Afterlife - Lost Souls Edition
Afterlife - Lost Souls Edition
Afterlife - Lost Souls Edition
You died.
Then, light. A brightly shining light called to you. The boat inched
ever closer to the light and all at once you were engulfed. Blinking
your eyes for precious moisture, you looked around to see an
endless white desert. There was no sun above, but scalding heat.
Your lips craved water.
angryhamsterpublishing.com
Lost SoUls EDitioN
Special thanks to my awesome play testers Erik, Floor, Andries & Renée.
And mom <3.
All illustrations were taken from the copyright free images released by the British
Library and edited for the purposes of this book. Check out all the images here:
https://www.flickr.com/photos/britishlibrary/
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AfteRlife
Lost SoUls EDitioN
You can play a full game of Afterlife with the Afterlife: Lost Souls Edition,
but it is not the full game. My goal was to give you a taste of the Tenebris.
The full game will have more character options and be packed full of setting
information. It will be reworked, polished up, fully illustrated, and developed
for a full release on Kickstarter.
I am still hard at work making sure Afterlife is the best possible game
we can release. For that, I’d love your help. If you have any questions,
comments, or feedback about the game please contact me (Liz) at liz@
angryhamsterpublishing.com. When designing a game, feedback is better
than gold, so thank you so much in advance for your help!
Afterlife: Lost Souls Edition assumes you are familiar with the basics of
tabletop role play games. It uses a 2d10 mechanic to resolve all checks and
standard d4-d12s for combat damage. We’ve included all the mechanics you
need to play the game, and a chapter on setting information is at the back of
the book. The Tenebris is mysterious and strange place, make it yours!
We’ve provided a character sheet at the back of the book, but our Lost Souls
Edition is much smaller than the actual book we plan to produce which will
be 8.5 x 11” and in full colour. You can download a full-sized character sheet
from our website: http://www.angryhamsterpublishing.com/downloads/
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tABle of CoNteNts
INtRoDUctioN 4
CHARActeR CReAtioN 6
VitAl StAts 13
Attributes 13
Skills 15
Resonance 18
Requiem 23
Experience 25
tAleNts 26
MecHANics 34
Money 44
Items 44
WoRlD 48
GM CHApteR 53
Limbos 54
Unrequited 56
NPC Creation 58
Eternity Chasms 61
cHARActeR sHeet 64
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You died.
Awakening on a rocking boat, it took time for your eyes to adjust to the
darkness. Water lapped along the sides of the boat as a faceless, cloaked figure
steered the boat onwards. The mysterious figure asked you questions about
your life, your choices, your regrets. With each answer your mortal life fell
farther away from you, difficult to grasp, but an important memory you could
never forget.
Then, light. A brightly shining light called to you. The boat inched ever closer to
the light and all at once you were engulfed. Blinded by the searing white light,
just as with the darkness, it took you a moment to adjust. Blinking your eyes for
precious moisture, you looked around to see an endless white desert. There was
no sun above, but scalding heat. Your lips craved water. The boat, the water, was
nowhere to be seen.
You are alone. You are dead. And this is not where you were meant to go.
WANDeReR
In Afterlife you play a Wanderer, someone who died, but did not end up
where they were meant to go. Whether it was heaven, hell, reincarnation, or
whatever else mortals believe will happen to their souls when they die – this
did not happen to you and you know there has been a mistake. There is now
a strange mark branded on your skin, like a tattoo; other Wanderers call it a
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Death Mark. With each Limbo you enter, the Death mark grows, and other
Wanderers tell you it will lead you to your Requiem – your final resting place.
Now you travel the Tenebris, an endless desert, in search of your Requiem.
There is no sun in the Tenebris, nor moon, nor stars. During the day it is
sweltering and warm; at night it is dark and freezing. The sands beneath your
feet shift and writhe. Other Wanderers tell you that it is the Great Serpents
that live beneath all things who slumber in their nest.
Within the Tenebris you still need to eat, sleep, and perform normal bodily
functions. However, your body itself, unless harmed or manipulated by
outside forces, is eternal. You will never age or change from the way you are
when you enter the Tenebris.
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Wanderers are people of any age, race, creed, or gender. What is most
important in creating your character is the story you build around it: who
they are, who they were, and what they are searching for in the Tenebris.
Though you may not know everything about who your character is,
when talking with your Game Master (GM) try to come up with a small
background for yourself. This will help you make decisions in the role play
and also do things out of your normal comfort zone.
BUilDiNG A BAckstoRy
Your character’s background can be as long or as short as you would like it to
be. This background is called a backstory and it explains where your character
comes from and who they are. Some players like to write an expansive
backstory about their character, while others prefer to write a few notes and
feel it out during the first session. In your backstory you can outline some
key moments in your character’s life and also help to define their personality.
Many GMs find a backstory useful to read, as it gives them an insight into
a character’s mind and feelings. Backstories are especially important in
Afterlife, because they will help you to pick a shroud later on.
Whatever your style is, it is important your GM knows key points about your
character so that they can add your personal plot into the story. The more
your GM knows about your character, the more they can use.
There are a few basic things about your character you should lay out for yourself:
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Before my Death...
Decide who your character was before they were Fated, what their life looked
like, and who they knew. These aspects are important for a backstory, because
they show where your character came from and what influences who they are
today. For example:
I Died...
Decide how your character died.
Angry. Why did I die and why am I here and not in my final resting place?
At peace. This is where my soul was meant to end up, I have a new journey to take.
Lost. I’m not sure why I am here and I don’t know what to do next.
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WHAt Do yoU look like?
One part of building a backstory is deciding what your character will look
like in the Tenebris. When they arrive in the afterlife they may appear
physically different than when they were alive. How your character looks in
the Tenebris is a representation of their soul. They could become thinner,
taller, larger, have red hair instead of black, or be a woman when they were
born a man. Normally, Wanderer’s appearances are within the bounds of
human looks, but there isn’t anything to say your character doesn’t have a
small set of horns (if they were really that terrible of a person). How your
character looks is up to you.
DeAtH mARk
Upon entering the Tenebris your character gains their first Death Mark.
Appearing like a tattoo on the skin, it often artistically depicts how they died
or something integrally important to them. This Death Mark will gain new
tags (pieces) each time your character gains Resonance.
Your Death Shroud is your driving force and your reason for being. It also
gives you two starting points of Resonance and two linked Resonance Traits
of your choice. Resonance Traits give you unique abilities based which type of
Resonance they are linked to.
For example, if you have one rank of Lust Resonance, you may pick one Lust
Resonance Trait. You can read more about them on page 21 and find the
Death Shroud descriptions on the next page.
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The Hero
You lived your life in service of others. Making sure that everyone had a fair
shot, felt lifted up, and were safe was your highest priority. All you wanted
was to look back at your life and know you made a difference.
Starting Resonance: Humility 1, Pride 1
The Lover
You lived your life in pursuit of love. Whether that was from a partner, child,
or friend - living a good life with the ones you loved was your highest priority.
Looking back on your life, it is coloured by the people you knew, and what
they meant to you.
Starting Resonance: Chastity 1, Lust 1
The Scholar
The pursuit of knowledge was your highest goal. You spent your days
studying, unearthing, and unravelling the mysteries of scholarly knowledge.
Much of the information you have learned was brought with you to the
afterlife, but there is so much left to know.
Starting Resonance: Charity 1, Greed 1
Skills are what we learn and practice every day. They represent how much
schooling you’ve had, how good you are at certain things (like sword
fighting), and what you have spent your time on during your life. Skills are
easier to learn than Attributes, because they represent things your character
picks up on a daily basis. Skill descriptions can be found on page 16.
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At character creation you choose two Skill Bonuses. Skill Bonuses are Skills
your character is especially talented in. When rolling for a Skill that has a
bonus, a character gains a +2 bonus modifier. If you wish, you may change
your Skill Bonuses each time you gain a point of Resonance to represent what
your character has learned, practiced in, etc.
Talents are special skills that are only available to Wanderers. They allow
you to do things such as create illusions and speak to animals. At character
creation pick one Talent in which to focus. Picking a Talent Focus gives you
one of three special bonuses, which help you make your character’s abilities
unique. You must have points in a Talent in order to pick its focus. For
example, if you focus on the Talent, Succor (healing powers), you could pick
an aura that makes people feel peaceful around you, or the ability to phase in
and out of reality. Read more about Talents and Talent Focuses on page 26.
Resonance is your spiritual essence and shows how close you are to finding
your Requiem. By picking a Death Shroud, you automatically start with two
points of Resonance (defined by the Shroud). For each point of Resonance,
you gain one linked Resonance Trait. Resonance Traits are special abilities
you can use, find out more about them on page 21.
The Eternity Scale keeps track of how many times you can use your Talents
before something catastrophic happens. For each point of Resonance you
gain, you move up one level on the Eternity Scale, meaning you can use
your Talents more often without something terrible happening. During
character creation, add up your total Resonance (normally two) and mark the
corresponding dotted line, the space before this line is called your safe zone.
Read more about the Eternity Scale on page 26.
Your Hit Points (HP) are how much damage your character can take before
they are knocked unconscious or die. Characters have a base of 30 Hit Points,
plus 5 HP for each additional rank of Stamina above one.
Armour is clothing your character can wear to lessen the damage they
take. Your Initiative Modifier is the higher of your Dexterity or Perception
ranking; it shows how quick your character is on their feet and how fast they
can react in combat.
Hit Points, armour, initiative modifiers, and more are all explained in the
‘Mechanics’ section.
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Once you’ve calculated and placed points in all your stats, you can roll for
starting equipment. When your Wanderer is in the boat bringing their soul
to the Tenebris, the boat is filled with refuse and junk. Before you stepped off,
you were able to grab a few items to carry with you along the way. Find the
starting item information on page 44.
