Showing posts with label Pandemonium!. Show all posts
Showing posts with label Pandemonium!. Show all posts

Monday, November 16, 2020

Introductory Story for Pandemonium! (spoilers)

 

The premise of the Pandemonium! Introductory Story is that Elvis has been missing for three weeks and the player characters are dispatched to his last known sighting.  Of course, since it is an Introductory Story, the player characters are just starting their career as tabloid journalists and, just possibly, it may be the Editor's first time running a game.  As such, the Story describes the step-by-step process of the player characters entering the home office of the Weekly Weird News and receiving their assignment.  Even the car their employer provides the player characters is fulsomely related:

In the parking lot, parked next to the dumpster, is a 1976 Pinto.  The car sports a bilious green paint job, has a few dents in it, and shows signs of rust around the wheel wells... The interior smells of stale cigarette smoke, thinly disguised by an air freshener that looks like a plastic pine tree, which hangs from the rearview mirror.  The green vinyl seats are faded and worn, and you can feel the springs pushing up from below.

There are four “background” pages describing the offices and staff of the Weekly Weird News.  “This information may or may not be of use... in this Story,” but would be useful should the introductory Story become the basis of a campaign.  In any event, Elvis was last seen in a Milwaukee supermarket.  Helpfully, Pandemonium! supplies a “mileage chart” indicating the distance to Milwaukee.  We learn, “Describing the entire trip to Milwaukee would be both time consuming and incredibly monotonous.”  Instead, an Editor should play out “a handful of short encounters and events designed to give the players something interesting to do until they get to their destination.”  Pandemonium! categorizes such encounters as either information, obstacles, or ambience.  Of course, nothing proscribes any given encounter from combining more than one category.

In Milwaukee, player characters have opportunities to cultivate clues and may even be presented with a false lead regarding Spike, teen-aged assistant manager of the supermarket where Elvis was last seen.

Spike may look and act like a Satanic Cultist, but he's not.  This is a false lead intended to throw the [player characters] off the trail.  However, he is a member of a weird group of guys who get together to eat potato chips, drink pop, and play a game in which they fantasize about running around in dark dungeons crawling with demons and dragons.

Ultimately, Elvis may be found in an abandoned garage.  He is the captive of Replicants.  According to the Encyclopedia Paranormal...

Replicants are artificial life-forms created by Martians.  They can be made to resemble ordinary humans or other sentient races, as desired.  On the surface, Replicants are indistinguishable from 'normal' individuals, though they tend to speak and act a little like robots.

Replicants have no real emotions, though they may be programmed to emulate 'typical' human emotional responses, in which case they will do so badly, and without subtlety.  They have no conscience or moral values, and are incapable of independent thought.  If cut-off from Martian psychic control, a Replicant will freeze in place, awaiting further commands.

If the player characters rescue Elvis, he can help “kick some Replicant butt.”  Pandemonium! emphasizes the King's purported martial arts skills.  The Encyclopedia Paranormal goes so far as to present Elvis' TCB Oath:

  • More self-respect, more respect for fellow man.
  • Respect for fellow students and instructors.
  • Respect for all styles and techniques.
  • Body conditioning, mental conditioning, meditation for calming and stilling the mind and body.
  • Sharpen your skills, increase mental awareness for all those who might choose a new outlook and personal philosophy.
  • Freedom from constipation.

Words to live by.

So, what's the Martian plot?  The player characters do not receive a definitive answer but, if asked, Elvis supposes they wanted to force him to record “some kinda alien record with a buncha subliminal messages hidden in the mix.”

Should a player character query Elvis as to why he faked his death in 1979, the King replies:

I'm afraid your security clearance isn't high enough, son.  [Or, little lady.]  Right now, it's a story that can't be told.  Maybe next time...

The last quarter-page of the Introductory Story is a 'Continuing Stories' section.  Should the enterprising Editor choose to run further Stories, this section presents several adventure seeds “that branch out from” the Introductory Story.

Sunday, October 25, 2020

Adventures in Pandemonium!


