Monday, November 29, 2021

Movie #654: Serenity

Serenity is the feature film follow-up to Firefly, and as such obviously is written and directed by Joss Whedon. It stars Nathan Fillion, Gina Torres, Summer Glau, Ron Glass, Morena Baccarin, Adam Baldwin, Sean Maher, Alan Tudyk, Jewel Staite, David Krumholtz, and Chiwetel Eijofor. 

Simon (Maher) and River (Glau) Tam are a pair of siblings stowing away on a spaceship captained by gruff control freak Mal (Fillion) after escaping from the Evil Space Empire. Said spaceship, the titular Serenity, is crewed by violent merc Jayne (Baldwin), spunky horny mechanic Kaylee (Staite), wacky pilot Wash (Tudyk), and his wife and Mal's former comrade-in-arms Zoe (Torres). After a bank heist goes bad because the town in question comes under attack by Reavers (marauding space rape-orcs), River gets into a bar fight triggered by a subliminal message. The Evil Empire, in the person of the Operative (Eijofor) comes after them, forcing them to reconnect with Inara (Baccarin) and Book (Glass), and eventually ending up trying to broadcast the truth about the Reavers to the whole solar system. 

If you're a fan of Firefly, you might read the above paragraph and say "whoa, there's a whole lot of missing context there." And...yeah. There is. But it's missing from the movie, too. Gone is any romantic tension between Kaylee and Simon, instead Kaylee is just super horny for him and he's utterly focused on River. Gone is the camaraderie between Jayne and Book; they don't even interact. Gone is any semblance of passion between Zoe and Wash (although Gina Torres does her best when Wash dies, god love her). 

Serenity is weird. It simultaneously manages to be kind of incomprehensible to folks who didn't watch the show, and really unsatisfying to those of us who did. Like, where are the blue-hands guys? If you're going to make the movie about River (which, fair enough, it was the central thrust of the show, too), then why not actually pick up some of the threads that were left. Why not include some of the other characters from the show, like Adlai Niska or Badger? Why not tie in Book's mysterious past with the ongoing story since we'll never get another shot at this? (I mean, I don't know, maybe they'll reboot it, but Whedon has kinda fallen from grace.) 

I have a lot of the same problems with Serenity as I do with Age of Ultron. It really feels like Whedon got bored and couldn't be fucked to connect his throughlines. Also, the dialog and interaction between the characters just doesn't have the same love as the show. On the show, the relationships between these people felt genuine. When Jayne betrays the crew, we believed that his greed pushed him to do it, we believed that he really regretted it, and we believed that Mal was angry enough to kill him but also cared enough about him to give him another shot. Here, he tries to sell out River again, and it's literally never addressed. And the dialog has some of the trademark Whedon quips, but they aren't really funny, because those quips only really work when there's also some emotional weight going on. 

The best thing about the movie is hands down Eijofor's performance as the Operative, and I kind of feel like Whedon was the most interested in him (the new character) because he gets the best lines, the best scenes, and the only real character arc. But if we're going to tell that story, a) why not make it about Book, which would have made just as much sense and b) why not make the movie actually about that and not focus on this crew of yo-yos? 

Grr. Arrgh. 

My Grade: C-
Rewatch Value: Low

Next up: The Serpent & The Rainbow

Saturday, November 27, 2021

Character Creation: Opera House

The show must go on.

The Game: Opera House
The Publisher: Corone Design
Degree of Familiarity: None with the game, a little bit with the setting
Books Required: Just the one

Opera House is a game in which you play the denizens and employees of the Royal Grand Opera House - performers, chippies, sound techs, and so on - except that the PCs all ticked the little box in their contract agreeing to "extra duties" for a pay bump. Turns out "extra duties" can mean "make sure the monsters from the Void Below don't snatch away pay customers" and suchlike. The Royal Grand is a haven for the surreal and the menacing, but what really makes the game work is that high level of detail in how theater actually functions. 

I have a degree in theater (performance), but I never worked on anything bigger than college or community theater, so while I recognize a lot of the terms and so on being used, Opera House obviously goes further than my knowledge. The result is that it's a game that would fit neatly into a cinematic universe including games like Don't Rest Your Head, Exquisite Replicas, and (if you wanted to play the rats in the theater, which is an option), Things That Go Squeak in the Night. Hell, Edge of Midnight would even fit in. 

With all of that in mind, let's make a character! First thing I do is choose a department. I'm kinda torn; a performer would be fun, but I've had such a great time working stage crew, too. Yeah, let's do performer. My guy's an actor (as opposed to a dancer or musician). 

I get three points to put into Attributes, but "Attributes" here aren't a fixed list, they're just general character traits, positive or negative. I can pick three at level one or one at 2 and one at 1 (but not just one at 3, because I have to have a positive and a negative). 

Well, actors tend to be somewhat narcissistic, but I don't want that to be this guy's defining trait. "Pompous" is a little better, so I'll make that my negative and put it at 2. I'll give him Honest 1 as a positive trait. 

Skills! As an actor, I start with Actor 3, Style 2, and Music 1. I get 10 more points to throw around, but I can't go higher than 3 except in my three specialty Skills, and even then I can only go to 4. Let's see.

Crew seems like a good idea. I picture my actor as being a larger fellow, which means he gets put in the back of chorus numbers. The Crew Skill is used for heavy lifting, among other things. I'll put points into Dancer, Flyman, Security, and Stage Management as well. So at the end of the day, Skills look like this:

Actor 3
Crew 2
Dancer 1
Flyman 2
Music 1
Security 1
Stage Management 1
Style 2

Traits! These are personality traits or appearance things. They differ from Attributes in that...they don't have ratings, and that's basically it (weird). I'll say my guy is Large, and that he has One Arm (I saw a production of Mikado many years ago and the guy playing the title role was missing an arm; that stuck with me). 

Ritual! This is an optional rule, but I like it. It's basically a little superstitious tradition that the character follows while in the theater. I'm gonna say that before a show opens, my guy goes on stage and looks out at the empty house and silently communes with the author of the show, or the spirits of actors gone before, or whatever (he's not really specific). If someone interrupts him, he considers that a bad omen. 

And now finishing touches, and Opera House is kind enough to provide a list of questions, which it then does not apply to the sample character. I'd be saltier about that, but the chargen process is pretty straightforward. Anyway!

  • Age and appearance. My actor is in his mid-20s. He's tall (over 6'), and stocky, though not what you'd call swole. He's missing his left arm just below the shoulder. He's got brown hair and blue eyes, and he sings low baritone. 
  • Why did he come to the Royal Grand? He always had a dream of playing in an orchestra and was a fairly talented cellist, but then a cut on his arm got infected and he lost it. He still isn't sure he wasn't hired just for the novelty, but whatever, at least he gets to perform again.
  • Why the performance department? Everything else would've required two hands. 
  • Why take on "additional duties?" The money's nice, but it's not that nice. Mostly he just wanted to prove that he could do more than stand at the back and sing loudly.
  • How does he dress? He prefers short sleeved shirts (easier to put on, easier to deal with), but has a "Sunday best" suit that some folks in the wardrobe department altered for him. 
  • Is he ambitious? Kind of! He heard a director say once that it would interesting to see him play a character like Richard III with some military experience, since he would bring some obvious visible history to the role. He's not a terribly competent Shakespearean actor, but what the heck, he'd give it a shot.
  • What is his greatest hope? He wants to be able to perform well without people noticing his missing arm before his talent. 
  • Greatest fear? Getting sick again. He doesn't remember losing the arm, just fading in and our of consciousness with fever and then waking up without it. 
  • Favorite and least favorite things? He loves playing darts, and he's damned good at it. He's also a fan of dark beers. He hates getting his hand dirty - sticky, especially - and wears a thin glove a lot of the time, especially during rehearsal. 
  • Is the character in love, married, etc? He was something of a playboy before the accident, and while he's not opposed to a tumble here and there, he feels weird about pursuing lovers now. Not to say he wouldn't, he's not painfully shy, but he's not as confident as once he was.
  • What is his name? Hugh Parry

And that's me done!

Friday, November 26, 2021

Character Creation: Demon Hunters: A Comedy of Terrors

Some time ago, I made a character for the first version of this game and noted that it was weird that I didn't plump for the printed version of the reboot when I backed the Kickstarter. Anyway, that's still the case, but here's a character for the new version anyway.

The Game: Demon Hunters: A Comedy of Terrors
The Publisher: Dead Gentlemen
Degree of Familiarity: None
Books Required: Just the one

So, I thought that this new version was a Fate game, but it really isn't. It's a weird Fate/Cortex hybrid, and it looks playable enough, but I'm a little confused as to why if you're converting a game and not adding much to the setting (that I can see, though I freely admit I haven't done a deep dive) you wouldn't just go full Fate Core and call it a day. 

But whatever. The book is fun to read, and it feels like there's a more over-the-top vibe this time? Like, the example of character is Ned, a totally normal guy who died during basic Brotherhood training and was returned to life as a zombie who can swap out body parts. 

