While the Romanesco freezes (what a terrible soap opera) lets make a dead person.
The Game: Afterlife: Wandering Souls
The Publisher: Angry Hamster Publishing
Degree of Familiarity: None
Books Required: Just the one
Afterlife is about people who die but have no memory of their lives, and are attempting, while wandering the titular afterlife, to piece all that shit together. That's a simplistic explanation, because I'm leaving out a lot of the really interesting details of the game, but that was enough of the premise to hook me. I love ghost stories, and I love ghost-adjacent stories, and I have a soft spot for games that make chargen an ongoing part of the game. Reading Afterlife, I was struck by a lot of superficial similarity to a game I wrote for Game Chef 2017 called Liminal (this was before an RPG called Liminal came out on Kickstarter and did quite well, and I'm in no way saying that either Afterlife or Liminal was influenced by my game, just that Afterlife seems to draw from a similar well). And since the game I wrote is never gonna see the light of day, it doesn't matter a dingo's kidney. Moving on.
I almost took Afterlife off my chargen list after reading it, because character creation here is explicitly something you do in concert with the GM as your character is riding the boat out to limbo. But I think I can make it work, it'll just mean reading some of the GM section, which, let's be honest, the only way I'm going to experience this game at a table is if I run it anyway.
So! Were this an actual game, my GM would explain that I'm dead, I don't remember how I died, I'm on a boat, and I'm heading to a place I don't belong. I get three dice called "Clarity" that I can use if I don't like any of the results that come up during the chargen process, so I'll grab those.
Phase One: My Life Was... I roll two dice (1d6 twice), and I get...3 and 1, which means this:
The weird little quasi-A symbol means that's a question my GM would ask me, the weird R are things I record (stats, in this case), and the DM is Death Mark. Every character has 9 Death Marks, and those are the things you figure out in order to pass on.
("In a Week" by Hozier just started loudly playing in my head.)
Oh, fuck it, let's get brutal with this. I remember falling and landing hard, being unable to move. After days (hours? a week?), something found me dying and immobile - my pet and companion, Rust. He stayed with me for a time, and then ate my soft bits. As I breathed my last I remember my skull cracking under his jaws.
Good start! Let's move on to Phase Two: What I Learned.
Here I'm told to roll 2d6 five times, but what they mean is roll 1d6 twice, five times. First number gives a list, second a bit on that list to read (it's not hard to figure out in context, fortunately). So! First roll: 1, 6
Well, that's not exactly in keeping with my last bit. I love it, though. Normally I wouldn't know the stat choices associated with the choices (and they're not directly adding to Body, Mind, or Soul, but to the linked Attributes, which isn't the most intuitive thing in the world, but whatevs). I think in my character's case the last option, "My mind is elsewhere," makes the most sense. On we go! 3, 5
Oh, my. Um, "At another person's side," please. 5, 1
Hmm. I think what they mean is "I couldn't care less about them," but I know the phrase has entered common usage like that, much like "literally" now means "emphatically" as well as what it actually fucking means. I think I want that option, though. I feel like this character disconnected from the things in his life that went wrong rather than getting all angry about them. And my Death Mark is a moustache, or a "mustache" as we say here. 6, 2
Well, that's fun. Definitely taking "and fled for my life." Last one: 1, 6, which I already rolled, and the book says to switch the numbers in that case, making it 6, 1.
Ooh, man. Umm. Let's do "with something valuable," just because I feel like it's not the obvious choice.
That's this phase done, meaning I'll have 2 points to spend in Mind and Soul Attributes, and 1 to spend in Body.
Phase Three: What I Know Now... Same basic idea, roll two dice and use them to consult tables. These things are things my character felt about himself. First up: 6, 3: I could never sit still. Death Mark: Ants.
2, 2: I was a sinner. Death Mark: Line of crosses.
3, 1: I was a loner. Death Mark: Teardrop. Well, that all falls nicely into place.
Now we calculate things. And...now it's getting a little confusing. (My kingdom for a chargen example, though I admit in this game it would be a little weird.) No, wait, I found what I was looking for. Linked Attributes can be 0, and there are two types of pools, Concept and Vitality, which are calculated in slightly different ways. They're not labeled as such on the sheet, though.
Well, anyway, I get two points to throw into Mind and Soul, and 1 more to throw into Body. For Body, I'll put my point into Withstand. That makes my Ferocity 1 and my Health 2.
For Mind, I'll put one point into Percept...no, actually I'll put them both there (since these are verbs, it probably should be Perceive, but whatever). That makes Lucidity 1 and Hunger 3.
Finally, in Soul, I'll split the points between Create and Understand, and leave Charm empty. That makes Generosity 3 and Will 4.
Neato! Now I determine my Approach, which is Shield, since it's based on the highest Core. I'm meant to describe said shield. In my case, I think it's an oblong shield made of fire, empty in the middle (so you can see through it), but growing hotter if you approach it.
Talents! Rolling dice again, I get: 1, 1. In play, the Boatman would now show me an obsidian claw or a haggard tome, and I'd pick one. I think I gotta go with the claw. That gives me the Talent of Beastspeak, which for a Shield means I can summon shadowy beasts to my side, fucking dope. I can pick a cobra, a lion, or a vulture. I'll take the vulture, I think.
Curiosa! These are things lying about in the boat that I can pick up. I get two of them. I get 5, 4 and 1, 5. That gives me...a hamster onsie, which allows me to turn into a hamster once per session. What the shit. I think I'll look at the alternate list for something less dumb. Lightweight one-person tent that fits into a fist-sized bag. Um, yes please. And then the other one is a unicorn horn with one last magic spell. Sure, why not?
I get a bunch of stuff based on Death Marks, too, which go on the second character sheet and I'm not writing them in, but let's have a look!
- Cracked Skull: Regain a point of Generosity when you spend time alone in nature. Nice.
- Cocktail Glass: Reduce the challenge you face by 1 when in a large group of people.
- Twin Shadows: Reduce the challenge by 1 when performing forgery or mimicry.
- Mustache: Regain a point of Will when you defeat a foe (so this is the type of mustache one twirls, got it).
- Forked Tongue: Spend a point of Will and the NPC believes your lie without a check.
- Blazing Fire: Reduce the challenge you face by 1 in life or death situation. Holy hell, that's broad.
- Ants: Trick: Barriers pose little threat to me.
- Line of Crosses: Trick: I manipulate fire. That's...interesting.
- Teardrop: Trick: I summon water.
Very elemental feel to this guy. I just need a name (which might be more what he's called than his actual name). I'll say his name is Carrion; maybe he goes by Carey. Carey is dirty, smells of loam and blood, and wears a bandana or scarf covering his head. He's afraid to take it off.
I think that'll do it! Have to say, I'd have to read the at-the-table mechanics more carefully, but for chargen alone I'd run this.






























