
is also very quick, and may act without warning. roam the world for 1,000 years, until worthy of
Motivation: An undercover narcotics officer in Valhalla. His time on Earth is almost up, and he has
life, Tombs still deals in covert information. proven himself repeatedly in combat against
Combat: McDonald does not enjoy physical ghosts and other restless spirits. He feels perfectly
combat, although he isn’t bad at it. He prefers to justified in relaxing at Fears before moving on to
use his pistol for (Defense vs Great) x 3 damage, or his reward.
the shotgun from under the bar for (Defense vs Combat: Erik will fight initially with his fists,
Great) x 5 damage. doing (Defense vs Superior) damage. If he or any
Powers: Contacts (Uses=4): McDonald’s close other staff member is seriously wounded, he will
association with the underworld keeps him wield his battle axe, doing (Defense vs Good) x 7
appraised of most local illegal activity (incorporeal damage. He calls the rune-inlaid axe “Ironbeak.” A
and otherwise). permanent item, it is stored with his shield in a
Far Sight (Uses=4): By concentrating, chest hidden behind the bar.
McDonald can scan outside the building for danger, Powers: Call Item (Uses=4): Erik will use this
for up to 5 minutes per use. power to summon his axe and metal-rimmed
Ghostly Knowledge (Uses=2): With each use of shield. They will remain with him for six turns
this power, Tombs learns three pieces of before returning to the chest under the bar.
information known to a recently-dead NPC in the Frenzy (Uses=3): Used during barroom brawls
city in which Fears is currently located. (usually against multiple opponents), Erik gains +1
column on Brawling and Defense for 6 turns.

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Rise from dead (Uses=1): Used only when Erik Personality: Relentlessly — even annoyingly
goes on vacation, it allows him to return to his — cheerful and helpful. Terry shifts among various
body, now a partially-fossilized skeleton, to roam male to female forms at will, and will laughingly
the northern forests where he was originally resist being pinned down about a “true” gender.
struck down. This power lasts from sunset to Motivation: To keep the customers at Fears
sunrise. happy. Terry was a very successful server at one of
the city’s finer restaurants, until late one night,
when it burned down. The only one hurt was
Delilah, Waitress Terry, who had stayed after hours to clean up.
Terry was disappointed that death had interfered
Type: Neutral Lost Soul with a blooming career as a waitperson, and is
Consistency: Incorporeal, translucent delighted to find a job at Fears.
Defense: Passable Combat: Usually avoided, but Terry will use
WTL: 20 available bottles or trays as makeshift weapons or
Abilities: Good Agility, Poor Charm, Poor shields, doing (Defense vs Poor) x 2 damage if
Intelligence absolutely necessary.
Appearance: Delilah is short with black hair Powers: Imitate (Uses=Unlimited): Before
and a surly expression. She was killed by her fifth serving a table, Terry empathically scans the
husband, Edward, who smothered her with a patrons to discover the kind of person they would
pillow. Her lips are still blue from the experience, most like to have wait upon them. It could be
and her eyes protrude in a disturbing manner. anything from a scantily clad barmaid, a hunk in a
Delilah has a forked tongue which can extended up g-string, or a British servant in a tuxedo. Before
to three feet from her mouth. approaching a table, Terry becomes the waiter
Personality: Inquisitive and talkative. Delilah they would most like to see.
can be quite caustic. Gentle Push (Uses=6): Terry will occasionally
Motivation: To serve the patrons and learn the use this power to push an indecisive patron into
latest gossip. Delilah doesn’t accept money: making a certain selection. It can also be used to
instead, she insists her customers tell her a secret “encourage” the victim to perform an action of
in exchange for drinks. Terry’s choosing. On occasion, this power can be
Combat: Delilah can defend herself with a used to push Spot into performing tricks for the
broken bottle for (Defense vs Poor) x 2 damage. amusement of the crowd. The subject of the power
Powers: With her forked tongue, Delilah can may try to make a Good Will roll to resist.
slurp any victim within brawling range. The victim
will suffer rough, acid-like burns on any exposed
flesh, taking (Defense vs Good) x 3 damage. Armor Chance Rogerson, Singer
and clothing can be severely damaged. Three times
per day, Delilah can read a subject’s surface Type: Good Lost Soul
thoughts for (target’s Will vs Good) minutes. Consistency: Incorporeal, luminous
Defense: Passable
WTL: 17
Terry, Server Abilities: Awesome Folklore, Good
Intelligence, Passable Strength
Type: Good Lost Soul Appearance: Chance looks to be fifty, with
Consistency: Incorporeal, solid-looking short, black hair, wearing a denim shirt, jeans and
Defense: Poor work boots. He carries an antique, 12 string
WTL: 20 acoustic guitar. He’s very protective of his
Abilities: Good Agility, Passable Intelligence, instrument, and keeps it with him at all times.
Poor Strength Personality: Rogerson exudes a modest,
Appearance: Terry changes appearance country-boy charm. He looks for the good in
constantly. everyone. If asked, he will share his knowledge of
country folklore and supernatural beliefs.