Pandemonium! provides am “Introductory Scenario” for first time players and Editors of the game.  The Story Section advises the Editor:

After you’ve finished playing this introductory scenario you may want to create more Stories of your own.  Optionally, you may want to throw this game out the window, and curse yourself for ever wasting good money on such a ridiculous piece of trash.

Presuming the game isn’t defenestrated, Pandemonium! offers the Instant Story Generator.  While one may argue about the validity of “Instant,” the Generator provides the Editor with the basic elements of any good Story: What Happened, Where it Happened, Who Did It, and Why.” (emphasis in original)  The Instant Story Generator “also helps the Editor create a number of incidents and encounters that could happen to the P.I.s during the course of their investigation...”

The Generator consists of four percentile tables:

  • Manifestations – The primary focus of the Story; a list of twenty-three possibilities ranging from “Mass Hallucinations” to “Elvis Sighting.”
  • Location – Where the Manifestations transpire; a list of twenty-four places from “New Mexico” to “Nightclub (in city of choice).”
  • Major Phenomena – Source of the Manifestations; a list of nineteen occurrences from “Hoax Perpetrated by Local Publicity Seeker” to “Alien Abductors.”
  • Minor Phenomena – A list of fifty-three incidents from “Mundane Encounter” to “Elvis Sighting in the vicinity (authentic).”

There is some overlap among the tables.  Using the Generator, an Editor can obtain, for example, “Mass Hallucinations” for both Manifestation and Major Phenomena.  Fortunately, Pandemonium! grants “Editorial License” which the game describes as...

– a colorful euphemism that basically means 'fudging the die rolls until you get what you want.'  In other words, Editors should feel free to alter, revise, warp, twist, or if all else fails ignore the Instant Story Generator die results anytime they don't like them.

Pandemonium! contains a sixty-two page section – about one-third of the total page count – called the Encyclopedia Paranormal.  Among other details, this section contains entries that provide information about many of the listings in the Instant Story Generator tables.  Within the environment of the game, the encyclopedia functions as an item of equipment for player characters.  “All sentient inhabitants of the Tabloid World universe recognize the Encyclopedia Paranormal on sight,” we read, “and may think twice before bothering any entity who is so enlightened as to carry a copy on his/her/its person.”  This statement is immediately qualified:  “Naturally, the authors cannot guarantee that this will be true in all cases.”

A result of 98 on the Manifestations table indicates “Animal Mutilations Reported.”  The Encyclopedia Paranormal has this to say about Animal Mutilations:

     Cattle and other types of farm animals are the most common victims of this phenomenon, though household pets or strays may also be affected.  Victims typically show evidence of laser-like incisions, and may be missing body parts such as tongues, entrails, and/or reproductive organs.  Though the subjects will often be found to have lost a substantial amount of blood, the surrounding area will usually be devoid of bloodstains.

     These occurrences may be attributed to such Mundane explanations as wild animals, or paranormal sources such as Vampires, Deranged Serial Killers, Satanic Cultists, or UFOs.

A result of 55 on the Location table refers to “Louisianna” (sic), about which the Encyclopedia Paranormal says:

     Louisianna is another place that gets a bad rap in the tabloids, though not entirely without reason.  The bayous and parishes of Louisianna offer a melange of Voodoo cults, Hoodoo (a combination of Voodoo, European witchcraft, and Amerindian magic), Bigfoot kidnappings, Elvis sightings, close encounters with UFOs, and so on.  Plus there's the city of New Orleans, and all the weird stuff that happens around Mardi Gras time.

The listing on the Major Phenomena table for a die roll of 13 is Practical Joke Played by EBEs.  According to the Encyclopedia Paranormal:

     EBEs (pronounced EE-beez) are Extraterrestrial Biological Entities who hail from the Betelgeuse galaxy (sic).  They are a technologically, if not emotionally, advanced race of beings who span the galaxy in flying saucers.  Standing less than four feet in height they are the original 'little green men' of popular folk lore.  The old legends of 'faeries' and 'changelings' may be attributed to these mischievous creatures, who've probably been playing humans for saps for thousands of years.

