Lost Souls

Okay, first thing you need to do is find out…


Personal Stuff

Sex: Choose or roll 1d100. Send me the result.
Age: Choose or roll 1d100 and 1d6. Send me the result.
Height: Choose or roll 1d100. Send me the result.
Weight: Choose or roll 1d100. Send me the result.
Eye Color: Choose or roll 1d100. Send me the result.
Hair Color: Choose or roll 1d100. Send me the result.
Hair Style: Choose or roll 1d100. Send me the result.
Key Feature: Something immediately noticeable about you. Choose something or roll 1d100. Send me the result.
Personality Traits: Choose two or roll 1d100 twice. Send me the results.
Name: Whatever you come up with.


Profession During Life: Choose one.
Arcane Scholar: Parapsychologist or interested amateur.
Artist: Painter, sculptor, film student, or any other profession considered artistic.
Athlete: Anything from small town football hero to an Olympic champion.
Average Joe or Josie: Regular 9-5 kinda person.
Blue Collar Worker: Construction worker to garage mechanic.
Civil Servant: Overworked and underpaid paper-pusher.
College Student: No more need to worry about finals.
Commando: Soldier, weekend warrior, or just someone who looks good in khaki and has a thing for weapons.
Cop: Policeman.
Doctor: Anyone fascinated with healing.
Eccentric: Anything from a doddering old woman with a zillion cats to a famous pop singer with a fondness for small boys.
Explorer: Somebody with overwhelming wanderlust.
Gangster: Someone who dedicated their life to a crime lord, possibly a distant family member.
Guinea Pig: Soldier, college kid, terminally ill patient, long-term prisoner, etc.
Hunter: Everything from trappers, to weekend sportsmen, to bounty hunters.
Inventor: Dedicated life to the creation of one item or chemical compound. Often a crackpot.
Journalist: Clark Kent or Lois Lane.
Musician: Anything from a rock musician to a cellest in an orchestra.
Performer: Circus aerialist, race car driver, sky driver, etc.
Pilot: Anything from a commercial airline pilot, to a military top gun, to a stunt pilot for an airshow.
Private Eye: Sherlock Holmes.
Scientist: The mad or sane variety.
Spy: James Bond.
Thief: Someone who made a living stealing from others.
Tourist: Insatiable geography/history buff. Loves travel.
Transient: Anything from a hobo by choice, or homeless person on the street.


Base Skills: Roll 1d6 twelve times. Start when you get a 5, and distribute in any order you like.
Agility: Balance, grace, physical flexibility.
Alertness: Vision and ability to notice things.
Charm: Appearance, charisma, manners, and style. The impression you make on others.
Cunning: How devious and sly you are, used for cheating, scheming, and performing acts of trickery.
Dexterity: Your ability to work with your hands, used for juggling, catching, sewing, and tying or untying knots.
Fate: Measures luck and destiny.
Intelligence: Swiftness of thought and ability to understand new ideas.
Knowledge: How much you’ve learned.
Mechanical: Ability to operate and repair machines.
Nature: How well you understand and interact with nature.
Stamina: Health, endurance, and ability to withstand adverse conditions.
Strength: measure of your brawn.


Cause of Death
Roll 1d100.


Starting Karma
Determined by cause of death. Karma is important, because it partially governs your powers, and more importantly, determines what you’ll reincarnate as- anything from pond scum, to crab, to bear, to human, to higher being. Acquisition of karma is the major goal of the game.