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pRe-SessioN
Before starting the campaign, it is important for you and the GM to sit down
together and go over your character sheet. After this is done, it is time for
your pre-session. In Afterlife, you begin your story on the boat that carries
you to the Tenebris. You have no worldly possessions on you, except a long
black cloak and a pair of rough leather sandals. Pre-sessions are meant to give
you a chance to play your character, examine who they are, and what they
would do in a situation like this. On the boat to the Tenebris, you do this by
speaking to the Boatman and the other souls in the boat with you.
GM: The boat rocks gently from side to side. The sound of lapping water is
the first thing you hear, awoken from a violent dream of your death. The sky
above is dark, so dark that you see no stars, and the only light that shines comes
from a simple oil lamp hanging on the boat carrying you. A gigantic figure,
almost three metres tall, ferries the boat forward into the dark nothingness. It
is impossible to make out any features on the figure’s face, but you have more
pressing concerns to worry about - you have died.”
During your trip through the dark, murky waters, the Boatman will ask you
questions about your life, death, and regrets. This is a good time for you
to explore how your character feels about being dead and what is going to
happen to them now. It is also likely that the others on the boat, your crew,
will be travelling with you (at least for a time) so take a moment to see how
you feel about them.
GM: From the darkness, a bright, white light comes from a distance. It starts as
only a pinpoint, but it grows larger and larger until at one point you realize you
are standing in a never-ending desert. Any water, as well as the boat, are now
nowhere to be seen. It is time to start the game!
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This chapter covers vital statistics (stats), which are your character’s
Attributes, Skills, and Resonance. Attributes and Skills are tracked on your
character sheet telling you what type of person your character is. It tells you if
they are artistic, if they’re able to run long distances without getting winded,
or even how much knowledge they have about botany.
In essence, these stats portray how your character’s brain and body is wired.
These abilities are something a character can get better at and fluctuate during
their lifetime. While a man of 80 may not be able to lift the same amount of
weight as when he was 24, he is years wiser and sharper in wit. Try to focus
your character’s Attributes and Skills around what you have written in your
backstory and your character’s experience. It will be impossible for you to be
good at everything, just like in real life, but how your character makes up for
their shortcomings is half the fun of playing.
This chapter concludes with explaining how your character may grow
and gain experience. It explains the importance of Resonance, the use of
Resonance Traits, and how to find your Requiem. Finally, it goes over how to
make your character stronger through the use of experience points.
AttRiBUtes
Attributes are your base stats. Attributes can be raised like any of the other
aspects on a character sheet, but are much harder and expensive to raise as
they represent a character becoming exponentially better than they were
before at a core ability. For example, a character who became a marathon
runner from a couch potato could gain a point of Stamina.
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Attributes are always paired with a Skill or Talent in relation to rolling dice.
The chart below describes the different Attribute rankings dependent on how
many ranks have been invested.
Having only one rank in any Attribute means that you are extremely weak in
it. Stamina one means you are a sickly person, Strength one means you even
have difficulty carrying the groceries home, Intelligence one means you are
much dumber than the average person bordering on mental handicap, etc.
The average person falls between ranking two and three for most Attributes.
INtelliGeNce
Intelligence measures how smart you are and your common sense. It is a
mixture between what you have learned and an innate ability to understand
the world. Intelligence is the problem-solving Attribute and shows how quick-
witted someone can be. It is also the gut feeling that tells you when you’re doing
something stupid. Intelligence is used for: wits, enigmas, and learning.
CHARismA
Charisma is your innate charm and ‘je ne sais quoi’. It represents how easily
you can inspire others and how willing others would be to help you. It shows
your ability to talk to people and your presence when you enter the room.
It allows you to twist other people’s emotions to help you and guides you
when you wish to genuinely comfort someone in need. Charisma is used for:
speeches, seduction, convincing, leadership, lying, and coercion.
StReNGtH
Strength represents your physical vigour. It is how much you can lift and
how hard you can punch. It is the difference between lifting a rock or a
boulder over your head. A high strength allows you to hit harder, carry more,
and push yourself to the limits of athleticism. Strength is used for: lifting,
jumping, crushing, and dealing damage.
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StAmiNA
Stamina measures how your endurance is. It shows how far you can run
without getting winded and if you can take a punch (or three). Also, Stamina
represents your general fortitude, whether or not you are often ill, and if you
can handle your liquor. This Attribute also helps you in resisting disease and
even poisons. Stamina is used for: hit points, resisting sickness, endurance,
and pain tolerance.
DexteRity
Dexterity is how athletic and quick you are. It helps you to dodge out of
the way of things flying your way, or perhaps even catch them mid-air. This
Attribute helps you to aim your weapon and make quick, deft strikes against
your opponent. Finally, it shows your flexibility, your ability to bend and
contort. Dexterity is used for: speed, athleticism, acrobatics, and fighting.
PeRceptioN
Perception is how aware you are of the world around you. It is the difference
between seeing the car coming your way as you cross the street or missing
the sound of the horn. This Attribute helps you notice minute details and
search for clues. Furthermore, Perception allows you to read other people’s
emotions, notice their tells, and see when they are lying. Perception is used
for: reading emotions, noticing surroundings, and remembering small facts.
Skills
Skills are a representation of what you have learned in life. They show what
you have decided to focus on and what you are specifically very good at. The
chart below describes the different Skill rankings dependent on how many
ranks you have invested in a Skill.
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Skill BoNUses
At character creation you gain two Skill bonuses. These bonuses represent
something you are specialised in. Each bonus gives an additional +2 to checks
made with the Skill. Once per session you may choose to auto-succeed in a Skill
in which you have a bonus. An auto-success represents a ‘pass’ for the Skill; it is
not a spectacular success, but it is just enough for your action to succeed.
Skills
Athletics - how physically fit you are. It defines if you have had training in
running or swimming, and whether or not you can catch a ball.
Brawl - how good you are in a fist fight and whether or not you have been
trained in a martial art. You can also use this skill when you want to throw
something that is not normally a weapon.
Craft - encompasses all creative endeavours that are made with your hands.
Per each rank you have in Craft, you may choose a new craft to be proficient
in. Craft focuses: cooking, painting, carpentry, fibre arts, blacksmithing, etc.
Etiquette - shows your knowledge of manners and social cues. It can tell you
how to act in specific situations; for example, what knife at the dinner table
should be used with the fish course.
Expression - represents how well someone can appear and how much of a
‘smooth talker’ they are. Expression may also be used by leader types to bolster
the troops and get them to move where they have been directed.
Intimidation - whether or not your glare will send a cold shiver down your
opponent’s spine. Intimidating characters do not necessarily need to be strong,
there are many ways to terrify others.
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Knowledges, but you must spend XP for each separately. Knowledges:
Medicine, Science, Finance, Business, Law, Politics, etc.
Melee - measures how good you are at wielding a non-ranged weapon. Per each
rank you have in Melee, you may pick a different weapon type to have training
in. Weapon types: knives, swords, axes, blunt weapons, polearms.
Perform - shows how well you can put on a show, whether that be acting or
playing an instrument. Per each rank you have in Perform, you may choose a
new art to be proficient in. Performance arts: piano, ballet, acting, singing, etc.
Ranged - how good you are at wielding a ranged weapon. Per each rank in
Ranged you have, you may pick a different weapon type to have mastery over.
Weapon types: pistols, bows, etc.
Spot - represents your ability to see enemies approaching from far away and
noticing clues in your environment. Spot is to have if you are someone who
quickly notices what is going on, or does a lot of investigation.
Stealth - shows how sneaky you are. It is how quietly you can move and also
how easily you can blend into a crowd. This Skill is useful when you want to
hide from enemies or maybe just a nosey friend.
Thievery - your ability to steal, pick locks, and break into things. It is for people
who want to practice the unsavoury arts of pick-pocketing and sleight-of-hand.
Wits - defines how much wisdom you have and how strong of a gut feeling
lies within your belly. It shows your mental fortitude and may be used to fight
off psychic assaults and it shows how sharp your mind is.
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tHe SeARcH foR tHe BeyoND
The goal of any Wanderer is to gain enough Resonance to find their Requiem
– a soul’s final resting place. In order to do this, they travel to different Limbos
in the Tenebris. Limbos are seen as gateways to the Beyond. When Wanderers
gain enough Resonance, they follow a map laid out on their skin, called a Death
Mark, to their Requiem and they take their final journey into the Beyond.
The arch-enemy of any Wanderer is stagnation. Staying in one place for too
longs means a slow acceptance they will never find their Requiem. Wanderers
may have homes, friends, and even families in Tenebris, but they will always
be searching for their soul’s final resting place.
In this section we will review: what Resonance is and how to use it, how to
find your Requiem, and finally explain experience points, which you can use
to strengthen your character’s vital stats.
ResoNANce
While Resonance cannot be truly classified with names and titles, Wanderers
have given names to the different manners they exhibit when they gain
Resonance with an area.
The fourteen types of Resonance are based off the Seven Deadly Sins and the
Seven Heavenly Virtues. In Afterlife: Lost Souls Edition we have included 6
out of the 14 types of Resonance.
When a Wanderer gains Resonance, they feel uplifted and secure. Their soul
becomes more resilient and they feel a powerful pull to their Requiem. Gaining
Resonance is not a tangible metric Wanderers can measure, but they can feel it
brings them closer to their Requiem. It courses through the very fibre of their
beings and it tells them they are on the right path, whatever path that may be.
Gaining Resonance
Each time a Wanderer leaves a Limbo they gain Resonance. Their Resonance
is based on how they acted when in the Limbo. Were they filled with Pride,
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acted Lustfully, showed Humility, did they show great Patience? It is up to the
GM to decide what type of Resonance the Wanderer gains, but players are
encouraged to point out certain acts and moments from the Limbo that were
important to their character.