     EBEs are inveterate practical jokers who love to play pranks on other life-forms.  Typical EBE 'jokes' include leaving fake Bigfoot prints in wooded areas, impersonating Elvis, scaring people by faking alien invasions or Abductions, leaving Crop Circles all over the place, creating phony miracles, and so on.

     EBEs are not evil; they're just a pain in the neck.  They will never deliberately cause harm to other life-forms, though frankly, accidents have been known to happen.

     If threatened, EBEs will defend themselves, using a peculiar type of stun gun that can be made to resemble any sort of harmless object or device – stun guns shaped like bananas, cameras, or pickles are especially popular with EBEs.  Once their pranks have been discovered or have had the desired result they will usually hop into their disk-shaped spaceships and head back to Betelgeuse, laughing all the way.

For Minor Phenomena, the Editor should “roll or choose at least 3 entries from this table...”  Rolls of 25, 36, and 81 correspond to the following:

  • Outbreak of Forteana delays the characters.
  • Out of Body Experience: a P.I.'s astral self suddenly flies forth into the Astral Plane, where he or she is approached by a benevolent ghost offering advice.
  • A group of drug-crazed Satanic Cultists, chanting evil rock & roll lyrics, puts a curse on the characters.

Sunday, October 4, 2020

Death in Pandemonium!

The Seventh Seal
 

In a prior post, we learned that Pandemonium! characters die when any of their Attributes (Body, Mind, or Spirit) fall to –10 or below.  Specifically...

When Body is reduced to -10 or below:

the character lapses into a coma and faces the potential death of his, her, or its physical form.   Unless the character suffered a severe head injury the Mind will still function for as long as the character remains alive, as will the Spirit (though it will be preparing to leave the body en route to its next incarnation).  If the character recovers by Cheating Death, a Near Death Experience (NDE) will result, after which the character will return to life.  If no recovery occurs, it’s time to read the Reincarnation rules.

When Mind is reduced to –10 or below:

the character is unconscious, and in a catatonic state.   Autonomic functions (breathing, circulation, digestion) continue as normal, though the character will not regain consciousness until Mind Rating is restored to -9 or greater.

When Spirit is reduced to –10 or below:

the Spirit is immortal, and cannot die.  However, if this occurs the silver cord that connects the Body and Mind to the Spirit will be severed, causing the Spirit to leave the Body and drift into a part of the astral plane known as Limbo.  If the character’s Spirit rating is restored to -9 or greater within 24 hours, the Spirit returns to the Body. If not, it’s Reincarnation time.

We learn in the Cheating Death section, “Anytime one or more of a character’s Attributes falls to –10 or below the character must roll on the Fate Table to determine whether the victim kicks the bucket for good or makes a miraculous recovery just like they do in the movies.”  The Fate roll is modified by -1 for each Injury Point below -10.  For every five Instant Karma Points spent, the roll is modified by +1.   If the roll is successful, the character will recover.   “In addition,” we learn, “the character earns 5 points of Instant Karma for undergoing a harrowing Near Death Experience...”   Page 33 goes into more detail about Near Death Experiences:

During the NDE, the individual’s spirit leaves the body and moves toward a radiance called The Light.   This is accompanied by a feeling of great inner peace and tranquility. If the body survives its injuries, the spirit must return to it.   This ‘spirit journey’ and the resulting wisdom accrued from the NDE is worth 5 Instant Karma Points.

Assuming a character fails to cheat death, the next step is reincarnation.  When using the E-Z Rules, the player selects another pre-generated character; with the Very Complicated Rules, a new character is created from scratch.  In either instance, “Reincarnated characters retain all the Past Lives and Instant Karma points of their previous character – including the life of the recently deceased character, who now qualifies for Past Life status.”  The player selects “one of the deceased character’s abilities to serve as the Past Life trait.”  Additionally, “Like all Past Life abilities the ability to recall this Past Life starts at 0, and can be improved by spending Instant Karma points...”  Editors are advised to inform players, “Any player who deliberately offs his or her character for the sole purpose of Reincarnating and acquiring additional Past Lives is too un-Enlightened to be Reincarnated as a Walk-In.”