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Motivation: To exhaust his enormous supply Personality: Bitingly sarcastic. Joe projects
of folk songs and tall stories. Chance Rogerson was impenetrable superiority.
an up-and-coming performer, strumming folk Motivation: To spy out the competition at
songs, and drawling out stories of rural life in the Fears. Big Joe is the owner of a rival pub, Big Joe’s
deep South. He traveled throughout the country, After Dark After Hours After Life Absolutely Last
playing, singing and learning supernatural lore. His Chance Bar & Grille, a establishment in an
career was interrupted temporarily by his death. abandoned warehouse in Atlanta which caters to
While on vacation at a mountain lake, he tried to lost souls. He has a love/hate relationship with
save a child from drowning, and was himself Delilah, the caustic waitress.
drowned in the attempt. Combat: Hardly worth mentioning. Joe
Combat: Anything but a coward, Chance sees considers indulging in hand-to-hand combat to be
nothing wrong with a semi-friendly fist fight, but incredibly vulgar.
will try to avoid more lethal confrontations. He Powers: Aura of Good Cheer (Uses=4), Forget
does (Defense vs Passable) damage with his fists. (Uses=4). Joe uses these powers to defuse
Powers: Chance will use his powers to threatening situations. Both affect all beings in the
augment his and any other performers’ stage local area. The Aura creates a felling of jolly good
shows. fellowship for 4 turns. Resisting requires a Good
Fog (Uses=4): Chance can create a thick fog Intelligence. The second power causes loss of
that fills the local area for up to 30 minutes. This is memory of the previous turn’s events. Resisting
especially useful on nights when rock n’ roll bands requires a Good Memory roll.
play at Fears. Healing hands (Uses=5): Joe will use this
Frightful Visage (Uses=5): Chance will briefly power as required, to heal 6 WTL per use (“X”
appear as a horrible, fish-chewed corpse, causing damage as well as “/” damage) on any ghost that he
all characters in the local area to lose (Stamina vs has previously met, after extracting a promise that
Passable) WTL (but no Sanity checks are required). the recipient will visit “Big Joe’s” the next time
Make Noise (Uses=7): Primarily used to create she’s in Atlanta.
background music while on stage, Chance can use
this power for up to 5 minutes at a time.
Chet
The Gang Type: Demon (A Lesser Pleasure)
Consistency: Incorporeal, solid-looking
Defense: Good
The regulars at Fears are a mixture of evil WTL: 22
beings, helpful spirits, and souls out for a good Abilities: Good Agility, Poor Charm, Poor
time. A few are described below. Intelligence, Passable Strength
Appearance: Chet, stands about four feet tall
and is grossly overweight. He is completely
Big Joe hairless and covered with bubbling blisters, which
make his skin shimmer. His huge head accounts for
Type: Neutral Lost Soul nearly half his height, and his toad-like mouth
Consistency: Incorporeal, solid-looking nearly splits his skull in two. Chet finds even the
Defense: Passable lightest touch to be excruciating, so he wears little,
WTL: 27 if any, clothing. His hideous appearance has earned
Abilities: Passable Agility, Superior him the nickname of Blister.
Intelligence, Good Strength Personality: During life, Chet was a touchy
Appearance: Joe appears as a slightly postal worker who went berserk after receiving his
overweight, but dignified, figure, wearing a well- pink slip. By the time a SWAT team took him down,
tailored white suit. He is bald, and sports a neat the negative Karma he had accumulated while on
gray moustache and goatee. his rampage was enough to make him a minor