Anyway, I actually have something of a concept. I saw this in the game timeline:

This gets me thinking about "Fun on a Bun," one of my favorite episodes of Futurama, and things getting frozen in glaciers and so on. So I want to make an un-frozen Neanderthal, someone who didn't quite make it to the Hollow Earth with the rest of his people. I want to say that he's very much assimilated into modern culture, though - he never really fit in with his own people, and so he's gotten some cosmetic surgery to look a little more modern, wears designer clothes, and fully embraces a modern aesthetic. (Yes, Unfrozen Caveman Lawyer might be playing a role here, too.) 

So the first thing I need is a Concept Aspect (this game borrowed Aspects from Fate, but not Fate points; instead we have faith dice). His Concept Aspect is Unfrozen Cave-Man About Town. Next up I need a Trouble Aspect. What's gonna cause my Neanderthal consistent problems? I don't want to do a "fish out of water" thing - he's very comfortable in his new life. If anything, something from his Neanderthal nature should get in his way. Let's say that sometimes his instincts betray him and he gets violent, loud, or just a little too ape-like. It's all terribly embarrassing, but he's just A Little Less Evolved

There are three more Aspects, but they connect to disciplines, which I haven't picked yet (ugh). Let's move on. 

Six Approaches! Like, from Fate Accelerated. Cool. Except that instead of using the Fate ladder, we're using different die types like this is Cortex. I get one d10, two d8s, two d6s, and one d4. 

OK, well, Careful gets the d4, obviously. Flashy gets the d10. Forceful and Quick get the d8s, Clever and Sneaky get the d6s. That was easy. 

Disciplines! These are kinda like skills, I guess. We've got five of them: Combat & Tactics, Covert Ops, Mystic Arts, Research & Development, and Social Engineering. I get one at d10, one at d8, and one at d6. However, I can also choose to omit one entirely and take a "Fringe" discipline, which is what I would use if I wanted to be a vampire or something. So the question is, does "unfrozen caveman" rise to the level of Fringe? 

I kinda don't think it does, actually? There's a character who's literally an unkillable engine of death and he's not Fringe. I think my caveman's special abilities can be simulated easily enough with stunts. So with that in mind, let's put the d10 into Combat & Tactics. It's not that he's super-trained in weapons, but he's a born hunter and he's hella strong by modern standards. I'll put the d8 into Social Engineering and the d6 into Research & Development, because those are what he's made a point to study. The other two get d4s.

Right, stunts and discipline Aspects. Let's go back and do the Aspects first. For the combat one, I'll say he's a Born Hunter & Warrior. For Social Engineering, I want to showcase all of the work that he's put into assimilating and learning the culture. You'd Barely Know He's a Neanderthal is damning with faint praise enough to be an Aspect, I think? Finally, I need an Aspect for R&D. Passionate Tool-User, I think, keeps with my ape-like theme.

Stunts! I get three for free, and then I can take more if I wish to spend Refresh devotion. I want one (maybe two) reflecting my super-caveman-strength. Let's say he gets a +2 to Forcefully attack when he screams a war cry and rips open his shirt. Likewise, his senses are keen (even after the surgery) so he gets a +2 to Cleverly Create an Advantage by sniffing or tasting something in the environment. 

And then I want something a little more modern, so I'll make a stunt called Sharp-Dressed Man. Once per session he can bypass a human obstacle by bribing or charming it. 

That's it, really (if I were playing this with a group we'd create a Chapter, but y'know). My caveman's original name is pretty much impossible to pronounce for a modern human, so he doesn't really use it anymore. He searched for a long time for a name that would encapsulate his desire to become part of the modern world and leave his big-browed past behind, and finally hit on Chester Asimov Darwin. He goes by "Chuck". He's pretty short, but stocky and muscular. He has thick, luxurious black hair, a handsome face with fierce green eyes, and if he's not paying attention, sometimes he still hunches over a little. 

And that's it!

Monday, November 22, 2021

Slipstream: Across the Universe (and back)

Slippity-slip. Here's last time.

Our heroes fly out of Babel and head towards Koldos, one of the two fragments in the Ice Cloud. En route, they cross paths with a Robot Man salvager ship. It's towing a damaged rocket, clearly wrecked from a battle. They decide to hail the ship, just to be polite, and learn that the Robot Men are towing it from Glade to Levitos. 

 

They ask what will happen to the ship, and the Robot Men tell them that the lifeforms within will be terminated and then the ship dismantled for scrap. The heroes, of course, aren't cool with terminating lifeforms, but Iris asks them to clarify and it turns out the lifeforms are fungus and rodents. Oola points out that the fungus might be something they can use, so Iris, rolling her eyes a bit, asks if they might board and check out the lifeforms. The Robot Men agree, and the heroes cross over to the damaged ship and meet a Robot Man named XK127, or as organics call him, "Clanky."

Oola harvests some of the earth and lichens from the ship, and notes that it looks like it was shot down a while ago. They take the stuff back to their rocket and Oola makes some space in their farm compartment, and the ship continues on its way. 

They arrive at Koldos and find the downed alien ship easily; it's a huge triangular thing with a tear down the side. Oola climbs in no problem, but Iris and Zeenia aren't quite so agile and slip back down the side of the ship. Oola rigs up a rope, but as she's anchoring it, she hears a snuffling sound behind her. A snow drift stands up to reveal a 12-foot-tall creature with a terrible toothless black maw - an ice fiend! 

She calls for help and tries to put the beast to sleep, but it shakes off her science. Zeenia and Iris climb in, and Iris shoots at it, but it just gets made. It punches Oola backwards against the wall and roars in hunger, as Zeenia turns invisible and sneaks behind it. Iris jumps in front of Oola to protect her, and brandishes her sword. She stabs it and it stumbles, but then belches frigid air over them (which their space suits fortunately protect them from).

Zeenia stabs it in the back with her danger bling, and it flails around with its huge fists, knocking both Zeenia and Iris about. But then Zeenia lashes out and catches it in the neck, and it falls dead to the icy floor. Zeenia promptly cuddles up to it for warmth; this place is hazardous to her health. 

The characters search the ship and find some trinkets of alien origin - not functional, but probably interesting to their erstwhile employer. Zeenia also finds a strange gold ring with a huge red gem. As she picks it up, it activates, and fires a red beam. It hits Iris, who goes slack-faced and begins mimicking whatever Zeenia does or says. Oola steps in and shuts the thing off, and the heroes agree that this particular artifact probably shouldn't enter the open market. They collect what they do find and get back on the ship. 

Their flight back to Babel is uneventful, and they meet up with Walflump Broseptos. They turn over the trinkets they found and he pays them (they don't mention the ring, though). He tells them that finding a way through the Barrier is difficult - as a Babelonian, he's under scrutiny from Queen Anathraxa's folks because his people are naturally gifted in psionics, and she tends to kill or enslave them. He agrees to keep looking, and hail the characters if he learns anything. 

Now with some extra Slips in their pockets, the heroes decide to go somewhere that they could improve their ship. They set a course for Barter. 

You can buy anything on Barter, and the characters hunt around until they find a merchant who can tinker with their ship. She's an Earthling called Lux, and they talk about armor and weapons. Their ship has a nose-mounted tangle gun, and it's pretty well armored already. Adding more weapons is hard because of the type of ship (a Bird Man Yacht), but the heroes wonder if they could add a device to jam radiophone signals. Lux says she can build something like that - it'll release a burst of static and disable any radiophones in the radius (including theirs). The only hitch is that she says it'll cost 4000 Slips, and they have just under 3000. 

Oola asks if maybe they could undertake some kind of work for Lux and get a discount, and she thinks about it and comes up with a job. The Kryptoria, a Skalinate freighter, set out from Barter heading for Gyptos and never made it. Radiophone contact indicated that they may have run into trouble near the fragment of Stygia. Perhaps the heroes could find out what happened to it, maybe bring it back? 

Zeenia and Oola have only heard that Stygia is uninhabited and not terribly interesting, but Iris has heard much stranger stories. She's heard that people who go to Stygia come back...different. Not changed physically, but mentally, even spiritually. Zeenia is intrigued, and of course Oola is fatally curious at the best of times, so the crew takes the job. They fly out into the Slipstream towards Stygia, and who knows what adventures await!

Sunday, November 21, 2021

Cairn: Into the Graymantle

Back we go to the whimsical world of Cairn. Here's last time.

The characters wake up in the evening (they've tried to move to a more crepuscular schedule, to accommodate the nocturnal characters and Ratatosk) and talk over their next move. They feel that they need to find the boundaries of the magical border that keeps out the goblins, but that's going to involve going into the Graymantle Ruin, and they feel that they want a guide. Russelet, himself a scout, looks around and finds a hare named Aldelard Nightsburrow among the farmers. They strike up a conversation and Russelet learns that he is a scout and a wilderness expert, but gave up that life and became a farmer when he fell in love with a hare who lives here.