There are some special circumstances where a character may gain a point of
Resonance when they have not yet left a Limbo and these are:
• When they act as an epitome of a particular Resonance
• When they complete a huge goal or have an outstanding success
• When they have had a horrid failure
• GM discretion for important moments
Each time a Wanderer gains Resonance they gain a Resonance Trait based
on the type of Resonance they have gained. For example, someone who has
gained a point of Resonance in Lust may get the Resonance Trait, Desire.
How much?
How much Resonance GMs award should be based on the pacing of the
game you are playing. If you are playing a longer campaign and intend to be
busy for years (out of game), we suggest awarding only one or two points of
Resonance per Limbo. If you are playing a shorter campaign, you could award
three or even four points of Resonance per Limbo.
Each player should receive the same amount of Resonance points upon
leaving a Limbo. Resonance is a mystical force driving each Wanderer to find
their place in the Beyond. It does not pick which person made more of an
‘epic effort’ or who ‘deserves’ it more. All Wanderers deserve Resonance for as
long as they search.
Highlighting Resonance
Players should feel free to highlight the type of Resonance they would like
to gain for their character to their GM before they enter into a Limbo. With
this information, the GM may notify the player when there are opportunities
to gain this Resonance. If the player follows the GM’s advice, they will more
than likely gain the Resonance they were seeking.
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types of ResoNANce
We’ve placed the meaning of the eight types of Resonances included in this
edition below. These meanings are short sentences to use as a springboard
to what they mean for you and the game in which you are playing. Each
Resonance can be shown in a multitude of ways: good, evil, and the grey bits
in between. Someone can show utter humility after murdering an innocent,
and a deep-seated Envy can push someone to perform amazing acts of
bravery.
How Death Marks appear are dependent on the individual Wanderer and
the type of Resonance they gain. They are always visible on your skin, like a
tattoo. When you gain Resonance, it will grow and shape to form a picture
of your experiences, whether that is literal or abstract. If you are filled with
Wrath, your Death Mark may appear with violent flashes of colours and the
twisted faces of your victims. If you gain a point of Charity, it my show you in
a giving light, or perhaps depict your selfless deeds.
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ResoNANce tRAits
Each time you gain a point of Resonance, you gain a Resonance Trait, which
is linked to the type of Resonance you gained.
If you use a Resonance Trait that requires a roll, by you or an opponent, and
you fail - you retain use of this Trait until you succeed in using it.
Humility
• Skill bonus - Passive. Gain +2 on one Skill exemplifying this Resonance.
• Credit where it’s due - Passive. You may roll twice for your next check
and take the highest result when you give someone else full credit for
something you have done or helped in.
• Go for it - Give a fellow player a +2 to a roll they have failed in.
• Shrink I - Shrink yourself to only 10cm tall.
Pride
• Skill bonus - Passive. Gain +2 on one Skill exemplifying this Resonance.
• Bragger - Passive. You may roll twice for your next check and take the
highest result when you speak about your accomplishments to others.
• Not like me - You may re-roll a failed roll.
• Beaming - You smile at someone and a bright shining light comes off of
you. It blinds everyone who was looking at you for one round. GMs may
call for those who are caught unaware or off guard to make a difficulty
11 + (Pride), Perception + Wits check to look away in time.
Chastity
• Skill bonus - Passive. Gain +2 on one Skill exemplifying this Resonance.
• Restraint - Passive. Whenever you show restraint rather than indulging
in a vice, roll twice for your next roll and keep whichever result you like.
• Aura of Safety - Create an aura of peace (Chastity) metres around you
for one scene. Anyone within the aura cannot act violently.
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• Freeze - Touch someone and freeze them in place for (Chastity) rounds
or (Chastity) minutes outside of combat. At the end of each turn/minute
for the frozen person they may make a Strength + Athletics check to
break free from being frozen. The difficulty is equal to 11 + (Chastity).
Lust
• Skill bonus - Passive. Gain +2 on one Skill exemplifying this Resonance.
• Desire - Passive. When you first meet someone, find out what they most
desire. This desire is often not concrete, but an abstract idea.
• Electric - Electrify your opponents. Make a Dexterity + Lust check vs.
an enemy’s Combat Difficulty (CD). On a success, you deliver an electric
blast in a straight line to them dealing 2d6 damage.
• Attraction - Cause two people you can see to become magnetised to one
another for one scene. During this time, if they move, they may only
move closer to one another.
Charity
• Skill bonus - Passive. Gain +2 on one Skill exemplifying this Resonance.
• Borrow - Once per day, you may give an ally all your ranks in one Skill,
in addition to their own. This lasts for the scene or until you use the Skill
yourself, whichever comes first.
• Hammer and Anvil - Allow an ally standing next to you to make a free
attack; use of this Trait is considered a free action.
• Gifting the Beyond - Once per chapter you may change a point of
Resonance an ally has gained from a Limbo into a different type of
Resonance. The ally must be willing for this trait to work. This act is
a literal re-writing of fate, as you bend the Tenebris to your will and
summon forth greatness in your ally.
Greed
• Skill bonus - Passive. Gain +2 on one Skill exemplifying this Resonance.
• Thief - Passive. You love stealing things and people know you for that.
This means you need to hide your tracks better than most. You may roll
twice for your next Thievery check and take the highest result when
people are suspicious of you.
• Insubstantial - Focusing only on yourself, you may turn insubstantial for
once scene. During this time attacks only do half damage and you may
walk through items that are no thicker than one meter.
• Identify - Looking at an item, you know how much it is worth,
financially, as well as see its emotional value to a person.
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ReqUiem
Every Wanderer is in search of their Requiem, the place where their souls can
finally be at rest. What the Requiem actually is, varies depending on which
Wanderer you speak to. Wanderers tend to split themselves into four groups,
each with a different belief: the Devout, the Temporal, the Aberrant, and the
Undecided. While these titles do very little in terms of forming allegiances or
factions, it does make it easier for Wanderers when they meet in the Tenebris
and wish to speak about their journey. Over time, Wanderers beliefs may
change from to another based on their experiences.
There are the Devout. The Devout keep hold of their religious beliefs in their
afterlife. They view the Tenebris and all it holds as a glitch in the journey to
where they are meant to go, whether that is Heaven, Hell, reincarnation, etc.
Their beliefs are reaffirmed when they step off the boat and enter into the
Tenebris. There is a holy order to the way in which the world works and they
are part of it. Many of the Devout see the Tenebris as a purgatory of sorts; a
place where they must prove themselves before they move on to the next life.
They see a Wanderer dying without reaching their Requiem as a true horror,
because then their last chance is truly lost.
There are the Temporal. The Temporal believe that the afterlife is an
extension of the world they used to live in. Many, while being mainly atheist,
believe that there must be some sort of force that holds all things together.
Whether the individual believes this is by magic or some scientific force
humanity is not yet able to understand, they do not believe there is anything
when someone reaches their Requiem. When a Temporal finally achieves
their Requiem it is another death, their last death, a chance to finally rest,
nothing more and nothing less. Likewise, while the Temporal seek the
Requiem like all Wanderers, they do not take a premature death as anything
more than what someone would consider a normal tragedy. Everybody dies at
one point, some sooner than others.
There are the Aberrant. The Aberrant believe that the entirety of the
Tenebris is simply a holding cell for souls. Wanderers travel from place
to place, growing fat on fulfilling their heart’s desire and when they are
so full they are ready to pop, they head towards their Requiem. What is
waiting for a Wanderer in their Requiem is not a known Heaven, or Hell, or
Nothingness, but a great beast ready to devour them. Aberrants tend to be
rather dour, nihilistic people. While they believe that there is a beast ready to
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destroy them at any moment, they do what all Wanderers must - search out
Resonance. The Aberrant embrace oblivion and the end of all things.
Finally, there are the Undecided. These Wanderers are not sure what to think
about their afterlife. They know that they must seek of a Requiem, but they
are not sure what is awaiting them once they achieve it.
joURNey
The only way to reach one’s Requiem is to travel. This journey can take a
Wanderer centuries. Each person who steps onto the Tenebris for the first time
feels an irresistible tug towards their fate. Whether the person is adventurous or
not, they must follow this pull, and thus they become a Wanderer.
When a Wanderer has gained enough of one type of Resonance (seven ranks
in one type) they may follow the appropriate Death Mark to their Requiem.
The Death Mark grows into a map covering the Wanderer’s entire body,
which will lead them to whatever awaits. This new mark removes all of others
and erases the other Resonances from the Wanderer. The journey they take is
called the Final Pilgrimage.
When a Wanderer takes their final pilgrimage they travel past all the Limbos
that gave them each of the seven Resonances they gained. This time, rather
than having to travel via many other waypoints to reach their location, they
can simply follow the marks on their body - visiting each place of Resonance
sequentially. At each location, the Wanderer is reminded of what they learned
in each location and then the Death Mark associated with it disappears from
their body.
When the Wanderer finally reaches their Requiem, they leave the Tenebris
free from the marks of death.
UNReqUiteD
Through the years some Wanderers become jaded and dismayed in their
search. They give up looking for their Requiem and begin to ignore the call
that is within each Wanderer’s mind. When this happens and the person
finally gives in to despair they become Unrequited.
Unrequited are unable to gain any new Resonance and are slowly driven mad
by the Tenebris. With no Requiem to look forward to (or fear), they are left
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listless and with no goals. Their inability to gain Resonance means that they
do not change and their mind begins to waste away.
