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Adventures in the Afterlife
By Joe Williams & Kathleen Williams
Additonal Material by
Richard Sanders • Todd Downing • Samantha Downing • Allan McComas
Boneworld chapter by Richard Sanders
Lost Souls 1999 Edition
1999 and 2007 revisions by Joe Williams
Copyright ©1991, 1992, 1994, 1999, 2007 by Joe Williams
Email me at: freeRPGs@comcast.net
First Edition, 1991
Second Edition, 1992
Cemetery Plots, 1994
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Table of Contents
Consistency of Items..................123
15 Haunted Places...........208
Gear...................................................124
A World of Spirits........................208
PlayerÔs Section
Scarum & Fraidy’s Three Ring
Circus................................................208
Ghostly Animals...........................125
Creating Weapons.......................126
Lost Souls at the Museum.......210
1 Introduction........................3
Special Items.................................129
Alcatraz............................................215
Cassandra’s House of Apports.....215
Journey To Limbo..............................3
Overview...............................................4
Hampton Court.............................216
2 Character Creation............7
Referee's Section
The Hospital of Horror..............218
Outline of Character Creation......7
Theatre Royal................................220
Profession.............................................7
Camp Foxglove..............................221
Lost Soul Type....................................8
9 The Afterworld..............135
Abilities..................................................8
About the Afterlife......................135
From Here to There....................223
Other Information..........................10
Realms..............................................142
Flight 401........................................223
Powers................................................12
Gates.................................................143
Sanctum..............................................13
The Spirit of St. Louis.................224
The Mentor....................................143
Character Background.................14
Hindenberg.....................................225
Flying Dutchman..........................225
10 Running the Game.....145
3 Professions....................... 23
The Titanic......................................226
Adventures.....................................146
Bonnie & Clyde Death Car.......227
A to Z....................................................23
Campaigning in the Afterlife..149
Ghost Cart........................................228
4 Lost Soul Types ............... 49
Role Playing Horror...................152
The Appeal of Horror................153
A to Z....................................................49
Orient Express...............................229
Creating Horror...........................155
Humor..............................................157
Trolley No. 13................................230
5 How to Play....................... 61
Game Basics......................................61
17 Boneworld....................231
Play Sequence..................................62
11 Non-Player Characters .159
Denizens of Boneworld.............232
Using Attributes & Skills.............63
Running NPCs...............................159
The Roll Required..........................65
The Skeletal Legion of Count
Monterrant.....................................233
Roll Shorthand.................................67
Creating NPCs...............................160
Adjusting the ART..........................67
Ossia..................................................235
Special Ability Rolls.......................68
Demons............................................183
Uses for Boneworld....................237
Inspiration Points...........................69
Will To Live.......................................71
Karma..................................................70
Hazards...............................................73
13 Living NPCs ..................185
18 Fears...............................238
Combat................................................74
The Staff...........................................239
Seeing Ghosts................................185
A Ghostly Bar.................................238
The Gang..........................................242
Other Human NPCs....................191
6 Abilities.............................. 81
14 Famous NPCs...............194
Introduction......................................81
A to Z....................................................82
Afterlife-styles of the Rich and
Famous............................................194
Power Descriptions.......................93
8 Gear...................................123
School of the Damned................212
Widowmaker Ranch...................217
16 Haunted Vehicles.......223
Outer Planes..................................140
Visage...................................................12
U Boat U-65....................................226
Adventure Ideas..........................148
Sim’s Carriage................................228
Narrator Tips................................151
Background....................................231
Bone Weapons..............................235
12 Supernatural NPCs....163
7 Supernatural Powers.... 93
Powers List........................................94
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Chapter 1
Introduction
Journey To Limbo
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The nagging sound of sirens still rings in your
ears as you float down a long tunnel. The walls of
the tunnel swirl around you like the clouds of a
hurricane, yet there is no wind, only an unrelenting
force that pulls you forward. A sense of unease
builds in you, until a familiar figure steps out of the
glow at the tunnel’s end. It’s your dear old granny!
You’re so pleased to see her that you only vaguely
remember that she’s been dead for ten years.