Once the new character is complete:

Have the Walk-In arrive on the scene somewhere in the vicinity of the other P.I.s as soon as it is convenient or expedient to do so.  The Walk-In can then introduce himself, herself, or itself and rejoin the group.

Once players are thoroughly familiar with the game, the Editor may decide “to make the Reincarnation experience more interesting for the players.”  For example, “...the Editor may decide that certain devious organizations and individuals would take advantage of a P.I.’s untimely demise and send a false Walk-In to infiltrate and spy upon the other P.I.s.”  As another example, the Editor could…

...make the player portray the dead P.I.’s disincarnate spirit as he wanders about looking for a suitable body to walk into.   Then he must persuade the subject to move on and let him take over.  There night be tricky ethical considerations here…

With regard to Walk-Ins, the Minor Phenomena section of “The Encyclopedia Paranormal” has this to say:

Walk-Ins are disincarnate entities that hail from the Sixth Dimension, Sirius, or another reality. These spiritforms travel to the earthly plane in astral form, and are invisible to all those who do not possess Clairvoyance or similar paranormal abilities.
Upon arrival the Walk-In will begin to search for the body of a corporeal creature such as an animal or human to occupy, so that it can better interact with a physical reality. Once it has found a suitable host the Walk-In requests permission to take control of its Body and Mind. In return for allowing the Walk-In to utilize the host’s physical form, the host’s Spirit is allowed to move on to a higher plane of existence.
Most Walk-Ins are highly Enlightened, and only inhabit the physical forms of other entities in order to use them for a higher purpose. They differ from Channeling Spirits in that they prefer to act rather than just talk. P.I.s who kick the bucket in the line of duty usually reincarnate as a type of Walk-In, which beats waiting around for twenty-odd years until a new body can grow to maturity…

At some point, a P.I. may want to fake his or her death:

To do so, you must inform the Editor that you want to arrange a Fake Death should the need arise. Your character will need to raise at least $5,000 to cover the requisite bribes that must be handed out to individuals such as coroners, funeral home directors, newspaper reporters, a petty bureaucrat or two, and so forth. You’ll also need a minimum of 25 Instant Karma points to cover the incredible amount of luck and clever planning needed to pull off a stunt like this.
Once these preparations have been made the stage is set for a Fake Death. Should your character appear to die during the course of a Story, the hoax begins – the bribes are paid, and the Instant Karma points surrendered.
Though it will seem as the your character has kicked the bucket, the death will be a fake. The ‘dead’ character can return to his or her own body whenever you desire, though to get the full effect a phony funeral is a nice touch.
There’s only one catch. Upon returning to the land of the living you’ll need to concoct a sensational story that will explain how your character survived, and why the Faked Death was staged.

Editors are encouraged to incorporate a player’s idea for a Faked Death “into the reality of their version of the Tabloid World universe.”

 

Sunday, September 6, 2020

Playing Pandemonium!

 

The essential rule mechanic for Pandemonium! is to roll 1d10, “add the appropriate numerical ability” to create an Action Sum.  By consulting the Fate Table, the Action Sum indicates a result.  The Fate Table is not especially complex.  An Action Sum of six or greater represents success; the higher the number, the greater the success.  Conversely, when the Action Sum is less than six, a lower number represents a more profound failure.  An Action Sum of one or less indicates a “Total Screw-Up – your inept blundering results in the worst possible consequences.”  An Action Sum of ten or greater is an “Excellent result!,” meaning, “Your expertise results in the best possible consequences.”