Adelard tells them that some Favored do indeed live in the Ruin, and the leader, if there is one, is a pika called Tekno. He isn't sure what their culture is like, just that they've chosen to make their home in a Titan ruin. The characters decide to bring their weapons - they don't know what they'll find.

The characters strike out towards the Ruin, and some time later arrive at what Adelard calls "the wooden road." Indeed, it's an immense expanse of wood stretching over a deep gorge, and leading into the Ruin via a stone arch so tall that the characters can't see the top. Marveling at the scale of it all, and not in the least bit in a good way, the Knights enter the Ruin and look about.

Snootabur climbs to the top of a pile of debris to try and get an idea of what's around, but when she reaches the top the size of it all terrifies her and she curls up into a ball. Ratatosk scampers up the side of one of the many stone towers here, and spots a rock that moves...no, it's an armadillo! He points this out to the others, and the armadillo bumbles over and greets them. He's friendly enough, and asks if they want to talk to Tekno. They do, so he pulls out a small cylinder made of metal (which makes Rumdiggle twitch a bit) and blows into the end.

It emits a wail so horrible and piercing that Rummy falls over dead (well, "dead" in the 'possum sense). Ratatosk scurries around the tower he's on, and Snootabur curls up tighter ("too big, too big, too loud"). Russelet holds his ground, but winces and asks the armadillo to warn them next time - he's a bat and has the ears of one. 

A moment later, a pika flanked by some weasels, groundhogs, and another armadillo walk up. Pikas are small, but Rummy notices (once someone pokes her to wake her up) that he's wearing metal boots that give him some height. Actually, all of these folks are carrying some metal. Rummy concentrates a bit, and realizes they're all in discord, though not so deeply that they're in imminent danger of becoming Dire.

The Knights talk with Tekno about the place and its history. He knows that there was a great war between Favored and goblins, and the Ebonblood family, mighty warriors all, were instrumental in winning it. He also knows that one of them, Craster Ebonblood, is interred in a brick in the outer wall of the Ruin. The characters ask to see where, and he agrees, but he does ask that if they find any Titan relics, he gets them. They quickly agree (they certainly don't want them), and the group strikes off through the Ruin.

On the way, Rummy starts up a rendition of her famous song, "Yeet the Noodle," in hopes of creating a Celebration to help these folks maintain their Harmony a bit. It seems to work, as the escorts sing along with her and keep time. Russelet, meanwhile, talks with Tekno, and asks why they choose to live out here, and how they cope with the constant drain on their souls from the metal.

Tekno explains it this way: There's a particular plant called nightgrass that grows everywhere, including around Cairn. Eating it tends to make you sick, and touching it makes your hands tingle, but if you eat it consistently, eventually you stop getting sick and it's very nourishing. Same with living here and carrying metal - there's an adjustment period, and yes, it would have a much stronger effect on the folks from Cairn (he implies, if not outright says, that they're pretty provincial). 

They arrive at the wall and Tekno points out a brick. It's about three Rumdiggles off the ground and has the Ebonblood crest carved into it. Tekno and his mates leave them to ponder their next move.

Ratatosk climbs up the wall and pokes at the brick, and realizes that it's been hollowed out and then mortar'd over. They could chisel their way in, but he doesn't know what's on the other side. They don't want to violate a tomb, but at the same time, they feel like they kind of need to. They decide to camp for the night and do this in the daylight. Russelet and Snootabur start making some arrowheads into chiseling tools, and Russelet also weaves rope into a pulley system to lower the crest down. Adelard runs off and scares them up some food, and Rummy plays some tunes for them.

They bed down, and in the morning when the sun rises ("HISSSS" says Rummy) they get to work. Ratatosk runs up the wall and delicately chisels out the crest, and then loops the ropes around. They start to lower it, whereupon the ropes fail and it goes crashing to the ground. Rummy and Snootabur roll out of the way, but the crest shatters into a million pieces. 

(I should mention here that Cairn has a system where if you fail a roll, you can "raise the stakes" and reroll. If you fail the reroll, the failure is worse in some way. During this session, every single time a player raised the stakes, they failed, such as Russelet making the rope/pulley system.)

The Knights recover from this, and Ratatosk enters the tomb. He fails to notice, however, that there's a hole at the back of it, and goes plummeting down. He lands in a chamber filled with oddities - suits of metal armor, a big (but Favored-sized) wooden table with a leather scrolled laid out, a huge sword on a stand, and other personal effects, including a lute. The others follow him down, and marvel in particular at a big metal disc with a chain attached. It makes a constant, low ticking noise, and Rummy finds it beautiful, if terrifying.

Ratatosk, however, is more interested in the scroll. He reads it out, and it tells the history of the War with the Goblins and the fates of the Ebonbloods. Four of them are described: Xabit Ebonblood, the youngest, was a warrior and scrapper who died when he unwisely agreed to a riddle contest with a goblin wizard. He is buried in a field with a simple marker, bearing a crescent moon (the answer to the riddle that he couldn't guess). 

Meeta Ebonblood was a barbarian and paladin, and the scroll tells of her channeling the fury of the Bright Ones in battle. She died in the last battle against the goblins, and was buried on a cliff overlooking the sea. 

Versto Ebonblood was a master archer, and it was said he could kill a dozen goblins before anyone knew he was there. He was caught in open ground and fell in battle with a horde of the bastards, and was buried in a tomb on a small hillock in the countryside (this, the Knights reason, was the first tomb they found). 

Danada Ebonblood was a strategist and the general in the War with the Goblins. She allowed herself to be captured as a kind of Trojan Horse, which let the others sneak into a goblin encampment and take out their daggertusk mounts. She did not escape, however, and her head (all that was left of her) was buried in a rocky crag southwest of the Ruin.

Ratatosk notes, though, that Craster himself isn't mentioned. And just at that moment, a ghostly being swirls into view, a weasel wearing robes and carrying a staff. The Knights are taken aback (and Rummy falls "dead" again), and the weasel shouts "Here! The goblins are here! Send the fire, send the smoke!"

Snootabur tries to reason with the ghost, but it swoops down and swings its staff at her (she dodges handily). Ratatosk, in turns, tries to strike it with his Treestaff, but the ghost expertly blocks. Russelet, though, remembering the ghost's cry for smoke, fires a smoke arrow. The room is filled with acrid clouds of white smoke, and the weasel-ghost calms. He lands, and says that the goblins are gone now, and he is glad to meet them. He introduces himself as Craster Ebonblood.

The Knights talk with Craster, and lead him to understand that he is a ghost. He gradually remembers what happened; he survived the War with the Goblins, raised a family, and studied Titan relics, but then died in battle with a swarm of crazed buzzers. This was his sanctum and research room, and where he wrote down the history of his family. He nods to the lute in the corner, and says that it belonged to his son, who became a minstrel. His son must have put it here when Craster was laid to rest. He offers it to Rummy, saying that it won't ever music down here. Rummy is touched, and pledges to write a song about the Ebonblood family and include it on the scroll.

Hearing that the goblins have returned and are getting more aggressive, he says that he senses an Ebonblood nearby. Ratatosk asks if he means the Ebonbloods near Crystal Rock (since he heard the family had a branch there), but Craster says that it's much closer than that. He asks that the Knights take his scroll, finish his history, and give it to this Ebonblood so that the knowledge of the family will live on. He also asks, though, that the sanctum be sealed up, so that none of these Titan relics ever fall into the hands of the Favored, especially the Sword of Beheading. 

The Knights agree that this is a good idea, but then realize that they promised Tekno he could have any Titan relics they found. They talk this over, and ask Craster if there's anything here they could take, just to convince Tekno not to go digging. It's not clear what Craster thinks he heard, but he becomes angry, and flakes of his ghostly form begin to peel off and become spectral bees. 

Ratatosk tries to talk him down, but fails miserably (remember what I said about raising the stakes?). Craster explodes into a swarm of bees. Russelet, thinking quickly, fires another smoke arrow, giving the Knights enough time to climb back up the hole and get out. The bees don't follow them, and the Knights spend some time finding debris and rocks to block up the hole and conceal it. They plan to come back with a mason and seal the brick entirely (Adelard knows a mason in the farm community, in fact). 

They leave the Ruin, stopping to talk to Tekno and convince him that there's no Titan relics here, just this lute and this scroll. They get back to the farm just after dark, and Snootabur takes Russelet's bow and arrows to go put them away (no weapons, remember). Adelard points them to the hut of Theomir, the mason, and tells them if they need him again, he'd be happy to help. 

And just then, the Knights hear a horrible, high-pitched, pained squeal from outside the commune, and the beat of hooves tromping toward them. Something is coming.

Wednesday, November 17, 2021

Movie #653: Serendipity

Serendipity is, to my eternal regret, not a movie about a big pink sea serpent, but a rom-com starring John Cusack, Kate Beckinsale, Eugene Levy, Jeremy Piven, Molly Shannon, John Corbett, and Bridget Moynahan.

