Monday, October 31, 2022

Character Creation: Liminal Horror

And for our final character of October...

The Game: Liminal Horror
The Publisher: Exalted Funeral (again, purely by coincidence)
Degree of Familiarity: I've run and played and written a lot of horror, and I once wrote a game called Liminal, does that count?
Books Required: Just the one

Liminal Horror is a cosmic-horror game in an OSR cosmic horror game, and I have to say it looks pretty tight. I'm not generally a fan of OSR stuff, but as I sit with why that might be I'm coming to the conclusion that it might mostly be that a lot of the OSR games (and people) I've had exposure to are...well, pretty brusque. Like, I saw a discussion on some message board or other about safety tools, and one dude said something to the effect of "well, I just don't play with people who can't tell reality from fantasy" and I'm like really, guy? That's what you think the X-card is for? And that rather dismissive attitude often comes to mind when I'm thinking about OSR. But maybe that's unfair, and I just need more data. 

In any case, this game assumes a modern city, and make its design principles clear up front, which I always appreciate. Let's make a doomed investigator!

First up, we roll for stats (Strength, Dexterity, Control). 3d6 each, in order, but then you can switch any two. Rolling, we get Strength 10, Dexterity 11, Control 7. Ugh. I think I'll switch Control and Strength. 

Roll 1d6 for HP - hey, got a 6! Neat!

Details! We choose a name, roll a background, and then do some other stuff (I thought it was only three steps in details, but there are more). Let's call him Calvin Caldwell, which sounds more like a superhero name, but I like the sound of it. Rolling for background, I get...Old Money. Sure, that's fine. 

A look and style for Calvin, let's see. I think he's "disheveled preppy," kinda like Ransom in Knives Out, but not nearly as hot as Chris Evans. Actually I think the actor I'd want for Calvin is Joey Kern.

First encounter with the Unknown was...survived an attack you cannot explain. Sweet. Let's say that Calvin was in college (some Ivy League school that his family bought his way into, natch) and decided to knock off for a weekend, so he went to one of their beach houses in the off-season. No one there, but that's cool, he was figuring he'd just hang out, get high, maybe invite some friends up after a couple of days. Something came out of the ocean and splorped around the outside of the house, leaving gouge marks and slime everywhere. Calvin never saw it directly, but he heard it and saw its silhouette. It wasn't human, it wasn't a goddamn sea lion, and no one has ever believed him. 

Ideology/beliefs. Well, there's a table, so I'll roll but if it sucks I'm changing it. "Free will is the only truth." Ugh, he's one of those. Yeah, that actually kinda works, sorry to say. I might even make him an objectivist if I could play such a character without my eyes rolling out of my head. 

Physique: Rugged. Sure, Joey can pull that off. Virtue: Disciplined. Maybe he is now, but that actually works. It's a lot easier to be discipline when you have no worries about eating. Face: Chiseled. Flaw: Craven. Yeah, OK. Vibes of Justin Long's character in Barbarian, a little. Speech: Precise. (Why don't more RPGs as you to specify what a character's speech is like? It's a good idea.) Misfortune: Addicted. Erm, I dunno if that really goes with Disciplined. Let's re-roll. Condemned. Well, that's...better? What would it mean in context? 

Ooh, how about if the thing from the Deeps wasn't there to kill him, it was there to mark him? He's got that mark on him still, he just doesn't know it. 

Gear! Everyone gets a phone...mine's a flip phone. Wtf? Well, maybe Calvin doesn't want a smart phone because "they can track those." (Like they can't track a flip phone.) 3d10 x 31d0 dollars, that's weird. 14 x 15 is $210, clearly that's just cash on hand. Weapons...dagger, baton, taser, or pistol. I think I'll go classic and say pistol. Calvin carries a .38 revolver. Gear...flashbang. Well, that actually fits him.

Memento...a will. Oof. Obviously Calvin wants his affairs squared away if that squishy thing ever catches him. I'd like to think that he has a provision for making sure someone investigates his death. And finally, a bonus item...binoculars. That's cool.

Everything else is group-related, so that'll do it. Nifty little game. I don't know that it would replace Chill or Trail of Chthulu in my life (or tremulus, for that matter), but it definitely knows what it wants to be and doesn't waste time. 

Happy Halloween! 

Sunday, October 30, 2022

Character Creation: ARC: Doom

Tick, tick, tick...

The Game: ARC: Doom
The Publisher: Exalted Funeral
Degree of Familiarity: None
Books Required: Just the one

Interesting game, this. The basic idea is that you're trying to prevent the "Doom," but what exactly that means is a matter for the table to decide. Every X amount of real time, you mark off the Doom track and can lose "moments", if that happens enough then Doom arrives. The system by itself is a pretty simple "roll a d6 and get under a target", and the tone of the text reminds me a little of Troika!, inasmuch as there not much time wasted on explaining a setting. The layout is also a little more...flowy, I guess? I think it might be a little on the abstract side for my taste, but I'd be willing to give it a go.