Some Unrequited, the exceptional few, are able to hold onto some semblance
of intelligence, but they are few and far between. If they are able to do so, it
is because they have a force of will so desperately strong that it can resist the
call of the entire Tenebris all together. These Unrequited are no longer human
and think very differently than Wanderers. Some may only be able to process
absolute law or absolute chaos and this makes them very dangerous. All
Unrequited are terrifying, and a sentient Unrequited even more so.
expeRieNce
GMs normally award experience after every session, based on what the
characters have done. Experience points (xp) are used to buy new ranks in
stats and make a person’s character more awesome. In general, players get
around 3 points per session and the following points are awarded:
• 1pt. for showing up to the session!
• 1pt. for good role play
• 1pt. for besting a foe
• 2pts. for finishing a minor plot arc
• 3pts. for finishing a major plot arc
• ? for whatever else the GM can think up
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Talents are your unique abilities in Afterlife. They allow you to perform
wondrous feats, such as shaping the Tenebris or controlling the animals that
wander it. No one Talent is specified to a specific Death Shroud and all of
them are useful in different ways. In the Afterlife: Lost Souls Edition, we
have included three out of the seven Talents for you to pick from.
When you create your character, you will also choose a Talent Focus. You
must have ranks in a Talent in order to focus in it. A Focus represents your
character’s specialisation in one of the Talents. You may pick one of the three
bonuses offered under ‘[Talent] Focus’, in the Talent you have focused on.
Choosing to focus on one Talent rather than another is one of the things that
will make your character unique and there is no right or wrong choice.
UsiNG tAleNts
Using Talents is effortless for Wanderers; manipulating the Tenebris at the
beginning is easy, the deep magical force that drives the afterlife is strong.
However, this force is powerful and the more your character uses their
Talents, the more aware the force becomes of their presence. At first, this
power does very little to resist, but use your Talents too much and you may
cause a cataclysmic event called an Eternity Chasm.
Each time you use a Talent, roll 2d10 and make a mark on the Eternity Scale.
eteRNity scAle
2 2-3 2-5 2-7 2-9 2-11 2-13 2-15 2-17 2-19
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Using your Talents succeeds on every roll that is not a botch. Each mark on the
Eternity Scale raises your chance of a botch. For example, the first time you use
a Talent you botch only if you roll a 2, the second time on a 2 or a 3, and so on.
eteRNity scAle
2 2-3 2-5 2-7 2-9 2-11 2-13 2-15 2-17 2-19
Eternity Chasm
An Eternity Chasm is a cataclysmic event that rips through the Tenebris and
reverberates through all Limbos. You draw so much power from the Tenebris,
they awaken the powerful forces who are enraged by your unskilled use of power.
The less Resonance your character has, the less skilled they are in navigating
the Tenebris, and the easier it is for them to anger the powers that be. Eternity
Chasms are terrifying events that no Wanderer would ever want to happen. Not
only does it mean almost certain death, but the possibility of a city’s extinction,
the destruction of an entire Limbo, or maybe even the awakening of a Serpent.
Your botch chance reduces by one step for each good night’s rest you get
and totally resets when you gain a point of Resonance. Your GM may also
choose to house rule other times where you have had a great success or feel
particularly competent to reset your entire Eternity Scale.
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miRAGecRAft
Miragecraft allows you to create solid items out of the Tenebris. Nothing
living may be created in this way; however, you are able to create items such
as a home, a bed, or even a car with moving parts.
miRAGecRAft focUs
• Receptacle - Upon entering the Tenebris you found a box, bag, bottle, or
some other receptacle in which to store items. This item was made out of
pure Tenebris and no matter how many things you place into it, it is never
full. To retrieve an item from the receptacle, you need only reach in thinking
of the item you wish to grab. The weight of this receptacle is always two kg.
• Magical Multi-tool - You have a magical multi-tool that can be used in a
variety of situations: cutting a rope, unscrewing bolts, opening a door, etc.
Once per day if you use it in the action you are performing, it gives you a
-2 difficulty. The Magical multi-tool can never be used as a weapon.
• Home - You have a secret home within the Tenebris to which you can
always travel. It is extremely small, some would call it a closet, but it is
safe and hidden from the outside. This place was built years ago and
despite all your efforts it seems impossible to make larger.
feAtURes
Miragecraft does not provide features like other Talents. Like other Talents,
the more ranks you gain in Miragecraft the better you are at building items.
AppeARANce
Using Miragecraft means that you are literally pulling up parts of the Tenebris
and bending them to your will in your hands. When you are in the desert, the
sand becomes pliable and mutable. You are able to shape it like clay, hammer
it into place, and smooth out the bumps. When you are in the Limbos you
pull at the very ground you are standing on to create shapes and figures.
Looking down again at the floor you had just pulled up, with your newly
crafted item in your hand.
mecHANics
Miragecraft gives you the ability to create and pull items out of the Tenebris.
It is the building skill of Wanderers; while you may be an excellent builder, a
crafter, or an engineer, Miragecraft allows you to shape reality itself.
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Each item created must be solid, non-living, and unable to sustain human
life. Items that can sustain human life are things like food and water. Miragecraft
is unable to create any items your body needs to survive. Items created by
Miragecraft will stay in the state they’ve been created in until they are destroyed.
Finally, you should have a general idea of how an item is built in reality. If you
don’t know how a computer is made, you will not be able to build one.
If the item is difficult to build, the GM may temporarily up your botch chance
when you attempt to create the item. How long an item takes to build is based
on how large it is. Wanderers may create large items together in half the time
per Wanderer (to min. one round).
Size Creation Time*
10 cubic cm. Instant (one round)
30 cubic cm. Five minutes
1 cubic m. 30 minutes
5 cubic m. Three hours
10 cubic m. One day
*The above chart assumes you are taking breaks and building at a normal pace, you can
create around 10-20 cubic meters per day, assuming you are dedicated to only doing this.
Suspension of Disbelief
We have stated Wanderers must know how an item is made to create it. Hiding
from guards and taking apart a computer in a Limbo is fun and adds drama to the
game. A Wanderer going through the frustration of trying to learn to program
every electrical item they’ve created is not. When the restraints placed on this
Talent fail to make a fun game, assume that humans also have a suspension of
disbelief. Miragecraft is pure creation - sometimes people just believe something
will work and it does. The mechanics are meant to balance the game and at times
make things difficult for Wanderers, not to frustrate people out of game.
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OpUs
The Talent of Opus grants you the ability to summon knowledge of the
Tenebris onto an item that you can read. This knowledge is not mundane,
earthly information, but information specific to the afterlife. Opus can
grant you an insight into the history of Mirages and Limbos, the customs of
societies you may encounter, or information on what a Gryobriscopter is.
How skilled you are in Opus defines how much information you are able to
garner from your item.
OpUs focUs
This Talent Focus gives you a wondrous implement by which you can channel
knowledge. Unlike the mundane items other Wanderers may pick up, your item
is special. Each implement given by this Talent Focus can be summoned from
nothing to your character at a moment’s notice, and disappear the same way.
• Crystal Orb - You have a crystal orb that you are able to use as an
implement to see the knowledge summoned by Opus. There is something
that lives within the crystal orb and you are able to see hints of it when
you summon words to the orb. This creature has the ability to look into
the future and it allows you glimpses as well. Once per session, you can
ask the orb a yes/no question about the future and it will answer you.
• Tome - You have a gigantic tome containing all the knowledge you could
need. By thinking of a subject pages fly open and rest upon the information
you seek to know. This tome is so heavy, it can be used as a blunt weapon
that deals 1d6 + Strength damage. When using the tome as a weapon, you
should make a ranged attack roll as normal (Dexterity + Ranged).
• Mirror - You have a mirror that can summon a face within its glass. This
figment is able to converse with you and offer its opinion. When you
summon knowledge through the mirror the words are often spoken by
the figment in the mirror. Once per session, by holding the mirror to your
face, you may take on the visage of the person in the mirror for one scene.
feAtURes
Rank Features
I -
II Once per session, you may obscure the words summoned by Opus,
so that you alone can read and understand them.
III Once per session, gain a +2 to a Knowledge roll using Opus.
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IV You may now use Opus to read someone’s internal monologue.
To do this, make an opposed 2d10 + Manipulation + Opus roll.
On a success, you may read the person’s internal monologue on a
receptacle of your choosing as per normal. On a failure, the person
knows what you tried to do.
V Once per chapter, you are able to literally re-write the logic of the
Tenebris. When summoning up knowledge with Opus, you may
change what it says to suit your own needs. This may be done only
once and the consequences of this action are unforeseeable.
AppeARANce
Using Opus creates legible words on an item of your choosing to read.
This can be the floor, an empty book, or even your forearm. If you have
chosen to Focus in Opus, then the words will appear as described by your
chosen implement. Characters with a visual impairment are able to see, and
understand, the words that are created by Opus in their mind’s eye. They light
up like bright blue flames in the darkness.
mecHANics
Opus grants you access to knowledge specific to the afterlife, that your Skills
cannot provide. You can think of it like encyclopaedic knowledge specifically
tailored to the afterlife and it allows you to have a knowledge base for places
you are walking into.
In general, Opus works much better when specific questions are asked. If the
questions are too broad or generalized, you may just end up getting a jumble of
information that is impossible to sort out.
If you’d like to use Opus to find information on a specific Limbo, you roll as
normal, but may only find out information when you are in that Limbo. Limbos
are realms unto themselves; and while their entrances exist in the Tenebris, they
are an entirely different location. In order to use this Talent for information,
you must be in the Limbo. While in the Limbo, Opus will only give you
information based on the realm you are in. Wanderers are never able to look up
information about themselves or Wanderers close to them using Opus.
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SUccoR
Succor is your ability to heal yourself and your allies. By extending your
mind past the realm of the physical and into the matrix that links all things
on the Tenebris, you use its power to heal. Succor is an invaluable Talent for
Wanderers to have when they are walking the long road to their Requiem.
SUccoR focUs
• Aura of Peace - You are so connected with the Tenebris, that you have
a minor connection to all things. When an enemy is standing next
to you and wishes to attack, they must roll a 1d6; on a 1 they cannot
attack you this round.