In May, we learned that Pandemonium! has E-Z Rules and Very Complicated Rules.  Under the E-Z Rules, P.I.s have a maximum value of three for attributes, paranormal talents, hobbies, and mundane professions.  Additionally, P.I.s can use a maximum of three points of Instant Karma to influence Fate Table die rolls.  Under the Very Complicated Rules, these maxima become ten.  The Very Complicated Rules also introduce the concept of the Degree of Difficulty Rating (or DDR).  The DDR is a numerical value applied to the Action Sum before consulting the Fate Table.  A positive DDR represents a circumstance that makes the action easier (e.g., 'Hitting someone from behind' is +1) while a negative DDR represents a circumstance that makes the action more difficult (e.g, 'Climbing a wet slope... while carrying a friend on your back' is –7).  The combined DDR for any given action must fall within the range of –10 through +10.

In Pandemonium!, the term for “gamemaster” is Editor.  According to page 7, the terms “El Exigente,” “Grand High Pooba,” and “Enlightened One” are also applicable to Editor.  Page 39 supplies the following caution with regard to determining DDR:

If the Editor makes things too hard for the P.I.s they will quickly get discouraged, and may not tell all of their friends and relatives to buy a copy of this game – in which case the makers of this game will have to send somebody named Knuckles to pay a little visit to your house.

Pandemonium! characters have three attributes:

Body – “Anything of a physical nature, including running, dodging, lifting, climbing, breaking free of physical Restraint, tests of endurance, resisting disease or exposure, etc.”

Mind – “Anything of an intellectual nature, including comprehension, memorization, mental endurance, intuition, mental stability; also includes the ability to process information perceived through the senses...”

Spirit – “Anything of a spiritual nature, including the will to live, spiritual strength and endurance, the ability to resist temptation or coercion, willpower, etc.”

Body is the attribute used for physical combat, but concepts of combat can be extrapolated to Mind (as in Mind Control) and Spirit (as in Astral Assault).  A successful attack inflicts damage equal to the final Action Sum minus five.  Damage is subtracted from the applicable attribute.  Should any of the attributes be reduced to –10 or below, death will result unless prompt treatment is received.

Regardless of the applicable attribute there are “three basic types of combat.”

Injure – inflicts damage as described above.

Restrain – attempts to control or restrain the opponent's Body, Mind, or Spirit.

Special Effects – maneuvers “of the type that one generally sees only in the movies, on TV, and in comic books.”  Examples include one-shot knock-outs, acrobatic moves, spectacular leaps, creating a diversion, and “running through a hail of bullets or laser beams without suffering so much as a scratch – as long as someone is covering you...”

 

Sunday, May 31, 2020

Strictly for the Enjoyment of Our Readers

August 31, 1993, edition of the self-proclaimed "World's Only Reliable Newspaper"

Once upon a time, if a person wanted timely and accurate information, he or she would procure something called a newspaper.  Today, people have various, more convenient means of obtaining news but advances in technology aren't the only problems that afflict newspapers.  The public's 'confidence in newspapers' has waned over time.  If we look at 1994 (with the lowest 'Great deal/Quite a lot' confidence percentage of the 90s) and compare it to 2019, we see some telling figures.  In 1994, the combined 'Very little/None' confidence was 28%; the combined 'Great deal/Quite a lot' confidence was 29%.  In 2019, the combined 'Very little/None' confidence was 39% and the combined 'Great deal/Quite a lot' confidence was 23%.  If we interpret the 1994 difference as +1 (i.e., 29 – 28) and the 2019 difference as –16 (i.e., 23 – 39); we see a 17 'point' decline in confidence.

There are two conflicting components in the news media:  purpose and product.  Purpose is the journalistic goal of responsibly providing news for the benefit of society.  On the other hand, product is a combination of profit motive and intentional bias.  Previously, purpose outweighed product – at least in the public perception.  In our jaded era, where truth has become subjective, it seems that product has encroached upon purpose...

What?  What's that?  You don't read Thoul's Paradise for tedious social commentary?  You read it for tedious commentary on old school role-playing games?  Well, excuse me for attempting an erudite introduction to the next games we are to examine.