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demon. In the afterlife, Chet remains irritable. He’s Combat: In a fight, Needlehead’s arms will
still peeved at his former boss. split apart, revealing meat hooks. He can strike
Motivation: Chet likes to sit at one end of the twice per turn for (Defense vs Good) x 3 damage
bar and drink from a pitcher. He loves to play each. Five barbed chains can burst from his chest
darts, using Needlehead’s face as a target (see and strike at up to five targets within thrown
Needlehead below). range. Those who fail a Passable Dodge roll are
Combat: Chet’s claws are six inches long and held by the chains, taking (Defense vs Good)
do (Defense vs Passable) x 2 damage. He can squirt damage each turn until a Great Strength roll is
a noxious fluid from the rents in his skin, made to break free.
propelling the globs out to thrown range. The fluid Powers: Three times a day, Needlehead can
is acidic and does (Defense vs Passable) x 2 attempt to cause pain on up to three targets for
damage. Anyone grappling Chet takes (Defense vs (Will vs Passable) x 2 turns. If affected, the targets
Superior) x 1 damage per turn from contact with must drop to the ground in agony. Twice a day,
the acidic pus on his skin. Needlehead can use his mesmerizing voice to
Powers: Corruption (Uses=4): Causes an tempt a target into joining him. The target must
object to become moldy, rusty or otherwise attack himself for (Sanity vs Good) turns.
unusable for (owner’s Fate vs Great) hours.
Breath Blast (Uses=3): With an unholy belch,
Chet makes everyone within melee range violently James Dean
sick to their stomachs for (Stamina vs Good) x 2
minutes. During this time their ability rolls are all Type: Neutral Lost Soul
at -1 column. Consistency: Incorporeal, translucent
As an ex-postal worker, Chet knows how to get Defense: Good
to almost any location in the United States. WTL: 30
However, he will give directions only to people he Abilities: Good Alertness, Superior Charm,
considers friends, or to those who defeat him at a Great Dexterity, Poor Fate, Great Mechanical, Good
game of darts. It takes a Superior Aim roll (or some Drive
clever cheating) for a player character to win. Appearance: A handsome young man wearing
a torn t-shirt, leather jacket, and shades.
Personality: This teen idol of the 1950s met
Needlehead his demise when his sports car went off the road.
Ever since then, the ghost of James Dean has been
Type: Evil Lost Soul speeding through the afterlife in his Spyder,
Consistency: Dual looking cool and out racing demons. Occasionally
Defense: Good he stops by Fears, and if asked by a pretty girl, he
WTL: 35 might give her and her friends a ride to wherever
Abilities: Superior Cunning, Great Intelligence, they need to go. If he really likes a character, he
Great Knowledge, Great Strength may give her a pair of his super-cool sunglasses,
Appearance: Standing about six feet tall, which grant +2 columns on rolls to resist sunlight.
Needlehead is dressed in an austere black suit. He Motivation: To have a good time.
is completely bald, and his head and face are Combat: Dean can use his auto to run down his
studded with needles. opponents. Anyone in his way must roll Passable
Personality: In life, Needlehead was a on Dodge or else take (Defense vs Superior) x 2
psychiatrist of some notoriety. A female patient damage. In hand to hand combat, Dean uses a
introduced him to the forbidden pleasures of switchblade, doing (Defense vs Good) x 2 damage.
sadomasochism. Now he is a master of menace and Powers: Dean is particularly attractive to
a purveyor of pain. Given the opportunity, he will women who must roll Great on Charm to resist the
demonstrate his unification theory of agony and urge to stay with him and serve him slavishly.
ecstasy. Dean’s car travels supernaturally fast, and he can
Motivation: To inflict pain upon the living and go anywhere on Earth in just an hour.
the dead.