• Song of the Sands – Once per session, you may sing a song of the
Tenebris; this may be a peaceful tune or a roaring cry into the desert.
Every ally who hears this song gains a +(Succor) on any Skill roll of their
choosing. The words of your song bolsters them throughout the day and
they may use this bonus whenever they wish, but it does not stack if they
hear the song a second time.
• Phasing - Once per session, you may totally phase out of reality for
(Succor) rounds. During this time, you are in a dark immaterial realm.
Something dark and skittering lives within this realm and each time you
enter, it welcomes you with a hissing voice. You may move around in
this realm as if you were still in reality and therefore pop up again in a
different place when you reappear.
feAtURes
Rank Features
I -
II Once per session, when you heal someone and connect with them
through the Tenebris, you may learn one personal detail about them.
III You become intangible and only take half damage from attacks
made on your body while you are healing someone.
IV Once per session, you can turn your healing into damage. By
reversing the process, you know to knit someone’s wounds together,
you may open old scars and cause them immense pain. What you
should roll and how much damage you would do is explained in
‘Healing’ below, except you inflict damage instead.
V Once per chapter, you may bring someone back from the dead.
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AppeARANce
When using Succor, your skin and body begin to phase in and out of sight.
Your senses stretch outside yourself and focus on the wound you are healing.
During this time, you must maintain utter focus knitting flesh together and
urging the Tenebris to heal the damage.
mecHANics
Healing - Healing takes your entire combat action. To use Succor to heal
someone (or yourself), you must be touching the person and roll:
2d10 + Highest Resonance + Succor
The difficulty you make defines how well you heal someone. Difficulty 3-11
allows you to heal your target (Succor) Hit Points and difficulty 13 allows you
to heal 1d6 Hit Points. For every two additional points you gain on your roll
you add an additional d6 to your healing. For example, if you rolled a 15, you
would heal 2d6 and if you rolled a 17, you would heal 3d6.
Succor is unable to cure diseases, unless you crit. If you are attempting to
cure a disease, you may only do so once per session. Curing a disease takes
focus and means you must utterly open yourself up to the Tenebris, this act is
draining and exhausting.
Alleviation - A person who is being healed feels fantastic. Succor feels like a
slow and steady stream of energy into a body, a warm, calming aura washing
over wounds. Instead of healing someone, you may use this energy to attempt
to alleviate their pain rolling:
2d10 + Charisma +Succor
The target no longer feels pain and a sense of calm washes over them. The
target finds it easier to focus, and they feel at peace.
Body Scanning - Succor can also be used to scan someone’s body. This can
tell you where the origin of their pain is, or maybe what is causing them to be
ill. However, it can also be used to identify an enemy’s physical weaknesses
and points at which to strike. To scan a person roll:
2d10 + Perception + Succor
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Our Mechanics chapter will explain the mechanics behind running a game
of Afterlife. We’ll take you step-by-step through everything: how to roll for
actions, how to fight, how to craft cool artefacts, the list goes on.
How we Roll
There may come a time when a player needs to roll for an action instead of
just talking about it. It can be because your character is in a difficult situation,
trying to do something out of the ordinary, or extra effort is needed in their
endeavour. Not everything should be rolled for, this is a role play system not a
roll play system. You’ll get more on this later.
The dice you need to play Afterlife are one twelve-sided die (d12), two ten-
sided dice (d10), one eight-sided die (d8), one six-sided die (d6), and one
four-sided die (d4). You can normally buy all these dice together in a package
at your local gaming store or online.
You succeed when you score a number equal to, or over, the difficulty.
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THe DiffIcUlties
Critical Failure natural 2
(1,1 on the die faces)
Possible Failure 11+
Success 13+
Critical Success natural 20
(0,0 on the die faces)
Average difficulty of any action is 13 unless expressly stated. This means that
when you roll two d10s (2d10) (plus Attribute + Skill/Talent) you must garner
a 13 or higher to succeed at any given action. As you can see on the chart above
there are a few more difficulty tiers than just 13. Let’s take a look at them.
Botch
As much as there is a chance for a fantastic success there is chance for a
horrid failure. Botching means you roll a ‘natural’ 2 on your dice – e.g. both
your dice show 1’s. If this happens, it negates any bonus you might have and
something horrible happens. Your weapon misfires, your Resonance Trait
works against you, or you hit an ally instead of a foe. The possibilities are
endless and equally horrible; your GM will help to narrate this.
Success 13+
Yay! You succeeded!
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Taking the example for botching and flipping it, Cin wants to punch the
nutter in front of her. She makes the appropriate combat roll and both d10s
come up as 10s, she has just critted! Cin doesn’t just land a hit on the nutter,
but manages to hit the nutter’s face in such a manner that its head becomes
dislodged from its body and goes flying through the air. It turns out the nutter
was rotting from the inside out!
WHeN to Roll
There are some actions that are so easy there is no roll needed for them. For
example, a character walking up the stairs of their house should not have to
roll for it. Likewise, some characters who have Skill bonuses on specific Skills
should not have to roll for certain actions. As a rule of thumb, if a character
has two or more ranks in any given Skill, they should be able to perform
normal actions in relation to this Skill under normal circumstances. Here are
a few examples:
Most importantly: role play, role play, role play. Mechanics and a dice system
are included in this game to facilitate the story you want to tell, not hinder it.
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NoN-ComBAt Skill Use
Choosing which Attribute should be paired with which Skill is difficult, so
follow the guidelines below to assist you. Normally, a GM will tell players
what roll they would like to see, but players are encouraged to help if they
have a creative idea. To help decide if a roll would be valid or not, you can
always check the descriptions in the Vital Stats chapter to make sure the
Attribute/Skill pairing works. GMs are also encouraged to make up their own
rolls if they feel what they are asking players to do does not fit anything we
have suggested here.
Spotting Things
If you are looking around for items, people, or clues during play you may
want to use one of your Skills to assist you. For spotting most things, whether
it be changes in emotions or hidden clues, you pair the appropriate Skill with
Perception to roll. Here are basic spotting rolls you might need:
• Perception + Spot: Spotting hidden people or clues in your environment.
• Perception/Intelligence + Survival: Seeking sustenance or shelter in the wild.
• Perception + Empathy: See if someone is lying or hiding something.
• Perception + Wits: Card counting, gambling, seeing if someone is cheating.
Social Actions
There are times when role play fails you or you need to use dice to bolster
your ability to convince someone. How you go about this mainly depends
on your character. In social situations Charisma is often paired with the
appropriate Skill. Is your character the manipulative type, playing on
someone’s fears in order to get what they want? Or are they the charismatic
type who inspires others with their words? How you play your character will
decide what type of dice pool you will roll for your character’s social actions.
Here are basic social rolls you might need:
• Charisma + Expression: Inspire and lead others! Get your point across
to those unwilling to listen.
• Charisma + Empathy: Relate to another person and help them.
• Charisma + Manipulation: Manipulate someone’s emotions to get what
you want from them.
• Charisma + Intimidation: Scare someone by brute rage / Scare someone
by playing on their own fears.
• Charisma + Manipulation: Lie or tell falsehoods.
• Intelligence + Wits: Knowing when to shut up, or shut an ally up.
• Charisma + Wits: Being the life of the party.
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Athletics
Athletic feats can be used in many situations. If you are trying to scale a
building. If you are trying to chase down a culprit, or even if you are trying
not to make a fool of yourself in front of your love interest at the gym.
Athletic rolls use either Strength, Dexterity, or Stamina. As a rule of thumb:
Strength is used when brute force is needed, Dexterity is used when speed
and agility are needed, and Stamina is used when endurance is needed. Here
are basic athletic rolls you might need:
• Dexterity + Athletics: Get out of the way of moving projectiles/weapons,
chase someone, climb something.
• Dexterity + Stealth: Sneak places, move silently, hide somewhere.
• Dexterity + Drive: Drive a car.
• Strength + Athletics: Jump across or up, lift, or grapple something.
• Strength + Athletics: Throwing something a long distance.
• Stamina + Athletics: Feats of endurance, such as running a marathon.
Life Skills
All characters are assumed to have at least a high school education (though
you may choose to ignore this if it fits your character). To represent learning
more than this, the Knowledge Skill and other life skills are required.
Knowledges are mostly used with Intelligence. Rolling for Knowledges is
situational, therefore someone with the Knowledge of Computer Science
will not use it for calming a bear, but they may use it for trying to hack a
computer. Like Knowledges, characters may learn things such as Streetwise
and Survival as life skills and depending on what you are trying to do, these
may be more appropriate to roll than a Knowledge. Here are basic life skill
rolls you will need:
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• Intelligence + Knowledge: Recall facts that’ll help in your current situation.
• Charisma + Knowledge: Use your study to impress others or teach
someone else in your chosen field.
• Intelligence + Knowledge: Use in a battle of wits against someone else
who is also knowledgeable in your field.
• Intelligence + Survival: Being able to survive in the wilderness.
• Intelligence + Streetwise: Manoeuvring city streets and knowing day-to-
day information about a city.
• Dexterity + Thievery: Stealing something from someone or picking a lock.
• Intelligence + Streetwise: Haggling, knowing how much something costs.
UNtRAiNeD
Being untrained in any Skill means that you have zero ranks in it. Maybe
you have never studied it, it simply does not interest you, etc. Any check you
make that is using an untrained Skill adds +2 to the difficulty showing your
inexperience. For example, if you are untrained in Melee fighting and you try to
use a shortsword untrained, your base difficulty would be 15 instead of 13. For
some untrained rolls, your GM may strongly suggest you do not try the action.
For example, if your character, with Drive rank 0, wants to drive in a car chase.