“Yumyums!” she shouts, greeting you with a
childhood nickname you haven’t heard in ages. You
feel absurdly safe as she beckons you out of the
tunnel and into a wide, white room. Soft clouds
form over-stuffed chairs and low coffee tables. On
the tables are old issues of National Geographic and
Boy’s Life.
Granny wears white robes and under one arm
she carries a slate inscribed with numbers. “Now
let’s see if you’ve been behaving yourself.” She
peruses the column of figures. “Tsk, tsk, Yumyums.
You’ve been rather slack in collecting Karma. In
fact, at your current level, you’ll be reincarnated as
something between a worm and pond scum. I told
your mother to keep an eye on you, but would she
listen? Oh, no. She knew how to raise her child . . .”
Suddenly, it hits you—this is no dream! The
last thing you remember is crossing the street
against the light and a horrible screeching of
brakes. Then the tunnel—the light—and your dear,
departed grandmother. It all adds up to one
terrible conclusion. You never made it across the
road!
Granny fondly pats your shoulder. “Don’t
worry, dear. You’ll make wonderful pond scum,
and the experience will do you good. I spent many
incarnations as an intestinal parasite, and now look
at me!”
You fall to your knees, blubbering that you
didn’t mean to cross the street against the light, but
you were in a hurry, and everyone else was doing
it. It isn’t fair that you got nailed instead of
someone who really deserved to die.
“You mean you perished in an accident?”
You nod weakly.
“I thought I sensed the Will to Live in you!”
Quickly she consults the last row of figures. “I’ve
made an awful mistake, Yumyums. I was so excited
to see you that I forgot to check the schedule. You
see dear, it wasn’t your time. You aren’t slated to
visit us until they pay off the national debt.”
Your heart fills with sudden hope. Why, if
current politics are any indication, you might live
forever! Now they’ll have to send you back. You’ll
get a second chance to do good deeds, collect more
Karma, and avoid being reborn as pond scum.
What a golden opportunity!
B!Mbtu!Dibodf!
Granny shakes her head. “Now Yumyums, this
isn’t a Frank Capra movie. Dead is dead, and there’s
no going back to that used-up bag of bones you
used to be. But you can still earn Karma.
“You see, you can’t be reincarnated until your
Will To Live is totally gone, and because you died
so suddenly yours is still strong. You’d be surprised
how often this happens. The afterlife is full of
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Chapter 1: Introduction
people like you, lost souls unable to let go of their
lives. Perhaps you can help one another.
“You must return now to the world of the
living, and set right the unfinished business that
still holds you to the earth. Only then can you grow
and find peace.”
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To enjoy Lost Souls, you will need:
The Lost Souls rulebook.
Paper (graph paper is good for sketching
maps).
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Pencils & erasers.
Character sheets copied from the one
provided in this book.
Taking you by the hand, Granny leads you
down a cloudy corridor. “Now, I can’t go with you,
but I can give you some advice. Stay clear of evil
spirits who have given up the search for Karma.
They’ve grown powerful feeding off the Will To
Live of others, and they no longer seek to be
reincarnated. Some have been around for
centuries; others have gone completely mad, and
they’ll hurt you just for fun.
“Watch out for demons, too. They’ll try to trick
you into rebirth before you’re ready, or else drive
you insane. They might even trap you in another
plane of eternal torment.”
Granny pauses beside a vast door. “I’m
sending you back now, Yumyums. You’ll grow used
to being a lost soul.” And with that the door opens
and she gives you a mighty, ungranny-like shove.
As you plummet wildly into the grainy darkness
you hear her voice far above you: “Welcome to the
afterlife!”
Percentile dice (also called d100).
At least one six-sided die (d6).
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Die rolls help you determine exactly what
happens to your character out of a range of
possibilities. They provide uncertainty and
excitement.
Percentile dice consist of two ten or twenty-
sided dice, which you can purchase at most hobby
or game stores. It’s usually best to have a pair for
each player. Together, these two differently
colored dice are used to generate numbers from 1
to 100. To do this, designate one color as high.
Then roll both dice simultaneously, and read the
high die first. If both dice show zero, the result is
100 (also called 00, or double zero).
Example: A player rolls a red and a white die,
calling red as high. The red die rolls a 3, and the
white die comes up 7. The result is 37.
