LostSouls PDF
LostSouls PDF
LostSouls PDF
Additonal Material by
Richard Sanders • Todd Downing • Samantha Downing • Allan McComas
Boneworld chapter by Richard Sanders
3 3
Chapter 1: Introduction
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
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Chapter 2: Character Creation
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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.
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Chapter 2: Character Creation
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
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Chapter 2: Character Creation
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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,
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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:
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
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Chapter 2: Character Creation
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Chapter 2: Character Creation
Congratulations!
Your character is now ready to play!
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Chapter 2: Character Creation
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
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Chapter 2: Character Creation
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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.
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Chapter 2: Character Creation
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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).
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Chapter 2: Character Creation
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
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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
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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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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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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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
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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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.
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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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Chapter 5: How to Play
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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• 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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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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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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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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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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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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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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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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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 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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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.
Astral Walk
Uses per day: Two
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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.
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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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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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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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.
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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.
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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.
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.
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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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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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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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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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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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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).
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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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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.
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.
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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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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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127 127
Chapter 8: Gear
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.
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Chapter 8: Gear
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
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.
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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.
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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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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.
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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.
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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.
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Running the Game
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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• 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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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!
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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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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.
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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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.
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Chapter 11: Non-Player Characters
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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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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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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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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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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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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Living NPCs
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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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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Chapter 13: Living NPCs
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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Chapter 13: Living NPCs
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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Chapter 13: Living NPCs
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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Chapter 14
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.
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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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Chapter 14: Famous NPCs
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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Chapter 14: Famous NPCs
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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Chapter 14: Famous NPCs
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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Chapter 14: Famous NPCs
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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Chapter 14: Famous NPCs
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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Chapter 14: Famous NPCs
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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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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Chapter 15: Haunted Places
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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Chapter 15: Haunted Places
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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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.
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Chapter 15: Haunted Places
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 16
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.
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Chapter 16: Haunted Vehicles
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.
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Chapter 16: Haunted Vehicles
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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Chapter 16: Haunted Vehicles
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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Chapter 16: Haunted Vehicles
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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Chapter 16: Haunted Vehicles
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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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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Chapter 17: Boneworld
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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Chapter 17: Boneworld
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
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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.
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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
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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