If you are performing an action that is an opposed roll (explained below) and
you are untrained, your opponent gets a +2 to their roll.
OpposeD Roll
There may be a time where the GM will call for an opposed roll. This means
that two parties are trying to accomplish the same task, but against each
other. In this case, both parties would roll.
Whoever has the highest roll wins. If it is a tie, players should re-roll.
exteNDeD ActioNs
Some actions may take multiple successes and turns to complete. For
example, picking a complex lock or an arm wrestling match. If no opposed
roll is called for, a character must simply gain enough successes in the amount
of turns set by the GM. If an opposed roll is called for, a character must
garner more successes than their opponent by the end of the amount of turns
set by the GM.
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ComBAt
You engage in combat any time you get into a physical altercation with
someone else. Combat uses the same logic as using Skills and Talents, but is
slightly different. Combat is split into rounds, in every round each player and
enemy (or enemy group) gets a turn. In game, a round lasts five to six seconds,
but may be extended for dramatic purposes (this is left up to the GM).
Initiative
During the round, every character acts in initiative order, unless there is a
surprise round.
Initiative = 2d10 + Higher of Dexterity or Perception
The character with the highest Initiative acts first, then the character with
the second highest, and so on. During Initiative, characters may choose to
delay their actions until other players have gone. If they do so, this puts them
permanently in the place they have delayed from until the end of the combat.
A character may not take a delayed action during someone else’s turn.
A surprise round is just that, a free round for the opponents (or players) to act
and the characters who are surprised by the attack take no action for one round.
Your Turn
During your turn in combat you may take one combat action and move
10 meters. Combat actions are acts such as, hitting someone, using a Talent,
moving an additional 10 meters, etc. While a person’s turn only lasts for a few
seconds, this may be extended for dramatic purposes.
A character can move around 10 meters per turn, broken up however they
like. If they wish to move farther or faster, it is up to the GM to modify the
difficulty of their next action based on what they are doing.
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Free actions are minor actions that do not require combat actions or move
actions to perform. These include speaking to party members, changing
weapons, tossing an item to a party member, etc. Normally, players are able to
do one or two free actions, within reason. While players should not be able to
toss two items, they could easily toss one item and talk.
Attacking
To hit someone in combat you normally make a Dexterity + Skill check. In
order to hit your opponent, you must roll greater than, or equal to, their
Combat Difficulty (CD). More difficult opponents may have a higher CD
base to hit.
For example, if you have three pirates in front of you and you want to hit all
of them, the CD to hit each is upped by 3.
Touch Attack
Certain Talents require that you touch your target in order for them to work.
In this case you should first make a ‘touch attack’ to see if your player can
touch their intended victim. Unlike normal combat rolls, touch attacks do not
need finesse or tact. Therefore, the difficulty is always Combat Difficulty - 2.
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DAmAGe
When you hit someone, you roll your damage dice (a d4-d12 depending on
the weapon) plus your Strength ranks and any bonuses (from your weapon,
etc.). For ranged weapons, you do not add your Strength.
Melee Damage = Damage dice + Strength
Ranged Damage = Damage dice
When you are hit by an attack, you subtract the number of damage points
from any armour you are wearing, and then subtract that from the number of
your character’s Hit Points.
Healing
Once your character is injured, they must take time to heal in order to be
up to full mobility. Your body in the Tenebris is slightly more hardy than
on Earth, but getting damaged can still be very deadly. Unassisted, your
character heals 10 HP per day.
Characters may have up to 3 Scars, and Scars may not be healed (mentally
or physically). If none of the Scars below fit what has happened to your
character, we suggest players and GMs come up with a suitable Scar.
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Scars Tier I
• Shaken - You have seen how dangerous fighting can be. At the start of
each combat roll 2d10, on a botch you are unable to fight or even assist.
• Large scar - You have a large scar that wounded you so deeply it
permanently altered your spirit. You take a -2 to all social interactions
based on your looks, or someone trusting/liking you at first glance.
• Superstition - The fight would not have gone this way, if only you had…
You have a small ritual you must perform each time you get in a fight. This
ritual, or superstition, takes up your first combat action, and if you are
interrupted you must try again in your second combat action (and so on).
Scars Tier II
• Bleeder - Something from the fight did not, and will not, heal right.
When half your character’s Hit Points are gone, you take an additional 2
damage each time your character is hit.
• Nightmares - Each night you have terrible dreams of this fight. When
you wake, roll 1d10. On an 8-10 your character does not have a restful
sleep, and your Eternity Scale does not lower by one.
• Slowed - The fight has impaired you in some way. You are slower than
most and may only move at half speed in combat, you also take a -1 to all
Athletics rolls involving running, chasing, or catching up with someone.
Note: You can never reach negative Hit Points, so if an attack would put you
at a negative number, your character is still considered at 0. Scars also return
Hit Points from 0. So, if you had 5 Hit Points and the attacker did 10 points of
damage - your Hit Points would be at 0.
Death
When Wanderers die, their bodies turn to sand and fall to the Tenebris.
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moNey
The afterlife has its own currency, called capitibus (C). These coins are crafted
by The Grand Mirage of Bones, located in the centre of the Tenebris. This
mirage never moves, and is run by skeletal monks who remove pieces of skulls
and painstakingly craft them into currency. Capitibus are intricately carved,
with a hole in the centre, and impossible to duplicate. Many inhabitants of the
Tenebris wear the coins on strings, hanging from their belts or in pockets.
SpeNDiNG moNey
Things in the Tenebris are around the same price wherever you go and prices
vary depending on craftsmanship.
• 1C buys a drink at a bar and 2C can buy a meal.
• 5C buys a safe, if not fancy, place to sleep for the night.
• 10C buys cheap trinkets, basic clothing, or minor magiks.
• 20C buys a basic weapon, armour, or a good place to sleep for the night.
• 50C buys a good weapon and/or a nice trinket.
• 100C buys an excellent weapon.
• 200C buys a miraculous trinket.
• 500C buys a cheap house.
Items
Items in the Tenebris can be both foreign and familiar. Some, are things a
person could only dream of, like a cow bell that summons a storm of bovine,
and others are utterly mundane, like a baseball bat. Rather than tell you what
exists in the Tenebris, we have provided basic weapon and armour templates
below. It’s generally assumed that characters keep their items in good shape,
repairing and caring for them when needed.
You may use these templates and add flavour to what these items are or roll
for what exactly they are (explained under ‘Spark of Life’).
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WeApoNs RANGeD WeApoNs
Fists Light ranged weapon
• Damage: 1d4 + Strength • Example: Shortbow
• Special: No penalty for using • Damage: 1d8
them untrained. • Minimum Strength required: 2
• Special: Effective ranged
BlADes distance 20m.
Small blade Medium ranged weapon
• Example: Daggers • Example: Compound bow
• Damage: 1d4 + Strength • Damage: 1d10
• Special: Concealable • Minimum Strength required: 3
Medium blade • Special: Effective ranged
• Example: Rapier distance 40m.
• Damage: 1d6 + Strength
• Minimum Strength: 2 ARmoUR
Large blade Light armour
• Example: Longsword • Damage soak: 3
• Damage: 1d8 + Strength Medium armour
• Minimum Strength: 3 • Damage soak: 5
• Special: Two-handed, doubles • Minimum Strength: 2
damage on a critical hit. Heavy armour
• Damage soak: 7
BlUNt WeApoNs • Minimum Strength: 3
Small blunt weapon • Dexterity penalty: -2
• Example: Brass knuckles Head protection
• Damage: 1d4 + Strength • Damage soak (for head): 3
• Special: Concealable • Perception penalty: -1
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SpARk of LIfe
Each item in the afterlife ranges from mundane to unique, to flavour your
items in the afterlife you can pick names from a chart below. This chart can
also be used by GMs to give items found in the Tenebris an edge over items
created by using Miragecraft.
To use the charts, roll 2d10 twice, take the appropriate name from chart one
and two, combine the two names to make a unique item. Give it a physical
description, a quirk, and possibly a bonus that it affords you based on the name.
For example, Sy goes to a store and buys a light blade (1d4 + Str.,
concealable). To give it flavour her GM lets her roll a random name for it.
She rolls 2d10 twice and gets the numbers 13 (sparkling) and 5 (hamster).
Sy decides her blade is a sparkling hamster dagger. The blade glimmers in
the sunlight and its hilt is carved into the shape of a leaping hamster. As the
blade’s quirk (and bonus), Sy’s GM gives the blade an extra +2 damage vs. a
person’s eyes.
StARtiNG Items
As a new Wanderer, you begin the game on boat carrying you to the afterlife,
this is part of your pre-session. You have no belongings on your person
whatsoever, except a floor-length, black, hooded cloak that rests on your
shoulders and a pair of leather sandals.
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There are a number of items on this boat left by previous passengers. At character
creation you may create one weapon (or armour) and roll 1d20 three times
picking items from the chart below. These are your starting items. If you roll the
same number twice, you can choose to re-roll or keep the item. You are also able
to scrounge up a basic burlap sack and 2d6 worth of capitibus. Below we’ve
included 20 of the 100 items you can roll for in the full version of Afterlife.
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Within the Tenebris there are Limbos and Mirages. The Tenebris is a
never-ending desert Wanderers walk, as well as the various Mirages that
dot it. Limbos are entranceways to the Beyond that Wanderers search in
order to gain Resonance. The easiest way to look at it is this: if the Tenebris
is one world, the Mirages are the cities, towns, and forests within it. Limbos
are entranceways to other planes of existence.
The Tenebris is the endless desert between Limbos and Mirages. In some
places it is light, and in others it is dark, but it is never-ending. Many say that
there is an endless ocean that connects to their endless desert, the waters that
bring the Wanderers to their afterlife, but it is impossible to find. The moment
you step off the boat that leads you to the Tenebris, the ocean disappears and
you are surrounded by desert. During the day it is swelteringly warm and at
night it is frigidly cold. In the Tenebris there is never a sun, nor moon in the
sky. Yet, the day is bright and the night is ever dark.