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Chapter 18: Fears

Appearance: Desiree was born in 1892. While


Horse-with-Spot-on-Nose her shriveled body lies in a nursing home, her dark
arts allow her to travel astrally as a beautiful
Type: Good Lost Soul woman of about twenty. In her incorporeal state,
Consistency: Incorporeal, solid-looking she appears to have long dark hair, soft brown
Defense: Good eyes, and an engaging French accent.
WTL: 20 Personality: Soft-spoken and charming. She
Abilities: Good Alertness, Good Fate, Superior passes herself off as a sympathetic medium, but in
Nature reality, she entices ghosts to their doom with her
Personality & Motivation: Known as “Horse” dark arts.
for short, this Native American shaman was Motivation: Desiree studied the occult all her
originally from a Sioux tribe. In the early 1850s, life, and was finally apprenticed to the demon,
Horse became disturbed at the encroaching white Malawere. It was he who gave her the power to
population. Turning to the gods for guidance, appear as a beautiful young woman in the afterlife.
Horse went into the wilderness where he fasted He has promised to bestow her with beauty and
and chanted for days, asking for a sign. While in a youth in the living world if she lures 1,000 souls
trance, Horse’s astral body stumbled into the into his lair. Though she has made great progress,
afterlife. Desiree is growing desperate, since her living body
Horse appears to be a living creature to others, is very old.
since his touch is warm. However, Horse’s natural Combat: Desiree is frail, since her Strength and
body wasted away years ago. Since then, he has Stamina are those of an old woman. She relies on
been looking for a suitable host, preferably a her minions to fight for her. The minions are
newborn Native American child on the brink of trained to protect her with their lives. She controls
death, so that he might infuse it with life and live them with a silver whistle she wears around her
again. Horse is honorable, and will not possess neck,
anyone who is not deathly ill or dying. Four minions are never far from Desiree. They
Combat: Horse uses a bow and arrow, which are very silent and hard to see. Two of them crouch
do (Defense vs Good) x 4 damage. He carries a on all fours and scuttle along the ground, while two
tomahawk, which does (Defense vs Good) x 3 fly through the air and attack from above. They
damage. communicate by sharp whistling sounds and attack
Powers: By chanting, Horse can summon up to with fang and claw. Their hides are extremely
four ghostly wolves (Good Defense, Passable x 4 tough and hard to penetrate. They have Great
damage), two mountain lions (Great Defense, Defense, and do (Defense vs Passable) x 3 damage.
Passable x 5 damage) or one raging buffalo If Desiree is really in trouble, she will summon
(Superior Defense, Good x 4 damage) to fight for Malawere to aid her.
him. Horse carries healing herbs in his pouch. By Powers: If attacked, Desiree can turn to
making a quick potion or poultice, he can heal up to ectoplasmic stone for up to one hour per day.
(target’s Stamina vs Good) x 2 WTL. While in this state, she can still move about.
She can also entice a lost soul into
accompanying her to Malawere’s lair. A male lost
Desiree LaBas, demonologist soul must make a Good Will roll to resist her
temptations; a female needs to make a Passable
Type: Evil Person Will roll. By simply passing through a normal door,
Consistency: Normally material, she is she creates a magical gate. Anyone who follows her
incorporeal when using Astral Projection to visit within the next minute will find themselves
Fears. transported to Malawere’s lair. The employees and
Defense: Feeble (Superior when in stone form) patrons of Fears know this, and carefully avoid her
WTL: 25 trap.
Abilities: Superior Charm, Superior
Intelligence, Pathetic Stamina, Feeble Strength