Jonathan (Cusack) and Sara (Beckinsale) are shopping at Bloomingdale's when they fall victim to a meet-cute. They're both involved with other people, but they have chemistry and spend the evening together (hanging out and skating, nothing tawdry). Jonathan is prepared to pursue things further, but Sara, a believer in "destiny," decides they should leave it in fate's hands. She has Jonathan write his info on a five dollar bill and promptly spends it, while she writes her info in a book and sells it to a bookstore. 

Several years later, Jonathan and Sara are both in the process of getting married, but both of them are still distracted, to one degree or another, by their meeting. The rest of the movie is each of them, with the help of a best friend (Piven and Shannon), searching for the other, while dealing with the fact that they're both getting married soon. At the end of it, they don't manage to find each other, but they realize that holding out hope for this connection means they probably shouldn't marry their respective fiancees (Corbett and Moynahan), so they both call off their relationships. And then they find each other. 

So, I'm not a fan of this movie, but I didn't hate it. It's not Cusack's best work, but as usual, his chemistry with his co-star is spot on. Piven, that is, not Beckinsale (their chemistry is just OK). The movie avoids some of the most awful rom-com tropes. To wit, neither Jonathan nor Sara is given an easy out of their relationships (neither partner is cheating, f'rex), although they cheap out by not showing us the breakup in either case. There's no "stop the wedding!" moment, which is also nice. Eugene Levy has some fun comic relief as an opportunistic sales clerk at Bloomingdale's, so that's fun to watch. I also like that Piven and Cusack actually talk about their feelings and share some vulnerability. 

But at the end of the day, it's a rom-com and the best you can say about it is: It's cute, there are a couple of funny bits (though nothing especially clever), and it doesn't make me want to throw things at the screen the way a lot of rom-coms do. Not really a glowing endorsement. 

My Grade: C-
Rewatch Value: IINSIAIFWT

Next up: Serenity

Monday, November 15, 2021

Atlantis: Trapped Like Flies

Once more into the sword-and-sandals! Here's last time.

Two years have passed since the heroes last saw one another, and now they have reunited in Cyrene, the capital city of Dabba. They meet up at a tavern and share their stories of the past couple of years, and also discuss the news of Khem. Khem has closed its borders entirely, and all of them have heard rumors as to why and how this happened. 

Thanos says that he heard it's because of them and their crusade to free the Khemit slaves - the borders have been closed because Khem heard that they're back together (the others don't quite buy this; seems a bit hubris-y). Eithne heard that the priests of Set ordered the borders closed because of the slave revolts, hoping to put things "right" again. Imani heard something similar, but that the Cult of the Ouroboros is responsible. Akala, though, relates the story of the Twelve Golden Boxes. Some years ago, twelve rulers around the world, including the Pharaoh of Khem, received magical boxes, locked and sealed, with a timer counting down and the words "and so his time shall pass" written in Enochian on the side. Akala has heard that the Pharaoh's box opened. 

All of this is speculation, though, and the heroes are in Cyrene, which is very much a party town. Imani asks when they can leave - she's not interested in revelry. Eithne is much more relaxed; she's in love with an Atlantean named Jelani. 

Outside, the heroes hear singing and general commotion. Every night in Cyrene is like this - people wear masks, play music, drink, and otherwise indulge. The doors to the tavern fly open and a very intoxicated fellow lands on their table, graciously offering the a drink from his flask. Akala is the only one that accepts, and finds that the sweet draught within makes her feel reckless and euphoric. Eithne doesn't drink, but does make little magic sparkles with her fingers. The drunk man is fascinated and gives her a mask, and invites her out to join the parade. She goes, and the others follow.

They make their way down the street and Akala and Thanos note that there are many shrines - some to Tanit, the spider-goddess worshiped here in Cyrene, some to Oba, and some with no god named but sacrifices of blood and fingers. Thanos, no stranger to the dark arts, recognizes these shrines as offerings to Ba'al, and Akala concurs. 

As they wander, the round a corner and hear someone being beaten, and not enjoying it. They follow the sounds, and see a man beating four slaves in a courtyard. They approach him, and Imani demands to know what he's doing. He turns and addresses her by name, and they all feel a thrum of magic around them. Four Gallu (the massive, mind-controlled eunuch soldiers of Cyrene) appear, and attack. Eithne realizes what this "man" really is - a demon.

The Gallu clap Thanos and Akala in chains. Eithne casts a spell and liquefies Akala's chains, but the spell fizzles before hitting Thanos'. The Gallu close in, and Akala takes to the sky, hurling her chakram at the demon. The demon responds by skittering up the wall, leaping onto Akala's back, and bearing her to the ground. It casts a spell and she is immobilized. 

Imani hurls her spear at the demon and strikes him, but doesn't kill him. Thanos casts a spell and the Gallu fighting him spits up scarabs, and his jackal Thanatos leaps up and rips out the creature's throat. Eithne prepares to cast another spell, but a Gallu grabs her and chokes her out until she falls unconscious. The other Gallu produce weapons and beat Imani until she falls prone. 

The demon picks poor Thanatos up by the scruff of his neck and reveals his face - nothing but spiders - to Thanos. "You will surrender," it rasps, and Thanos, now alone, agrees, as long as the demon doesn't hurt the dog. The demon agrees, and drops Thanatos, and one of the Gallu puts a bag over Thanos' head.

Next time, we'll see what this demon wants with these heroes!

Sunday, November 14, 2021

Secrets of Cats: The Cat Show

I'd say it's a one-shot, but it's gonna wind up being three sessions (chargen and two actual play), so. 

Secrets of Cats! Our setting is the Solage Winery and Resort in Napa Valley, where the first annual Napa Valley Cat Show is about to start. We've four kitties in the doubt:

Hobbes is a representative of the local Parliament of Cats, where he is known as The Grand Fuzzy Peacekeeper. He is a street cat; he's lived with people before, but doesn't have a Burden at present, leading him to wonder Where is My Forever Home? Hobbes is also Not Without His Vanity, which gets him in trouble sometimes. 

Locke, known to her Burden Instagram Pushover Mom (Cherry) as Sestie, is a Scottish fold and a purebred show cat. She is also proficient in Seeking magic, making her the Yowler of Secrets. She is also prone to fallen victim to the occasional Nap Attack!

Heck, short for Gaia Hecate etc etc (lots of other vaguely pagan names) belongs to a family that breeds show cats, but her ear is crooked so she's not eligible. Her Burden is the breeder's son Brian, and Heck tries to get him to Cheer Up, Emo Kid. Heck is a revolutionary at heart, a Fiery Idealist, and perpetually in the mood to Rage Against the Meow-chine

Finally, Sledge lives at Solage. He chases mice and otherwise roams the resort, the Brave Protector watching out for the Unwashed Masses. Sledge is a very large tabby, Big Brawl, Small Brain, and skilled at Warding magic. 

We open in one of the conference rooms as people are bringing their cats in to get their badges and check in to the show. Sitting at a table running everything is a blond-haired woman, and the room echoes with cat noises. Heck and Locke are both in carriers; Locke is very used to this sort of thing, while Heck is confused as to what she's doing here (she is not, after all, a show cat). Sledge is in the rafters, looking down on everything, and Hobbes, sent here by the Parliament, is hiding under a table. 

Brian brings Heck up to the table and then realizes that he's in the wrong place, but the blond woman asks to see Heck anyway. She oohs and aahs over her and says that she should absolutely be in the show - this show isn't about the outdated European standards of cat beauty, after all. Heck isn't entirely sure how to feel about this, but hisses a bit. Locke is next, and she primps as usual, and then yowls at Cherry for food, as was foretold. 

Hobbes rubs up against some legs and draws the blond woman's notice. She lures him over with some gentle words and pets him, talking about how pretty he is, and before he knows it, he's in a carrier and rather confused about how that happened. The blond woman also notices Sledge up in the rafters and tries to coax her down, but Sledge just shifts some dust, which falls into the woman's bag. The bag sneezes, and a gray cat surfaces and looks at the woman. They seem to nod to each other (which confuses the heck out of Sledge), and the cat hops up into the rafters. 

The cat introduces himself as Grimmy, and Sledge asks if he and his Burden can really communicate. Grimmy kind of shrugs off this question, and says that Jenna (his Burden, and the head of this show) really loves cats and knows all about them. 

Down in the room, Heck decides he's had about enough of captivity. He uses Shaping magic to shift his paws so he can open the carrier lock, and then slips over and frees Hobbes. The two of them jump up into the rafters, and talk with Grimmy and Sledge about all this. Grimmy seems to be of the opinion that living as a pet cat and getting salmon and stroking is the best way to live, while Heck is pretty convinced she could catch her own salmon, thanks anyway. They decide to hop down and open the other carrier (the one Locke is in). 

Locke, meanwhile, is snoozing. Heck creeps up and opens the door, jarring her awake. She yowls a prophecy: "FEAST OF MAGIC!" And then starts trying to get Cherry's attention, because she's hungry. 

The yowl attracts Jenna's attention and people start trying to put cats back in carriers. The cats split up, and Sledge yells for them to meet in the building that smells like old candy later on. 