Lost Soul Type: Choose one.
Afrit: In life, they often held positions that were subject to betrayal and disloyalty, either real or imagined. Others found employment doing dangerous jobs such as fire fighter or prison guard.
Airi: male only. They are the spirit of a man accidentally killed during a hunt- either for game, sport, or while tracking a person. In life, they engaged in a job that allowed them to work outdoors, such as grounds keeper or surveyor. Others worked for zoos trapping exotic animals or as trainers for police dogs; a few were private detectives. Though somewhat unsocial, they were very generous, giving money and volunteering time to their favorite charities
Apparition: In life, they were even-tempered, trustworthy people with strong family ties. They were keen observers of human nature, and enjoyed helping others.
Banshee: In life, they rarely thought about their futures; instead, they focused on the here and now. Some were thoughtless hedonists, but others simply enjoyed day-to-day living. Many were pampered by their loved ones, something they miss in death.
Chagrin: In life, they were drawn to fringe groups interested in UFOs, pagan practices, channeling, or fortune telling. They lived in communes or trailer courts, sometimes eking a living off astrology charts or reading tea leaves. Alternately, they might have been conmen, traveling from city to city to avoid the authorities. They favored colorful clothing and flashy jewelry.
Doppelganger: In life, they were always very adaptable. They enjoyed meeting new people and traveling. They seemed able to change their personality to blend into any situation or group. Salespeople often become doppelgangers in the afterlife.
Ghast: In life, they were clinical people who dedicated their lives to science and logic. Most were loners who avoided contact with others in order to concentrate fully on their interests. Doctors who exhibit a fascination with death and aging often become ghasts.
Ghost: In life, they had a strong sense of ethnic pride. They tended to live their lives in the same town in which they were born, and worked hard for what they had. Many were small business owners.
Grim: In life, they envisioned themselves as young rebels, posing around coffee shop tables, smoking clove cigarettes and talking with their friends about the pointlessness of life.
Guide: In life, they were do-gooders who volunteered a great deal of their time to helping others. Some of them were a little on the kooky side, attending UFO conventions and political rallies.
Harbinger: In life, they always believed the worst would happen. Many were economists or financial consultants.
Haunt: In life, they lived close to the edge. By choice or fate they often found themselves in jeopardy. They were often murder victims or executed criminals.
Innocence Ghost: Usually women, but may occasionally be men. In life, they were seduced and deserted, and then died as a consequence, either in childbirth, despair, or through suicide. They believed that love and marriage were the only ways to achieve true happiness. They often joined singles clubs and formed fatal attachments via prison pen pal programs..
Loa: The spirits of the wronged or oppressed. Unique to the Voodoo mythos.
Manes: In life, they led generally virtuous lives. People who had a strong interest in history may find themselves Manes in the afterlife.
Phantasm: In life, they were unduly engrossed by image over substance, style over practicality. They might have been marketing specialists, television stars, or anyone who insisted on wearing only designer clothes.
Phantom: In life, they went to all the best parties. They had many acquaintances, but few friends. Phantoms did not get close to many people for fear of getting hurt. Their worldly bravado hid a certain amount of shyness.
Poltergeist: In life, their most important thing was to have a good time. They were often the spirits of children or teenagers.
Remnant: In life, they were often politicians, musicians, or other performers who failed spectacularly in front of the public.
Revenant: In life, they were proud of their physical appearance. They were interested in physical fitness and nutrition. An aerobics teacher would probably become a revenant.
Rusalka: female only. In life, they were often victims of physical abuse and poverty. Their low self-esteems did not allow them to see the injustice of this, and they accepted their fates stoically. Often trapped in a routine of drudgery, or overlooked because of their plain appearance, they found solace in their work, church, or friends. They might have nursed children or volunteered to read to the blind, never expecting- or getting- any thanks
Shade: In life, they were empathetic people, easily hurt by the brutalities of life. They are most often the lost souls of suicides, lovers, and were often betrayed during life.
Shadow: In life, they enjoyed eavesdropping and intrigue. They’d listen in on anyone’s conversation just for enjoyment’s sake. A local gossip would most likely become a shadow.
Specter: In life, they were aggressive and hard to please. They often felt life owed them a living. Only a few close friends and family members could break past the bristling gruffness into the specter’s true heart. A New York taxi driver would probably become a specter.
Spirit: In life, ritual and etiquette were very important to spirits. They enjoyed intellectual pursuits such as reading, opera, and chess. Horse breeding and fox hunting were popular spectator sports. They had a taste for fine cuisine and wine.
Spook: In life, they were happy, helpful people who were very active in a variety of sports or social activities. Many came from large, boisterous families. They made friends easily, and belonged to non-profit organizations such as the Girl Scouts.
Vapour: In life, they were moody, ranging from maudlin to violent. They made instant bonds with people, but any hint of betrayal would send them off in a rage or a crying jag. Some were excellent actors and made careers on the stage; others ended up in loony bins.
Wight: In life, they were physically fit, or at least very strong. They always depended on their body for a living, but tended to neglect their intellectual capacity. Born fighters, they refuse to succumb to death. Their fascination with weapons manifests itself in the collection of armaments they enjoy carrying. Their interests in life were simple: football, beer, and guns.
Will o’ Wisp: In life, they darted from one event to another, and were socially active. Their attention span was always limited, and no matter how enthusiastic they might have been about a new trend, they would soon drop it for a new one. Many interior decorators end up as will o’wisps.
Wraith: In life, they often seemed distant from others since all their intellectual forces were concentrated on one or two interests. Wraiths strived to justify the two extremes of their life, an interest in scientific discovery and a willingness to believe in any wacky theory. Autistic children may become wraiths.


Ghostly Visage: How you appear. Either choose or roll 1d100. I recommend rolling.
Beauteous: Attractive, idealized form.
Bloated: Like a bloated corpse that’s been left in the sun too long.
Cadaverous: As you did at time of death, pallid skin, dark shadows under eyes, and wounds visible.
Decayed: As a moldering corpse.
Living: As you did when alive and healthy.
Monstrous: Horrible to the extreme. Warty, discolored skin is discolored with blisters and bruises. Long fingernails and jagged teeth give bedraggled appearance.
Mutable: Can change at will among two or more of the forms. You may not choose this- it’s available only to those who roll it.
Skeletal: Face of a skull, and body of a skeleton.
Withered: As a dried out corpse.
Youthful: As in the prime of life.


Determine Interests
Either tell me 4 things you were interested in as a hobby, or roll 1d100 four times and send me the results.


Determine Events of Life & Death
Roll 1d100 six times and send me the results.


Determine Unfinished Business
Roll 1d100 and send me the result.


Finishing Touches
Send me ten d100 rolls for anything else that might be necessary.


Send me the results.


Now, for the interest of the first adventure or two, I could use the following two Lost Souls- a male Average Joe and a female Performer. The first two people who agree to play one of those two (they’ll be assigned randomly, but you can switch with each other) will each be awarded 2 points. Make your character as normal, but the sex and profession in life are predetermined.



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Updated 24 Apr 02





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