Overview
Welcome to Lost Souls. In most role playing
games, the object is to avoid being killed; in Lost
Souls it’s to avoid being reborn. Players take on the
roles of spirits who roam the earth and other
planes of existence, meet historical figures, and
battle diabolical demons while striving to become
Higher Beings.
People who like problem solving, puzzles, and
role playing will particularly enjoy Lost Souls. It
was designed to be as easy to play as possible, with
a strong emphasis on player participation. As such,
it is especially suited to “spontaneous” role playing,
where the narrator runs a game with a minimum of
advance preparation.
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Role playing games are unique. Instead of
moving tokens around a board, play takes place
solely within the imaginations of the participants.
Like all role playing games, Lost Souls requires two
or more players. One person takes on the role of
the narrator and the others play ghostly
characters.
Using an outline prepared beforehand, the
narrator describes what happens in the game in
response to the actions of the players. The narrator
serves as the player’s senses, relating settings,
situations, the passage of time, and all events that
lie outside the players’ control. By employing
dramatic and evocative language, a good narrator
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Chapter 1: Introduction
will capture the players’ interest and carry it
through to the game’s end.
The narrator also controls the characters the
players meet. The narrator assumes new roles as
needed, sometimes playing three or four
characters at a time. These characters are known
as non-player characters, or NPCs.
The players are impromptu actors within the
scenes set up by the narrator. Each player portrays
a single lost soul in the game, and reacts to people
and events according to the personality of their
role. The role taken on by a player is called a lost
soul or a character.
The players’ decisions directly affect the
course of the story. They decide where to go and
what to do, when to fight and how to solve
problems. The narrator must keep up with the
players wherever their decisions take the
adventure, improvising new situations as required.
The narrator is responsible for describing the
world around the lost souls, but the players get to
control what their characters say and the actions
they attempt. Typically the players will speak in
first person. Most of the time they will stay
together and work as a group to meet the
challenges presented to them.
opportunity to gain it in the afterlife by completing
Ghostly Vows. The characters return to earth
where they haunt familiar locations: their family
homes, the scene of their deaths, and their final
resting place.
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The newly departed may look whole and solid
to themselves and other lost souls, but when they
walk the streets of the living, no one can see, hear
or sense them in any way. To the living, they do not
exist. Lost souls can hear and see the living, but not
vice versa. Communication with the living is
impossible unless a lost soul uses a supernatural
power to interact with them.
Since most people who die are instantly
reborn, there are fewer lost souls in the world than
living people. Characters will meet an occasional
lost soul, a spirit like themselves seeking to climb
the karmic ladder. But they are not the only
incorporeal beings roaming the afterlife. Demons,
evil spirits and supernatural entities all inhabit the
world of the dead, and many of the them are
hostile and dangerous.
Many lost souls are content to exist forever in
the physical world. Some are afraid of what they’ll
be reincarnated as, others simply enjoy their
current incarnation. Most have unfinished business
on Earth that prevents them from finding peace.
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All characters in Lost Souls begin the game
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
shot down by enemy agents. Whatever the mishap,
their bodies are left far behind as they enter the
Afterlife.
Because they died before their time, their Will
to Live is so strong that they cannot be reborn. This
is good, for their lack of Karma indicates that if
they were reborn, their next incarnation would be
very low.
Karma is the compilation of good and bad
deeds in a person’s life. The next incarnation of a
character is based on how much Karma they have
accumulated. With enough Karma, lost souls may
become a Higher Beings. Only then can they escape
the cycle of life and death and discover what lies
beyond.
Since the characters didn’t get a fair chance to
collect Karma while alive, they now have the
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This manual is divided into two sections, one
for the players and one for the narrator. Players
should only read the first section; perusing the
narrator’s Section will reveal secrets they aren’t
supposed to know, and diminish the game’s air of
mystery.
The narrator has the daunting challenge of
reading both sections before attempting to run an
adventure. If the narrator is a seasoned role player,
with a good grasp on common gaming techniques,
they can easily teach the rules to the players during
the course of their first adventure.
Players should begin by generating a
character, as explained in Chapter 2: Character
Creation.
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