And indeed, later that evening, the four of them meet up in a dusty old shed with Halloween decorations. They talk it over and decide that this "feast of magic" sounds pretty dire. If someone is going to feast on their magic, that's really not acceptable. They also agree that this "Jammie" woman (really it's Jenna, but Sledge is the only one that heard the name and she's Quick to Forget) is suspicious, and Grimmy is really a little too complacent. They decide to go do some spying. 

They head to the suite where Jenna and Grimmy are staying. Heck assumes Shadow Form and slips under the door, while the other three jump in an open window. Sledge lands a bit heavily, though, and Grimmy wakes up. He's perfectly happy to see them, though, and offers them some salmon he didn't finish, which Sledge cheerfully slurps up. 

Meanwhile, Heck realizes that The Floor is Nipped - someone has sprinkled catnip all over this place! And indeed, Locke, Hobbes, and Sledge start to get stoned (Heck is still in shadow form, so it doesn't affect her). Locke starts yowling, hoping to attract her Burden, and Sledge ambles over to try and quiet her down. Hobbes, meanwhile, is happily rolling around on the floor...and he notices Grimmy batting at the handle of the window, closing it.

He jumps on the sill next to Grimmy and tries to talk him out of it, and Grimmy doesn't seem entirely enthused, but he doesn't stop. Locke summons her Mighty Yowl and gets Grimmy's attention, and then Heck pops out of nowhere and frightens Grimmy so much he tumbles off the sill. The cats decide that they need to take Grimmy with them and do a proper interrogation, so Sledge grabs him by the scruff, Hobbes and Locke shoulder the window back open, and they all head back to the shed.

Once there, they try questioning Grimmy, but when he tries to answer them, he coughs up a hairball - except it's not his fur, it's Jenna's blond hair. Hobbes, as the Dark Gentle Namer, realizes that Grimmy is under a spell similar to the naming magic he employs. Grimmy confirms that he is trapped in a cage of soul and salmon, and the others decide that they must break that spell and free him.

We shall start there next time!

Saturday, November 13, 2021

The Skeletons (one-shot)

Been wanting to play this game for a good long while, and we finally managed it. Also it was my son Cael's first time playing a GMless dirty hippie indie game, so that was cool. 

Our tomb is a great cruciform building, with the sarcophagus of Lord Rais the Valiant at the cross point. The "top" of the cross is to the east. At the end of the crossbar to the north, a jade tree sits in front of a disused altar. On the south end, a mosaic depicting a great tree with a blue bird in its branches. At the far eastern end, above the sarcophagus, a fresco of a tree with a golden monkey in its branches. 

Along the southern wall of the long end of the cross are seven tombs, each with depictions of its inhabitant. The names are visible for many of them: Aldina. Fria. Mabish. Baethe.

Four skeletons guard the tomb. One is headless, and sits on the altar, holding a rusty mace. One wears a silver torc and carries a sword, and stands at the head of the sarcophagus. One wears a tattered cloak and carries a broadsword, and lies in front of the tomb of Fria. The last is bent and stooped like no human should be, and clings to the ceiling, a knife strapped to its fleshless leg. 

And the four of them wait, until one night they are called to arise.

A tomb robber enters, an amateur, dressed in rags, clumsy, afraid. He walks in as far as Fria's tomb, and the skeleton wearing the cloak steps forward. He panics, and runs further into the tomb, only to have the crawler skeleton land on him from above. Screaming, he flings the creature off in a burst of adrenaline, and runs blindly to the north. 

The headless skeleton stands, and swings his mace, striking the man hard enough to break the weapon. The tomb robber collapses dead to the floor. The skeleton with the silver torc barely stirs. 

The cloaked skeleton remembers that she loved Fria, the woman interred in the tomb along the wall. The torc skeleton remembers that Alaric, also interred there, was her brother - perhaps she remembers this as the cloaked skeleton stirs amongst those seven tombs. The headless skeleton remembers that he was called the Great Priest amongst his people, while the crawler remembers that he spent his life bent and hunched because of an injury he sustained as a child (his back was broken when he was thrown from a horse). But these memories do not lead to more, as the skeletons return to their posts and wait.

A week passes. 

Huge rats invade the tomb, drawn by the smell of rotting flesh. The skitter in from holes far too small for people to notice, but the skeletons feel them, and arise. The crawler chases the rodents and bites their heads from their bodies, and remembers that when he lived others called him Ratcatcher, for exactly this reason. The headless and cloaked skeletons see this rat-slaughter and both have their own flashes of memory. The cloaked remembers war, living in the filthy fields of battle, surrounded by uncountable rats. The headless, though, sees the rats' heads tumbling from the crawler's empty rib cage and remembers that a priest of a rival religion took his head.

The torc skeleton wakes with a chime. She raises her sword and releases a blast of magic. It suffuses the room and burns away the rats, and the skeletons return to their posts. She remembers that in life, she was called the Shining. 

The skeletons have no time to rest, however, before a new group of intruders arrive. This time it is a family - a mother, a teenage son, and a baby. They enter the tomb, drawn by the light that the Shining created, but they get no further than Fria's tomb before the cloaked skeleton rises and blocks their path. The Great Priest charges from the back of the tomb, brandishing the sharp handle of his broken mace, and the Ratcatcher skitters along the ceiling, ready to kill the intruders, but the Shining stops them. These people are not a threat, and they will not stay. They turn and leave, the mother screaming to her son, "Pelvet, run! Run, Pelvet!"

Pelvet. The Ratcatcher remembers. That was his name, but no one but his mother used it. The cloaked skeleton, too, remembers her name: Ellyn. The Shining remembers that she, too, protects something she loved - she was the lover of Rais the Valiant, now interred here in the sarcophagus. The Great Priest remembers something far darker. Beneath the sarcophagus is a pit, in which members of his religion once sacrificed people to the flames. 

A year passes. 

The door to the tomb was never closed, and now two tomb robbers enter. They are not clumsy amateurs like the last hapless sod who came here looking for treasure. These are professionals. One is a thief, and carries tools to pick locks, break barriers, and steal gold and jewels. The other is a cleric, carrying the trappings of the new religion, the Cross religion, the one that drove the Great Priest to death. The skeletons arise, but the cleric casts them back. The Shining, awakening with the gentle chime, summons up her light, but all it does is make the tomb robbers look at for a second. 

But a second is all Pelvet the Ratcatcher needs. He works at the rocks in the ceiling and drops them onto the cleric, crushing his body beneath them. The Great Priest rushes at the thief, knocks him, and stabs him to death with the handle of his mace. This is a descendant of the priest that took his head, he realizes. The cleric is immobilized, and can do nothing but scream as the skeletons return to their posts. 

Pelvet the Ratcatcher realizes that the rocks he dropped have damaged the sarcophagus, and revealed the firepit beneath. He remembers that his mother died there when he was young, and burns with hate for that pit. 

Ellyn realizes that she cannot approach the sarcophagus - the magic that animates her does not let her get close. Pelvet the Ratcatcher and the Great Priest realizes this magic also blocks them. Only the Shining stands near it, and she remembers that a mob came for Lord Rais' remains and she stood strong to guard it - and that was her end.  

A century passes. The colors in the mosaic and the fresco faded, going grey. Iron rusts, gold and silver, including the Shining's torc, lose their luster. 

A group of treasure hunters, following a map once drawn by the child of Rais and the Shining, enter the tomb. They are here following rumors of their family's wealth or history, perhaps. It doesn't matter. The skeletons arise. 

Pelvet the Ratcatcher drops on one, the spitting image of Rais himself, and stabs him in the chest. The Great Priest rushes from the shadows and tackles another, stabbing him in the neck until his head comes away. Ellyn - she was called the Strongarm in life, she now recalls - runs another through. 

The Shining leaves her post and grabs Pelvet the Ratcatcher, flinging him off her descendant. The man flees, wounded but alive, and the skeletons return to their stations...but the Shining cannot. Now that she has left the sarcophagus, the magic affects her as well, and she cannot approach. The torc tumbles from her head and lands among the bodies of the ill-fated adventurers. Pelvet the Ratcatcher reflects that while his undead state is horrific, at least it frees him from regret, fear, and pain. 

An epoch, untold centuries long, passes. The ceiling above the sarcophagus crumbles further, smashing it open. The body of Lord Rais tumbles out, along with the gold torc that he wore, matching the Shining's. Somewhere in the eons, another tomb-robber sneaks in and steals both torcs, but the Shining cannot muster the energy to stop him. The magic animating her is fading. The others do not care. Spiders weave webs over the tomb, obscuring the ceiling, the mosaic, the fresco, the alter, the tree. 

Eventually, more people arrive. They carry weapons that spit fire and lead, lights that don't burn hot, and they are led by a man who has heard of the jade tree. As they step over the body of Thenar the Shining, the sword glimmers and a tiny, nearly inaudible chime rings. She no longer has the energy to rise. 