Anyway, the nineties represented the golden age of tabloid journalism, when UFO space aliens, Bigfoot, and Elvis commanded the headlines and people had enough common sense not to take such things seriously.  A disclaimer contemporaneous with the issue shown above indicates that the Weekly World News is “a journal of information, opinion, and entertainment... strictly for the enjoyment of our readers.”  Eventually, in the twenty-first century, their disclaimer would emphasize that most articles are fictitious and the “reader should suspend belief for the sake of enjoyment.”  I don't know how, but the Millennials must be responsible for the decline of the tabloids – Today's tabloids focus on celebrity gossip and weight loss programs.  (I'm not concerned with 'online' tabloids; if I don't see it in the check-out lane at the supermarket, it doesn't count.)

What?  Get to the games?  Fine...

1993's Pandemonium! has as its setting the Tabloid World where “everything you've ever read in the tabloids has either happened or is likely to happen...”  Of course, many people are “Mundanes” who discount tabloid phenomena.  Similarly, the setting of 1994's Tabloid! is “a neat world, just like ours, except – EVERYTHING YOU READ IS TRUE! ”  Yet “normal” people don't believe the truth of the tabloids.  Not surprisingly, there are many similarities between the two games.  In both games, player characters are reporters working for a tabloid.  Also in both games, the official title of the game master is Editor.  In Pandemonium! (or PANDEMONIUM as it refers to itself) the player characters are Enlightened (“any sentient entity that is able to perceive, believe in, and have some understanding of paranormal phenomena”) and are called Paranormal Investigators.

PANDEMONIUM uses the “E-Z Rules System,” but “optional Very Complicated Rules for anal retentive role-players” are provided.  The E-Z Rules do not allow for character creation; players must choose among the eleven provided “pre-generated, pre-destined, and ready-to-play Character Cards.”  For the reader's edification, these Paranormal Investigators are described below.

Each character has a Mundane Profession (“the occupation that the character practiced prior to becoming Enlightened and finding work as a Paranormal Investigator”), one or more Hobbies (“talents or avocations that can be practiced and developed in a person's spare time”), one or more Paranormal Talents (“'extra-mundane' (or just plain weird) abilities”), and a Phobia.  Also, each Paranormal Investigator has a Past Life.  The character can use the abilities of the Past Life by rolling on the Fate Table.  “If successful,” we learn, “the Past Life recollection lasts for just ten minutes, then fades from memory until the next time it is used...”  For example, a character with Houdini as a Past Life could “escape from any type of restraint, prison cell, or practically any dicey situation...”

Without further ado...

Rick Dante
Male, Italian-American, Age 22, 6', 175 lbs, brown hair, green eyes; acts cool, smokes too much, hangs out with strange people (mostly musicians), nocturnal by preference
Mundane Profession: R & B Musician (sax player, speaks musician's lingo; familiarity with most types of street drugs, seedy bars, and the dark underside of city night life)
Hobbies: Amateur Detective
Paranormal Talents: High Chemical Tolerance; Magic
Phobia: Hydrophobia
Past Lives: Bogey


Celia Brown
Female, African-American, Age 20, 5' 8", 130 lbs, brown hair & eyes; excellent physical condition, outgoing, friendly -- flexible and athletic, perceptive
Mundane Profession: Aerobics Instructor (teaches exercise techniques, knows how to treat sprains and bruises, terrific endurance, looks great in tights)
Hobbies: Judo
Paranormal Talents: Mind Reading; Psychic Assault
Phobia: Phasmophobia
Past Lives: Joan of Arc


Henry Yakamoto
Male, Japanese-American, Age 25, 5' 7", 150 lbs, black hair & brown eyes – thoughtful, studious, introspective -- as a result is sometimes thought of as a nerd
Mundane Profession: High School Physics Teacher (understands laws of physics as they apply to both the mundane and tabloid world universe -- ability to teach high school kids while retaining sanity)
Hobbies: Computers
Paranormal Talents: Psychokinesis; Cryptozoology
Phobia: Altophobia
Past Lives: Albert Einstein