Mirages are locations in the Tenebris that are devoid of Resonance. While
Wanderers can visit them as with any Limbo, Mirages are not connected to
the Beyond. Inhabitants of Mirages understand they live in the Tenebris,
and that there are Limbos containing other realms. They know there are
Wanderers who consider the Tenebris the afterlife, but the inhabitants only
know this place as their home. Mirages (and the Tenebris) is where they are
born, where they live, and where they will die.
What does the afterlife look like? Well, that depends on what Limbo you are
in or what Mirage you visit. Some Mirages have a vast city expanse for as
far as the eye can see, whereas others are a simple pond filled with koi fish.
Where you will travel to is as diverse as our world and all the fantasy worlds
we have created combined. There is no way to plan where or what you will
see next when traveling the Tenebris, because there is always something new
around every corner.
For example, as we said above you want to go from Updown to Hades. The
first time you travelled there you went from Updown, to the Empty Poppy
Fields, and then to Hades.
Updown → Empty Poppy Fields → Hades
If you wanted to return to Updown you would travel from Hades, to the
Empty Poppy Fields, and then to Updown.
Hades → Empty Poppy Fields → Updown
If your home base was Updown, any time you would want to travel to Hades
you would go the same way.
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LANGUAGe
Within the Tenebris, all sentient inhabitants and Wanderers speak (and
understand) the same language - Mortua. To each new Wanderer who enters
the Tenebris, it sounds as if the inhabitants are speaking their native tongue. In
contrast, the inhabitants of the Tenebris hear each Wanderer speaking Mortua.
Mortua Slang
Within Mortua there are a few terms and colloquialisms new Wanderers
will not understand. These are phrases that are used quite often between the
inhabitants of the Tenebris and common among most Mirages.
Boater - A Wanderer who has just stepped onto the Tenebris for the first time.
Cs - Pronounced: sees. Short for Capitibus.
Hungries - The Unrequited.
Wyrm food - Someone who is dead.
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People who live in the Tenebris consider their lives completely normal.
Thus, an immortal old grandma who lives in a Mirage with one hundred
of her talking cats finds her existence completely normal. Likewise, dealing
with Wanderers is part and parcel of their life, whether or not they find the
Wanderer’s search foolish or not.
Religion is an alien, yet familiar concept to those who live in the Tenebris.
Any human religions are out of place in the endless desert, brought on the
shoulders of each Wanderer who bears them, however, people in the Tenebris
are not without faith. Belief systems vary from Mirage to Mirage and within
each species, but there is always one constant - the Serpents.
It is said the Tenebris rests upon the back of a great mess of Serpents. Most
will agree there is no knowledge on how they got there or what they want, but
there are sects and cults that would argue differently. Groups who act under
the cloak of frigid night performing dark rites in the firelight.
There is only one way in and out of Updown. From the main gate, a large
pallet carrying up to 100 people is lowered from the city to the Tenebris every
half day. Updown is a city comprised mostly of Wanderers (and Unrequited)
and boasts the largest population most have seen. Wanderers are free to make
their home there and even use Miragecraft to create a place for themselves as
long as it does not interfere with what is already in place. Updown is ruled by
an Unrequited called the Silver Gauntlet.
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Plot Hooks
The Silver Crucible - There is a deadly maze underneath the Castle. Where
inhabitants watch law breakers try to make their way to the centre of the maze.
An innocent man was sent to the Crucible, will he get help before it is too late?
Reaping Resonance - A string of grisly murders has Updown on edge.
Wanderers found in their beds drained of all Resonance. The Silver Gauntlet has
offered a handsome reward to anyone who can stop these terrible crimes.
Protectively watching over her crop is the Keeper. You may come to the Wall
of Thorns without ever meeting her eye to eye, but she is ever present. Her
long, black tail stretches from one end of the wall to the other. Dotted with
thousands of obsidian scales, the Keeper’s giant tail glitters in the light of the
moon. Her upper half, stemming from her tail, stands eight foot tall and is
shaped much like a mortal woman. Her skin is a pale white and her hair is as
read as the roses she tends.
The Keeper’s job is simple - never let anyone cross the wall.
Plot Hooks
Sickness – At the farthest reaches of the Wall of Thorns, the Keeper has
noticed a dark sickness creeping into her plants. Something must revitalize
her plants before it is too late.
Birds and bees – The Keeper had a daughter who travelled to the other side of
the wall, weary of her time spent in service. Willing to break the rules this once,
the Keeper will let someone over the wall if it means getting her daughter back.
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In the GM Chapter we will provide you with some tips and tricks on running a
game of Afterlife. We’ll talk about Limbos, the Unrequited, NPC Creation, and
give you some cool ideas on what to do with Eternity Chasms. In the end, there
is no right way or wrong way to run Afterlife, it’s your game – have fun with it!
New to GMing?
This chapter assumes you have some general knowledge of running (or
playing) role play games. If that isn’t the case – don’t panic! You’ll do great! As
a GM you are the person who runs the game for your table – this means you
have a lot of power, but also a lot of responsibility. Your main responsibility
to the table is to make sure everyone has fun. This isn’t a one sided job, the
players have a hand in it too, but a lot of the work will fall to you. There are
many guides online, which can give you tips on how to be a good GM, but we
recommend three simple things...
Be fair: treat all your players equally and take their concerns seriously. Be
honest: if you’re having a tough time or your players have presented you with
a particularly tricky conundrum, tell them! Your players you you’re human
and will be happy to give you the time you need to figure things out. Keep it
fun: this is the main goal of any Angry Hamster role play game – fun. In the
end Terra is the world you create, make sure it is awesome.
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StoRy
The main story in Afterlife centres around your players and their Wanderers
finding their Requiem. Wanderers travel from the Tenebris into Limbos and
gain Resonance from their actions there. The life of a Wanderer is dynamic
and always moving. They should strive to explore new places and meet new
people, because stagnation may transform them into the member of the
Unrequited (spoken about later in this chapter).
There are a many ways to play Afterlife. Most styles focus on playing through
a number of Limbos with your players, moving from one to another and
focusing on the personal drama of each person’s life. Wanderers each have
their own unique backstory, which should take the main focus of your game.
After playing with your group for a while, it should be easy to identify what
each character’s main story would be and how you can help them achieve it.
For example, maybe the Lover needs to come to terms with their death and
leaving their young child.
The benefit to this type of game is you allow players a lot of freedom to
explore. Also, it makes it easy for the Wanderers to move around the Tenebris,
break off into smaller groups, and even have their own adventures for a time.
To add an extra layer to this type of game, you can also think of a greater
overarching plot for your players to follow. This can be as broad or specific as
you want. Maybe each Wanderer was murdered and brought to the afterlife
for a reason. Or maybe there is an Unrequited who has gained so much
power they are taking over the Mirages in the Tenebris. You decide what you
want your overarching plot to be but, keep in mind the Wanderer’s personal
journeys should always take centre stage.
limBos
Limbos are a very important part of Afterlife, because they are where
Wanderers can gain the most Resonance. We given one example in the World
Chapter of Afterlife: Lost Souls Edition, but in the full edition there will
be many more. Limbos can literally be anything in any place or time. Use
inspiration from movies, books, and other media you love in order to create
them. Not every limbo has to be an entire sprawling city, the Limbo you
create could be a hut in the woods or even a closet filled with forgotten toys.
The only limit is your imagination.
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limBo CReAtioN
When creating your Limbo outline the followings things for yourself:
• How & Why - How will your players happen upon this Limbo? Is it a
totally random chance to find it or are you creating it specifically for
them to adventure in? Why is this Limbo unique?
• Entrance - How can your players enter the Limbo? Is the entrance just a
door standing in the middle of the Tenebris? Do they cross through a mist?
• Appearance - What does this Limbo actually look like inside? What is the
weather like? What is the general mood when your players enter the area?
• Inhabitants - What are the inhabitants like and how do they generally act?
• Culture - What is the culture like here? What traditions do the
inhabitants have? Why do they have them?
• Government - How is the Limbo run? If there is no formal ruling body,
why? How do things work here?
• Plot - Is there an overarching plot in this area?
Most importantly, remember Limbos are ways for your Wanderers to gain
Resonance. Make sure there are chances for them to do so. Opportunities
to gain Resonance normally come from conflict. Not all conflict has to be
violent and not all Limbos need to work directly against the players.
If you are unsure of what the conflict could be for the Limbo you have
created. Here are some examples of conflicts:
• Two factions are fighting one another - a king and queen are at war.
• The inhabitants of the Limbo live in a zombie apocalypse and humans
are slowly becoming extinct.
• The Limbo is disappearing, because of a wasting disease.
Each of these conflict examples is they allow the players to find something
to help, mess with, or interfere with. Wanderers by their very nature are
inquisitive and ever-searching folk. They want to explore and find problems
to deal with.
While playing through your Limbo, you might feel the need to do something
called ‘Railroading’. Railroading is essentially forcing your players by use of
NPCs and plot devices to follow the story you have laid out. Most players hate
railroading, because it takes away their choices and forces them into a story that
they may not want. Don’t do this. If something does work try another approach
or take a break, regroup, and figure out a different story you want to tell.
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UNReqUiteD
The Unrequited are important to any game of Afterlife, because they remind
the Wanderers what they can lose if they are too lazy with their journey.
The nutters are Unrequited who are consumed by madness and what happens
to most Wanderers when they give up their search. They patrol the Tenebris
aimlessly, sometimes in large packs, looking for any source of Resonance they
can find. When they find this source, normally a Wanderer, they tear it limb
from limb and consume it to feel a rush of power. A lone nutter should not
pose too much of a problem to a Wanderer, but large hordes are terrifying
and have been known to take down whole Mirage cities leaving nothing in
their wake. Motivation: Feed!