The others do, however. Ellyn the Strongarm stands in defense of Fria's tomb. She was away on campaign when Fria died, and will not abandon her again, for all the good it does. The man scatter her bones, crack open Fria's tomb and all the others, and loot them of anything valuable. 

The Great Priest stands in defense of his sacred firepit, killing half a dozen of the intruders and throwing their bodies into the dark. He remembers that he had no name. He was a baby left alone, and when he was grown he formed his own brutal faith and cast his parents into the fire. But the men are too many now, and too well-disciplined. They fight past him and the instant one steps close to the firepit, the Great Priest crumbles to dust. 

Pelvet the Ratcatcher, on the ceiling, fights through the webs, working to join the battle. He remembers again that his mother died in the firepit, the only person Pelvet ever loved. He might intend to prevent the Great Priest from casting more people into that pit, or he might still intend to kill the intruders as his magic bids him. But the webs are so thick, and built up so much, that he only manages to get through as the magic fades. He, too, falls to dust, and his dagger tumbles from above and sticks into the ground, unnoticed. 

The men loot the tomb, and leave, the bodies of guardian and thief alike left forever in the now-gutted tomb.  

Character Creation: Orun

"Orun" kinda sounds like the phonetic transcription of a mid-transformation British werewolf's howl. Anyway.

The Game: Orun
The Publisher: New Agenda Publishing
Degree of Familiarity: None yet!
Books Required: Just the one     

Orun is a space-opera game, billed as "post-apotheosis, Afro-centric". It was delivered not quite three years after the estimated delivery date on Kickstarter, but whatever, better good than timely. And it's good, too. The book is beautiful, the artwork is amazing, and it's already hooked a couple of my players with its weird-ass alien races. I mean check this out. 

You can play one of these walking piñatas.

System looks simple enough, and I can very much see the influence from Atlantis: The Second Age and other Khepera games. The backstory to the game is well-written and immersive, but not so long and detailed that it makes my eyes glaze over, which is always a neat balance. 

My only issue is that it doesn't scream "run me," and I'm not willing to write it off for that, because I think it would just require a bit more effort on my part to get into the right headspace to make it work. And y'know, I think that all things considered that's probably appropriate. So let's make a weird alien critter who is in fact a Luminary touched by the Orisha. 

So, character creation technically begins with choosing a species, but I don't have a concept in my head, so instead I'm gonna randomly pick a homeworld and go from there. 'Scuse me.

Oh, that's handy, there are 20 of them. I'll just roll a d20, then. A 14 gives me Ayé Ina Afefe.

Oof, that's bleak. And that's basically all of the info on it. That would seem to imply that I have to make an Igi Eniyan character, but I think all that means is that they're the only ones that can deal with the erratic weather, or at least that's how I'm gonna interpret it, because I don't know that I want to play one of those (but maybe, lemme check). 

Ooh, OK, I got one. My character is an Alimnuro, a being composed of superheated ionized gas. He was part of a monastery of sorts, a spiritual retreat for his people on Ayé Ina Afefe built after one of them had a vision leading her there (Alimnuro are highly religious and devout beings; they worship an unnamed stellar being). We'll say he was actually "born" there (Alimnuro do reproduce; each parent contributes gas and spark to create a new being), and left after receiving a calling of his own.We'll call him Aeolian (one of the sample names, but I like it).

OK, that's good for a start. Being an Alimnuro means I get +2 Light and -1 Harmony, and my key skill is either Learning or Weapons. Well, I think Learning probably makes more sense. I get one level in both Skills, but Weapons isn't a Key Skill, whatever that means.

And then I get to add 1 level to Interface or Repair. Interface is dealing with computers and such, so I'll take Repair. On a world like his, seems like being able to fix stuff would be important. I get +2 Reputation with the Merchant Houses, -1 Wound (presumably because I ain't got a body), and then Tier 1 in the two Talents listed for my Species. There is no place on this sheet to write Talents. Booo. Oh, wait, there's space on the second page of the sheet. Yaaaay.

Well, anyway, any energy or fire damage I take is halved, and if I do take damage from such an attack, I do +1 damage for the rest of the round. Neat! And then also, I can communicate through electronics within 10km. 

Right, next up, I choose a Background to represent my pre-Luminary life. I think Minister makes the most sense. I get +1 Light and -1 War, and I get to pick a Key Skill...oh, hang on. Learning or Medic. What if I want double Learning? Oh, I get another +1 to it. Secondary Skill is Adapt or Culture, which I need to look up. Oh, Adapt, totally, that's dealing with harsh environments. 

I can take a +1 Rep with either the Ministry or the Union. Hmm. I'm thinking the Union...although, the Ministry has a dogmatic focus that's pretty in-line with the backstory I've generated. Yeah, sure, we'll take the Rep in Ministry. 

I get 1 Agile Armor, non-combat gear, and 5 RP to spend, which I'll do later. And then I get two tiers of talents, which I assume means Tier 1 from both trees under Minister? (An example of chargen would not have gone amiss, guys.) 

Now I do Homeworld, which I've already picked, obviously. Ayé Ina Afefe gives me +1 War and -1 Grace. I get Motion as a Key Skill, and a +1 to either Learning or Adapt. Um, Adapt, I think. I get +3 Rep with the Oro Lords, and I get the two Talents here, too - bonus to defend a location and bonus to quickdraw a blaster. 

And now I get to put all these numbers together! Going into the last bits of chargen, I have:

+3 Light, -1 Harmony, -1 Grace, +1 Repair, +2 Learning (Key Skill), +1 Weapons, +1 Medic, +1 Motion (Key Skill), +2 Adapt, +3 Rep Oro Lords, +2 Rep Merchant Houses, +1 Rep Ministry, and Tier 1 in Energy Immunity, Crafty Communication, Galaxy's Healers, Spiritual Favors, Hold the Fort, and Where's My Blaster. 

I get two Auras at level 3, two at 2, and one at 1, along with my modifiers. I think I'll put my 3s into Grace and Harmony, because I take penalties there and I don't see Aeolian as being especially weak in either dexterity or social stuff. I'll put my 2s into Light and Spirit, giving my a 5 in Light with my bonuses. That leaves my 1 in War, which is fine, Aeolian isn't much of a fighter. 

Skills! I get 8 levels to spend, and they're one-for-one (thank you so much for that). Max is 6, or 8 for Key Skills. Let's see now. 

Of the Skills I don't have, I think Aeolian needs Culture (though not much), Inspect, and probably at least a level of Rapport. So let's put 3 into Learning, one into Culture and Rapport, two into Inspect, and the last one into Adapt. 

Wounds! I start with Wound points equal to War + Motion + 2, and then -1 because I'm an Alimnuro. So that's 3 Wounds. That's...not many.

I'm walking a Path based on one of my Auras, basically seeking to reach perfection in that particular area. Which one I'm walking probably needs to reflect the circumstances of leaving my home planet and being called to be a Luminary. I'm thinking probably Harmony or Spirit, honestly. Let's go with Spirit, I think a bit of mysticism is a pretty good way for Aeolian to begin his journey. That means I get +4 in some type of Passive Defense, and I can spend a Spirit Agbara to remove all negative Status Effects from myself or someone else. Well, that's pretty dope. 

Talents! I get three more Tiers. Tiers 1 and 2 cost 1, but Tier 3 costs 2. There are the Talents I got from various bits of chargen, and then Universal ones and several other types. Good grief. 

Oh, Gaseous Puppetry is pretty awesome. I can imbue an object with some of my burning gas and animate it. I don't know, though, it doesn't feel like this character. Environmentalist, however, is perfect (spend Light Agbara to reduce environment penalties). Two more. I'll bump Spiritual Favors up to 2, and ooh, do the same for Energy Immunity. I'm now immune to fire or energy damage. Fuck your blasters.

Now, Reputations. I get 2 more points to throw around, and 2 free points in Rep for the Union. I'll put them into the Ministry, because they oppose the Merchant Houses, and I feel like Aeolian might blame them for how badly his homeworld is fucked up. That means I get a Faction Skill from all four factions, and a second one from Ministry and Oro Lords. I'll take points in Learning, Culture, Repair, and Motion, and then a point in Inspect and Covert. 

I also get two Contacts (one from Ministry, one from Oro Lords). I don't have to detail them right now, let's just say I know a Scholar from the Ministry (yeah, that's kind of doubling up on my own skills, but we'll say he's a mentor, probably still on Ayé Ina Afefe), and a Pilot from the Oro Lords (gave me a ride off the planet and we kinda hit it off). 

Gear! I have 5 RP to spend. I'll blow 3 to make my armor Sanctified, so it works against cursed weapons, and I'll take a Canary Drone (seems like something that would be common on a dangerous world). 

And I think that's everything! Aeolian is a gaseous being, primarily yellow and red. Unlike many of his species, the brightly burning "head" on his body is usually covered by a special hood, something that the folks in his monastery developed. It's less to hide the face (which they don't really have) and more to protect their gases from being blown around. Aeolian knows how to use weapons in a kind of theoretical sense, but at the moment he's a strict pacifist. I say "at the moment" because he's got some rude awakenings about the true nature of the Ministry coming, and he's gonna have to walk the Path of War at some point...