Joseph Cloudwalker
Male, Native American, Age 21, 6' 3", 200 lbs, black hair, brown eyes, good physical condition, lean but strong, good balance -- quiet and softspoken, sometimes moody
Mundane Profession: Construction Worker (experienced welder and riveter, can operate heavy machinery (trucks, crane), has no fear of heights)
Hobbies: Bow Hunting
Paranormal Talents: Dowsing; Magic (Shamanism) [perhaps not the best descriptor]
Phobia: Belonophobia
Past Lives: Geronimo

Mike Washington
Male, African-American, Age 24, 6' 3", 240 lbs, well built, good athlete (former college football player until knee injury), self-assured but never cocky
Mundane Profession: Nightclub DJ & Rapper (streetwise, knows the rap club scene, speaks the language of the inner-city, knowledge of recording studios and sound gear)
Hobbies: Football (Linebacker)
Paranormal Talents: Sixth Sense; Clairaudience
Phobia: Claustrophobia
Past Lives: Joe Louis


Tracey Novak
Female, Polish-American, Age 23, 5' 10", 132 lbs, blonde hair, blue eyes, very attractive, great body, acts a bit dizzy but is quite intelligent, likes to party
Mundane Profession: Professional Model (knows how to use make-up and clothing to enhance looks, good at self-promotion, can hold same pose for hours, knowledge of fashion industry)
Hobbies: Acting
Paranormal Talents: Speak In Tongues; Faith Healing
Phobia: Triskadeccaphobia [sic]
Past Lives: Marilyn Monroe

Crawford White
Male, WASP, Age 28, 6', 180 lbs, blonde hair, blue eyes -- family was rich until stock market crash; very outgoing, well-mannered, a real socialite
Mundane Profession: Ski Instructor (seasonal job with the side benefit of meeting wealthy women; good skier, knowledge of ski resorts and posh nightclubs; speaks the language of the upper class)
Hobbies: Boating
Paranormal Talents: Retrocognition; Object Reading
Phobia: Ergophobia
Past Lives: JFK

Che LaVie
Female, French-American, Age 21, 5' 5", 110 lbs, black hair & brown eyes; alternative fashion sense (combination of Seattle grunge and N.Y. punk); emotional termperament [sic], strong-willed
Mundane Profession: Freelance Photographer (knowledge of most photographic techniques, film developing, shooting under less than ideal conditions; can candle temperamental models and subjects)
Hobbies: Ancient Egyptian Mythology
Paranormal Talents: Astral Assault; Spirit Photography
Phobia: Ophiophobia [sic]
Past Lives: Cleopatra

Ernesto Villa
Male, Mexican-American, Age 27, 5' 11", 195 lbs, brown hair & eyes, muscular build; macho temperament when angered, otherwise easy-going, speaks fluent Spanich [sic]
Mundane Profession: Cab Driver (able to drive fast and recklessly, specific knowledge of home town or city streets, able to work long hours without getting drowsy)
Hobbies: Boxing; Automatic Art
Paranormal Talents: Precognition
Phobia: Ballistophobia
Past Lives: Marco Polo


Judith Rosenberg
Female, German-American, Age 30, 5' 6", 125 lbs, wavy brown hair, brown eyes, 1960’s fashion sense; radical feminist, vegetarian, has Masters [sic] Degree in Women’s Studies
Mundane Profession: Health Food Store Nutrition Advisor (knowledge of harmful and/or weird food additives, vitamins, natural foods; can diagnose nutrition-related maladies and suggest remedies)
Hobbies: Kung Fu
Paranormal Talents: Read Auras; Palm Reading
Phobia: Pharmacophobia
Past Lives: Madame Blavatsky

Johnny King
Male, Serbian-American, Age 32, 5' 10", 195 lbs, black hair, brown eyes, about 20 lbs overweight, loves junk food & sci-fi movies, somewhat shy when not on stage
Mundane Profession: Elvis Impersonator (able to sing, speak, and act like Elvis; knowledge of the Elvis repertoire, shobiz lingo, and most of the least attractive nightclubs in Las Vegas and Atlantic City)
Hobbies: UFO Watcher
Paranormal Talents: Alien Empathy; Astral Assault
Phobia: Teratophobia
Past Lives: Nicola Tesla