The repeaters are Unrequited who are stuck doing one thing for the rest
of their afterlife. Some have a semblance of memory and self, but must
continually repeat the same action lest they go mad. For many repeaters what
they must do is strongly related to the Resonance they had most of when
they were still Wanderers. For example, a repeater who had a lot of Gluttony
Resonance must continuously eat or a repeater who had a lot of Wrath
Resonance is forced to walk in a straight line breaking anything in her path.
If a repeater is prohibited from doing whatever it is they must repeat, the feel
a heart wrenching pain within them. They will most likely attack anyone who
gets in their way. Motivation: Repeat or fight.
The unbound are the most terrifying of all Unrequited, because they have
remained sentient after deciding to give up on their Requiem. Many were
beings powerful enough to ignore the Tenebris and this a gargantuan feat
of will. Many unbound create Mirages to live as they see fit. Some Mirages
are habitable places (like Updown) and others are hellscapes bent totally
to the will of the unbound who is in charge of them. Unbound may seem
human, are very far removed from their humanity. Many have psychopathic
tendencies and are solely focused on one, alien goal (e.g. creating a city,
destroying a foe, etc.). Motivation: Varies
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tHe OBlivioN DANce
Slipping into madness is a journey in and of itself. The oblivion dance (or
dancing with oblivion) is a term Wanderers have coined for someone who is
getting dangerously close becoming Unrequited. Many Wanderers may have
times where they question what they are doing with their journey or why they
are doing it, but to accept stagnation is a choice.
Below we have detailed what happens to a Wanderer when they start to doubt
their journey or have a catastrophic accident. If a character gets dangerously
close to becoming Unrequited, as the GM you should inform them of this,
or have agreed with your players early on this is a distinct possibility in your
game. Decide with your players what you all consider to be stagnation, this
way there will be little confusion OC when a player needs to roll for the
oblivion dance.
There are a few reasons players should roll for the oblivion dance:
• When they lose Resonance.
• When they have a stunning, horrific failure, that warrants a questioning
of who they are and what they are doing.
• When they stay in one location for longer than their (highest
Resonance) number of months.
• When they momentarily give up on their journey.
When one of these occur the player should roll 2d10 vs a difficulty of 20 –
(highest Resonance). On a success nothing happens, they stay firm on their
path to their Requiem.
On their first failure, the Wanderer questions their journey and why they have
embarked upon it. Instead of being reaffirmed in their nature, they feel as if
they’ve betrayed who they are. The Wanderer loses a Resonance Trait from their
highest Resonance and may not regain it. Also, the Wanderer gains a Resonance
Trait from the Resonance that is directly opposite to their highest Resonance:
Chastity - Lust, Temperance - Gluttony, Charity - Greed, Diligence - Sloth.
Patience - Wrath, Kindness - Envy, Humility - Pride
On their second failure, the Wanderer truly begins the dance with oblivion.
This marks an acceptance within the person, which they must fight in
order to triumph. The Wanderer loses a Resonance Trait from their highest
Resonance and may not regain it.
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On their third failure, the Wanderer is teetering on the edge of oblivion.
They make awake to find themselves repeating the same action over and over
again or getting hungry when passing a Wanderer with lots of Resonance. The
Wanderer reverts back to their basic instincts and is desperate for any type of
Resonance they can gain. This is the Wanderer’s last chance to turn their lives
around. No mechanical penalty is given for this stage, because at this point
the Wanderer should be in crisis.
As a GM you may choose to lessen the effects of these failures over time. For
example, if a Wanderer failed twice on their roll in the dance to oblivion, but
has since made effort in their journey, gained new Resonance, had better luck
etc. If they’d need to roll for a third time, you may rule that it is as if they are
rolling for the dance for the first time. In the reality of the afterlife there are
no steps towards oblivion, there is only a painful progression or a hard-earn
triumph. The steps are to add drama to your game, not hinder story or role play.
NpC CReAtioN
NPC character stats are simplified versions of normal character sheets. They
have only a few stats:
The first are Mental, Social, and Physical. These three stats are modifiers you
will add to any given check a NPC makes.
Mental is how smart the NPC is, but also their mental fortitude and
perception.
Social is how good the character is at talking, convincing others, and lying.
Physical is how physically fit the NPC is, how athletic they are, how hardy
they are, and how good they are in fighting.
Attacking is works the same as with a PC, but instead of using two stats, you
only roll 2d10 + Physical. Damage also works the same, however, when you
would normally add Strength to a melee or brawl roll, instead you add half of
the NPC’s Physical stat (rounded up). For example, if an NPC had Physical 5
and they hit someone with their fists they would roll 1d4 + 3.
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Hit Points are dependent on the type of NPC you have, as explained below.
Armour works the same as with a PC . Initiative is equal to half the NPC’s
Physical or Mental stat (whichever is higher), rounded up. Combat Difficulty
(CD) is equal to 11 + half the NPC’s Physical stat, rounded up.
Finally, some NPCs have a few special Traits granted to them by who/what
they are, explained below.
Wanderer Abilities
In Afterlife we write all mechanics based on Wanderers. When writing out
what a player has to roll we always say an Attribute + Skill. For example, a
Perception + Spot check. NPCs do not have the same stats, but there may
come a time when they need to make one of these rolls. If this happens,
generally, the linked Attributes to each NPC stat are:
• Physical - Dexterity, Strength, Stamina
• Mental - Intelligence, Perception (spotting)
• Social - Charisma, Perception (feeling)
StAt GUiDeliNes
To create your own NPC, we suggest using the following stat guidelines:
‘Easy’ NPC - someone who is not that spectacular and will pose a low risk to
the players.
• 2, 4, 6 - points in their worst to best NPC stat
• 30 Hit Points
• 1 Trait
‘Moderate’ NPC - someone who is average in relation to the PCs and poses a
real, but surmountable risk.
• 3, 5, 7 - points in their worst to best NPC stat
• 40 Hit Points
• 3 Traits
‘Difficult’ NPC - someone who is a dangerous threat to the PCs and may
often beat them.
• 5, 7, 9 - points in their worst to best NPC stat
• 50 Hit Points
• 5 Traits
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NPC tRAits
Traits are special powers and abilities NPCs may have. In Afterlife: Lost
Souls Edition we have included a handful of Traits and in the full edition of
the game there will be more. We have left the flavour of these Traits open so
that you can shape them to the story you are telling. For example, ‘Song’ does
not specify what the song sounds like to players - is it happy, is it sad, does it
drive the PCs mad? You decide!
NPCs are able to use their Traits once per scene. If a Trait states ‘Recharge’
this means that it becomes available again to the NPC when they roll 1d6 at
the start of their turn and the dice face is a 5 or 6. If a Trait states ‘Permanent’
it means the NPC can use it as many times as they wish per scene.
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• Intimidation - Recharge. The character looks at one enemy. The enemy
is not able to get closer to the NPC this round.
• Read - The character is able to read other extremely well and gains a +2
on check involving them empathizing or trying to figure someone out.
• Song - The character sings a song that makes all enemies who hear it
loose their next combat action, unless they succeed in a difficulty (11 +
half Mental) Stamina + Wits check. Recharge.
eteRNity CHAsms
When Wanderers use their Talents there is always a chance for them to cause
an Eternity Chasm. This happens when they use their powers recklessly
and draw the attention of the powers that control the Tenebris. An Eternity
Chasm is a catastrophic event that reverberates through the entire Tenebris
and is even felt in all the Limbos.
Mechanically, an Eternity Chasms occurs when a player goes past their Safe
Zone on the Eternity Scale and then botches. At this time you should roll 1d4
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for both Personal and Tenebris Ramifications (below) and play out the results.
These ramifications should be mere springboards for your Eternity Chasm –
make it count, make it exciting, make it epic!
peRsoNAl RAmifIcAtioNs
These ramifications happen to the player who caused the Eternity Chasm.
1. A giant serpent rises from the ground swallowing the Wanderer and
anything within 100 meters of them.
2. The Wanderer has their life flash before their eyes and must relive every
painful experience they’ve had as all the Resonance drains from their
body.
3. Nothing happens... at first. Over the next few days the character’s skin
slowly becomes translucent and people begin to forget them. By the time
they are invisible, they have been written out of existence and no one
remembers them.
4. A number appears on the Wanderer’s forehead counting down to zero.
At zero the Wanderer explodes.
teNeBRis RAmifIcAtioNs
1. There ramifications happen to the Tenebris as a whole.
2. 10% of the Wanderer population in the Tenerbis turns into pillars of
charcoal and die.
3. Any inhabitant who dies in the Tenebris becomes a hungry ghost
haunting the desert.
4. The Serpents beneath the Tenebris awaken and begin to battle with one
another.
5. The Limbos open, pouring out their inhabitants, and locking their doors
to the Beyond.
62
63
Name Death Shroud
Skills
AttRiBUtes
Athletics
Brawl
Intelligence ARcANA
ResoNANce
Craft
BeAstspeAk
Empathy
Perception Etiquette lAyliNes
Expression miRAGecRAft
Intimidation
Charisma NUmeRoloGy
Manipulation
Melee OpUs eteRNity scAle
Perform 2 2-3 2-5 2-7 2-9 2-11 2-13 2-15 2-17 2-19
Dexterity SUccoR
Ranged
tAleNts
Spot
Strength Stealth
ComBAt StAt
Hit Point s
Streetwise
Survival Initiative _____ Soak _____ CD _____
Stamina
Thievery Dex./Per. Armour 11+Ath.
Scars
Wits Weapon Attack Damage
xp Weapon Attack Damage
Weapon Attack Damage
C