Wednesday, November 10, 2021

Movie #652: Sense & Sensibility

Sense & Sensibility is a period romance, based on Austen's novel, and starring Emma Thompson (who also wrote the screenplay), Hugh Grant, Alan Rickman, Kate Winslet, Harriet Walter, Greg Wise, James Fleet, Robert Hardy, Elizabeth Spriggs, and Imogen Stubbs. 

John Dashwood (Fleet) inherits his family estate and fortune and at the urging of his evil wife Fannie (Walter) almost immediately turns out his stepmother (Gemma Jones) and her daughters Elinor (Thompson), Marianne (Winslet), and Margaret (Emile François). They find a cottage to live in, Elinor is romanced by Edward Ferrars (Grant) a quiet, unassuming fellow trying to avoid living up to his family's high expectations. Everything proceeds in a very Austenly way until Ferrars can marry Elinor, Colonel Brandon (Rickman) can marry Marianne, and so on.

Look. It's the same plot as Persuasion and Pride & Prejudice. I don't begrudge anyone (that is, Michelle) liking these movies; hell, I'm a fan of slasher movies, which are just as formulaic. I just hate all the characters, I find their stiff, repressed angst really tedious, and the only moments in these movies I like are the rare occasions when someone gets angry, grief-stricken, or happy enough to show some genuine emotion and cause, as Yahtzee Croshaw says, the dreaded fuss. 

This movie got a bunch of Oscar noms, and it's extremely well-reviewed, and I get that. It's good cinema, it's well written, Rickman in particular turns in a really impressive performance given that his character doesn't have a lot to do, really. I just hate the Austen plot, not because of her writing or anything, but because the nature of the period and the characters means that the main characters (women) are stuck in their circumstances until someone with more money or Y chromosomes saves them. No wonder I'd rather watch a slasher flick; at least a Final Girl can kick ass. 

My Grade: Hell, I don't know. Cinema wise? Probably A or B+?
Rewatch Value: IINSIAIFWT

Next up: Serendipity

Monday, November 8, 2021

Slipstream: See You Next Fall

Slipstream! Woo! Here's last time.

Our heroes take to the skies again, and point their ship towards Gemopia to pick up Iris' armored shirt. 


 

They get there without incident, but as they're walking, Iris notices a crevasse in front of them. Oola and Zeenia, however, do not.

Oola catches herself (she has four hands, after all), but Zeenia drives her little hover-scooter right over the edge and falls 90 feet to the bottom. The other two characters hear her fall and then hit, like a distant car crash. Oola quick ties off a rope and rappels down, and finds that the hover scooter has been smashed to pieces and Zeenia herself is a puddle. She's still alive, but has all but liquefied. Oola starts putting her back together, and gets her stabilized. She then uses her tools to assemble the hover scooter into a kind of bucket, and helps Zeenia into it. 

Up on the ledge, Iris spots a bunch of Gemopians walking out of the mines and calls for help. The craftsman she hired to make her shirt happens to be there, and he comes over and peers down. Oola ties her rope to the bucket, and the Gemopian and Iris start hauling it up.

About halfway up, Zeenia hears a weird noise, like a skittering, from the wall (she's hard of hearing, but her looser liquid state is letting her feel vibrations more clearly). She calls to the others about this, and they see two big ol' carnivorous lizards closing in. Iris lets go of the rope and fires down at one, and it charges up at her, teeth bared. Zeenia just waits until the other gets within range, and then whacks it with her tentacles, sending it tumbling down the wall. 

The other lizard snaps at Iris and she fires back, and the lizard decides that this isn't an easy meal and sods off. They finish hauling the bucket up, and the craftsman gives Iris the armored shirt ("Wasn't going to leave this at my shop - trust the Spark of All Life, but lock your doors"). They help Zeenia ooze her way back to the ship and pour her into the tank. 

The crew takes off, and decides to fly to the fragment of Babel. The Babelonians are known to be the smartest race in the Slipstream, so probably there's some hints there. They zip off through space, but on the way there, they get a bit off course.

Iris rights the ship, but then the meteor shower hits! Iris, always better under pressure, steers the ship through the worst of it, and they emerge from the meteor storm pitted and dented, but largely undamaged. 


 

They land on Babel, and start looking around the city. They note that there aren't a lot of other non-natives here, and no rocket ships, which means the Babelonians must hire out spacejocks. And indeed, they haven't been there more than an hour when a Babelonian approaches them and asks if they're interested in doing a little spacejocking for Slips. He introduces himself as Walflump Broseptos. 

They enthusiastically agree, and he takes them back to his flat to explain the job. Babelonians are interested in alien artifacts, he says, and there's an alien ship that crashed on the ice fragment of Koldos. If the heroes investigate and bring him anything of interest from the ship, he'll pay them 500 Slips. As a down payment, he offers them a personal energy shield. 

The heroes accept, but ask if maybe Walflump could find a way to help them past the Barrier? He says that that sort of information isn't likely to be in the library, but he'll see what he can dig up while they're gone. They get back on the ship and head out, beginning the long trek to the Ice Cloud.

Character Creation: Babes in the Wood

Got a bit of time before Slipstream, so let's do a quickie. 

The Game: Babes in the Wood
The Publisher: World Champ
Degree of Familiarity: Haven't played it, but it's PbtA
Books Required: Just the one

I really like this game. It's about playing kids (and animals, and toys) wandering around the Wood on Halloween night, but really it's about facing your fears. Fits nicely into the kind of coming-of-age narrative that we find in films like Labyrinth and Neverending Story, I think. Also, it's got a nice selection of moves appropriate to a game about child characters that balances tension and stakes of the story with not wanting said kids to actually get hurt. (Some of those moves remind me a lot of the stuff I was doing in Timepeekers, but whatever, that's ancient history.)

SO YEAH let's do a character! First off I need a playbook. I can be a Big Kid, Little Kid, Toy, Critter, or Woodschild. Hmm. These all kinda pass the Chupp test for me, honestly, so I think I'll go with Critter. I think I want my character to be a coyote. We've got coyotes near my house and there's one that likes to hang out under a pavilion, he looks pretty majestic.

My coyote's name is Smiley, because when he pants he looks like he's smiling. He's an adult coyote, but he doesn't know his age and really why does it matter? He's scrawny-looking, so if you have some bacon he'd like that very much. 

Well, so that means I get a +1 to Noodle (my dog is thrilled to be included, thanks). Huh. Does that mean my other two stats (Steam and Mush) start at 0? It's weird, because the text says that stats go from -1 to +2, but the sheets don't set them at any value other than +1 or -1. 

Well, I don't feel like doing a deep dive looking for an answer to this question, so let's just say the default is 0, but for my coyote, he gets a +1 in Noodle. 

(I just realized that there's not really a chargen process in the book. Boooo.)

Let's see, special moves. I get to pick one. I'm gonna take play possum. Smiley can make himself look and act like just a normal coyote, so folks ignore him, which then lets him sneak in and learn stuff or steal food or whatever. 

Most characters have a Signature Item, but I don't, on account I'm an animal. Do I get normal items? The book is unclear. I'll assume that I don't. Oh, wait, I want one - he's got a bandana around his neck.

Hope! Smiley hopes to find a pack. He plays like he's really all about the food, but the truth is he's a social animal, and he's lonely for other coyotes. 

Friendships would require other players, so I'll skip that. 

Fear is, doy, what Smiley fears or dreads. I'll say hunger - Smiley fears starving out here in the Wood.

I start with 1 Wish, no decisions there.

And finally, Questions! Let's see. 

You weren't always this way. Are you a kid turned into an animal, an animal granted sentience, or something else? I think Smiley was separated from his family when he was just a kit, and wandered the wood for years (?). As for how he became sentient, well, he's not entirely certain, but he thinks it has something to do with the bandana. Like, he slipped his head into it, and suddenly he's got language and fear and hope all this other human-y stuff. 

Choose a trait that came with this change: Smarmy, confused, angsty, or other. I'll pick confused, thanks. 

Do you tell the other kids about your origin or keep it secret? That's a really good question. I feel like Smiley probably wouldn't keep it a secret, but might not volunteer that things changed for him when he found the bandana unless asked specifically. He'd probably just say he doesn't know how he changed and leave it at that unless pressed. 

There's one more question, but it requires other PCs, so that's about done then! 

Saturday, November 6, 2021

Chill: Copycat, Copycat

Back to sunny Boise! A new case beckons! 

It's Wednesday, September 4, 2019. Dee calls up a team of envoys, and winds up with Vicki, Emily, Dylan, BB, Beth Anne, and Melinda. She explains that last night, Nextdoor lit up with reports of a huge, vicious dog outside a VA home near Military Reserve Park. The envoys, most of them, shudder - they completed a case out there recently, a case involving big slavering dogs. That was the case where Mohammed was killed

Emily immediately tools up - rifles, pistols, a hunting knife, a big ol' flashlight (this was the last case she was on, and she was badly injured. She's been on edge ever since). She tells Melinda to stay close to her if anything happens, and the six of them head out.