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Chapter 18: Fears

blob. A failed roll means the character takes


Malawere (Stamina vs Great) x 2 damage from the burning
venom and is permanently blinded unless the
Type: Demon (A Minister) poison is immediately washed away or a successful
Consistency: Dual Medical roll is made. Malawere may also use his
Defense: Great tail to grab and squeeze the lifeforce from a victim,
WTL: 40 doing (Defense vs Great) x 3 damage.
Abilities: Superior Bargain, Superior Cunning, Though Malawere’s skin is unnaturally tough
Appearance: Malawere has two forms. The and extremely hard to penetrate in both
first is that of an aristocratic gentlemen dressed as incarnations, he has one physical weakness: if the
a 17th century courtier. He is about six feet tall, back of his neck is pierced, he will be destroyed
with hypnotic black eyes and jet black hair. He instantly. For this reason, he wears a stiff, armor-
carries a sword with the sign of three twisted plated collar around his neck and rarely turns his
snakes wrought into the handle. If Malawere does back on anyone. When in serpent form, the
manifest himself in Fears, usually at the summons vulnerable area is a small green scale on the crown
of Desiree, he will always take this form first. of the monster’s middle head. This fact is not
The second form Malawere can assume is that common knowledge, and a player must make an
of a hideous three-headed serpent. Roughly nine Awesome Occult roll to recall it. Striking
feet tall, with a tail nearly 18 feet long, Malawere Malawere’s vulnerable spot requires an Awesome
attacks his prey with lightening speed. This is the attack roll, but any hit with a pointed weapon will
form he assumes while in his lair. destroy him.
Personality: As a man, Malawere is completely Malawere can only be truly destroyed when in
charming, reasonable and thoughtful. He is a good his lair. If he is reduced to 0 WTL while on Earth,
listener, and always projects sympathy and he is merely banished to his lair for a year and a
understanding. day.
As a three-headed serpent, Malawere’s true Malawere hates mongooses. If the party can
nature is revealed. His actions are calculated, convince a talking mongoose to help them defeat
cunning and vicious. He enjoys chasing victims Malawere, they may be able to chase him away
through his many-tunneled lair, giving them false without a fight.
hope of salvation before he finally drains the last of Powers: Hypnotic Gaze: By making eye
their WTL. contact, Malawere can compel a person to come to
Motivation: To use Desiree as a tool to bring him without struggling for (Will vs Great) x
him victims. To drain the unsuspecting of their minutes.
WTL after torturing them mercilessly. Ethereal Beauty: After detaching a small pearl
Combat: In human form, Malawere will attack from his richly decorated clothing, Malawere
with his sword, which does (Defense vs Great) x 5 instills it with the power of Ethereal Beauty.
damage. A character who takes damage from the Anyone who agrees to swallow it (whether living
sword must make a Great Stamina roll. Failure or not) will always appear beauteous in the
means the victim feels a growing numbness afterlife. Their Charm and all related skills will
emanating from the site of the wound. The immediately increase by 4 points. Of course,
character loses an additional 1 WTL each turn and Malawere does not confer this gift for free. Using
can act only every other turn. The character will his powerful will and hypnotic power, he will
feel light headed and will no longer be able to encourage his victim to accept the pearl in
perform complicated actions. She might even drop exchange for bringing fodder to his lair. If the
her weapon. The loss of WTL continues until the victim agrees to swallow it, he will be doomed like
victim is injected with snake-bite antidote, or a Desiree to entice people to Malawere’s tunnels via
Passable Faith Heal roll is made. the nearest door. If Malawere is destroyed in his
As a serpent, Malawere not only bites his lair, his victims will be released from this
victims, causing the same results as his sword, he agreement. They will not lose their supernaturally
can also spit poison at anyone within twenty feet. A gained Charm.
Good Dodge roll is needed to avoid the noxious

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