The envoys get to the VA home just after dark. Emily jumps out of the truck and goes walking the perimeter with Melinda. Dylan heads in the front door to talk with whoever's handy, while BB, Vicki, and Beth Anne park in the back. BB and Beth Anne start walking the perimeter in the other direction, and Vicki stays put and surveys the area.

Dylan talks to the fellow at the desk, a guy named Daryl. Daryl tells him that he wasn't working last night, but from what he heard, a big black dog growled, snarled, jump at windows (including the patio door in the back), and generally terrorized folks. No one was hurt, though. Dylan tells Daryl that he was involved in dealing with the last dog attacks, and lets him know that there are some folks walking around. He heads outside...

...and meanwhile, BB and Beth Anne spot a guy walking in from the rear parking lot, clipping a badge to his shirt. He waves at them, they wave back, and then something tackles him and knocks him out of sight. He starts screaming, and BB, Beth Anne, and Vicki race over to him.

They see a monstrous black dog chewing on his neck. BB winds up and throws his bola and manages to knock the thing in the head but not entangle it. Beth Anne pops around the other side and stabs it, and it lurches and bleed (which immediately rattles Beth Anne, since the dogs they fought before didn't bleed). Everything goes black in the area around the dog and the man, as Emily and Melinda race over.

Emily doesn't hesitate, she charges into the darkness, pistol drawn. Her flashlight doesn't work, however, and she's just as blind as anyone else in that area. Vicki dives in, grabs the victim, and pulls him out, and BB uses his Heal discipline to stabilize the guy. Beth Anne tries to grab the dog, but no luck. The darkness fades, and the dog is gone. Vicki senses the Unknown, but while the area has a residual twang (she experiences the Unknown as discordant music), there's nothing specific here. The creature, whatever it was, has left.

The envoys get help from inside the VA home, and of course the police are called. The envoys give statements, but for once the physical evidence very much backs up what they're saying. Dylan texts Detective Jackson to keep him abreast of what's happening, and Emily and Beth Anne decide to stay behind to keep watch. The others head back to the ranch, but return in the morning with coffee and donuts.

Quiet night, both at the ranch and the VA home. Dylan does a little digging before bed. SAVEpoint doesn't have any useful data on monster dogs that he hasn't already seen, but he does learn that a man named Thomas Campbell was attacked at the dog park near the VA home (and where the dogs in the previous case were living) only a couple of days ago. On Sunday, a local rescue held an adoption event out at the park, and then the next day, the attack. No one saw the dog (other than the guy who was attacked), but the description was very much what the characters had seen before. Except...

Except, Vicki notes, the dog they saw last night looked like, well, a dog. A big dog, granted, but not the exaggerated, angular creatures they saw before. Beth Anne asks Jaworsky if he's having fun, but he says he has no idea what she's talking about, and she lets it go. For now.

Next day, Thursday, September 5th. The envoys reconvene. Emily heads back to the ranch to freshen up and get some rest. Beth Anne, BB, Dylan, and Melinda go out to Boise Animal Protection League (BAPL for short) to ask about the adoption event, while Vicki goes back to the parking lot to try and find a blood trail in the cold light of day. After all, that dog went somewhere

The girl at the BAPL desk is friendly enough, but she's not able to give the characters much information. The BAPL had a great turnout on Sunday, adopted out a bunch of dogs and have interest for a few more. BB notes a small mop-like creature on the floor; the girl says that this dog is called "Dusty" for his habit of slipping under tables and other furniture and acting as an accidental dust mop. BB falls in love and adopts him. 

Meanwhile, Vicki utterly fails to find a blood trail. She contacts Emily (who's better with murder scenes), and Emily comes out to meet her...and utterly fails to find a blood trail. They both walk from the parking lot to the dog park, but see no evidence of a dog hunting along the way. 

The other envoys, now with Dusty in tow, also head to the dog park, and the whole crew meets up again. They decide to go into the woods and check the den of the other dogs they fought. Vicki, Emily, and Dylan get there first, and Vicki gets the creeps remembering what happened last time she was here. She senses the Unknown...and feels a sudden burst from the den. 

A series of growls and snarls echoes from the den, and Emily suddenly feels compelled to fire into it. She empties her clip, although she doesn't have an obvious target. Dylan raises a Sphere of Protection, and Emily quickly explains that she was compelled to shoot. 

Beth Anne asks Jaworsky for help. He agrees, but only if she'll do something for him later. She accepts, and he says that the "copycat" is over behind that tree. Beth Anne points and yells "hit that tree!" and Emily obligingly shoots it. 

Vicki circles around to get a look behind the tree, and sees something - a small, thin humanoid creature, all white, hunkered behind the tree. It looks up at her - or rather, it raises its head, because its "face" is entirely smooth and featureless. Vicki screams in horror and the copycat vanishes without a trace.

The envoys decide to head back to the ranch before the cops get there. Beth Anne is already worried about what Jaworsky might ask her to do...

Tuesday, November 2, 2021

Character Creation: Hit the Streets: Defend the Block

Man, falling behind my targets, here. Been a busy few months. 

The Game: Hit the Streets: Defend the Block
The Publisher: Orklord Games
Degree of Familiarity: None
Books Required: Just the one

Hit the Streets: Defend the Block, in addition to have a really unwieldy name, is a superhero game that focuses on street-level characters. I've probably said this before, but with the approximately eleventy billion supers RPGs out there, some kind of focus or gimmick is appreciated, and I think Hit the Streets has a good hook and a solid presentation. The themes of financial inequality are specifically addressed, which if you're doing a Daredevil-style game is pretty important. The game also spends time on making sure the characters are a team, and that there's a rival team of supers that they brawl with, which is interesting. Also, the game has a bunch of random tables to use, which I always enjoy. 

On we go! I want my SPB (Super Powered Being) to be a grocer. He runs a corner fruit-and-veggie stand with his partner, and all was pretty much fine until the gangs started getting more violent. My guy is from a much wealthier background, but his parents disowned him when he came out, and frankly he likes living in the city anyway - "community" in his younger life was plastic, forced, and venomous. It's not like no one's an asshole down here, but there's at least a sense of family that was missing from his old life. His name is Courtney Tice. 

Now for "cape name" (though the book points out that these types of supers don't really wear capes). I kind of want this character to have plant-based powers, and combining that with the setting makes me think of community gardens. Ooh, I got something. We'll say his cape name is Jack (yeah, just Jack). He changes his costume every so often to emulate a famous historical (or at least fictional) Jack - Jack o' the Lantern, Jack the Giant Killer, Jack-be-Nimble, that kind of thing. 

In his everyday life, Courtney wears jeans, button-downs or t-shirts, and his grocer's apron. He's quiet and reserved (his partner Victor is quite outspoken and, well, loud), but he indulges in a little banter and belligerence when he's out on patrol as Jack. 

Next up, I need a team role. I'm thinking Jack is either the healer or the "glue". I don't know if I'm gonna be able to take a healing power, so I'll do the latter. Jack is a kind of "cool uncle" figure to the team (this would imply the rest of the team is a little younger, which I think would work). 

Now we do Modes. There are only two, Be Normal and Be Super. I get 3 in one and 1 in the other. I think I'm gonna go with Be Normal as my 3 - Jack has powers, sure, but he hasn't had them long and he's much more capable in normal situations. 

And now we have six Stats. Two of them start at 3, 2, and 1 each. Let's see. I always find it useful to assign the low stuff first, so I'm gonna put Jack's 1s in Feet (he is not fast) and Hands (nor is he particularly strong). I'll put 2s in Head and Tools (Jack is fairly smart and is capable of using machinery and tech), and the 3s end up in Heart and Jaw (Jack is quiet, but charismatic, and he cares deeply about his community). 

Powers! I get two, and the powers listed are very basic ("Super Stat"), leaving me to fill in details. I'll take Substance Control and Super Movement. Specifically, Jack can accelerate and alter the growth of plants. In the city, that's more limited than it would be in, say, a forest, but flowers and weeds grow up through pavement all the time, people have flowers on windowsills, and of course there are city parks. Jack's alterations don't last (plants die off or shed their extra branches or whatever), and he tries to be mindful of cleanup when use his power. 

For the Super-Movement, I want a climbing/leaping kind of thing. He doesn't have much more distance than a normal jump, just enough to get him off the ground, and then he mutates a handful of grass seed or whatever to give him grips on whatever surface he's climbing. Jack isn't terrible agile, though...Hmm. I think I'll switch Tools and Feet, as I think about it.

I need to roll for Spark, which is 1d6 + 6. Bleah, rolled a 1. 7 Spark to start. That's it, though! 

I think Jack changes which "Jack" he's dressed as every few months or so. He carries pouches of seeds, so he can change what kinds of plants he's using depend on which Jack he is (if he's Jack the Giant Killer, damn right he's got "magic beans"). 

That'll do it!