But for tonight, we make a character. I discovered that I have a bunch of adventures for this game in a zip file I hadn't opened, so I picked the one with the cover I liked best, called "Leviathan and Loom." It's set in an archipelago, two gods are slowly waking up as the Loom of Fate weakens, the demon-god Solkantos is shaking off its bonds and coming to eat us all. There's a bunch of info on people and places of these island, so I think I'll use that for reference and take advantage of some of the random chargen procedures. 

Approaches are Creative, Careful, and Concerted. Same idea as Fate Accelerated; your method of solving a problem determines your approach. I can roll or I can distribute +2, +1, 0 into these. I think I'll do this without rolling, and put the 2 into Creative, the 1 into Concerted, and the 0 into Careful. 

Blood & Guts modifiers are a static number that gets added to a roll to recover health (of the physical - Blood - or mental/emotional - Guts - sort). I split up 6 points between them. I think I'll go 4 Blood, 2 Guts. 

And now Skills. I get +2 in two Skills and +1 in three Skills. Guess I should conceptualize a little. I think my guy is an artist, someone making beautiful things out of what he finds on the beach. Ooh, how about he makes musical instruments. Sometimes that's chimes made from shells, or a conch shell that's been hollowed and filed in such a way to enable a flute-like arrangement. 

Well, obviously I'll put +2 in Artistry. I think I'll put my other +2 into Tinker, since some mechanical know-how is also important. I'll put my +1 into Trade, Survival, and Culture. 

Inventory! Unlike a lot of games, ARC: Doom has something more interesting than "you have 80 copper, go buy torches." There are lists of things, they each have a point value, and as long as you total 30 you can take what you want. Or, you can choose to roll 1, 2, or 3d6 on a given table as many time as you want, so long as you end up rolling 12d6, which is what I'm gonna do. 

Well, I like Oddities & Valuables, so I'm gonna spend some dice there. Just for funsies, let's roll 1d6, 2d6, and 3d6 (for a total of 6d6, or half my dice). 

I get 5, 8, 17. That gives me...a pouch of human teeth (ew), a heavy crown with an oppressive aura, and a handful of constant regenerating troll flesh (you can eat it, but it tastes awful). 

Well, let's say he lives near Breaker's Rock, and one day he was out diving and found a stone cask that contained these three things - the pouch of teeth, the crown, and the flesh. I like the idea that these items figure into the Doom in some way; maybe the flesh is a chunk of Solkantos and one can't die without the other or something like that. 

Anyway, I have six more dice. How about 2d6 on Damage & Defense? 9 gives me...Confidence and Personal Growth. Well, bully for me. I get +1 Guts Damage and Defense. Four more dice. 1d6 on Sundries & Supplies? 2 gives me Artisan's Tools and Playing Cards. Nifty. How about a little magic? I'll roll my last three dice on the Techniques table. 13 gives me...Turn the Tide. When I use it, all of my Skill checks have Opportunity for (some time). Sounds cool.

Character-building questions! Guess I need a name. Let's call him Khajeer. So: What makes Khajeer different? Khajeer hears things that others don't, and sees music in everything - birds' wings, fish's jumps, falling rain. 

Three rumors about Khajeer (and who believes them). Some people say that Khajeer drowned a man and took his teeth. This is utterly false, and no one really believes it, but as the rumor spreads and people hear it who don't know Khajeer, that might change. 

Some people say that Khajeer demands a favor - always to come later - for the instruments he make. This isn't really true; Khajeer is certainly willing to trade his skill for something, but there's nothing sinister about it.

And finally, some of the folks living around Breaker's Rock claim that they've seen Khajeer wearing a crown and talking to the ocean. This is true, but it's not like Khajeer does it often. The crown makes you think funny things.

Last question: What was the most painful lesson the hero had to learn? I think that some people don't like music. No, worse, some people don't care about music, they think it's frivolous and think Khajeer is wasting his time.

Last step is to determine Bonds, but that would generally require a group and it's just me. I think I'd spread out the Bonds among other players so that I've got minor Bonds to everyone; Khajeer strikes me as someone who likes everyone but isn't deeply involved with anyone, at least not yet. 

And that'll do it! Gotta say, I'm warming to this after reading the adventure. Nice to see it in context. 

Saturday, October 29, 2022

Pugmire: The Opaline Slips Through Our Paws

Today was Pugmire! Here's last time.

Our canine heroes go to the Hunter's Haven and sit down with Pumly McNab, majordomo to Talina Poodle. They tell Pumly that Talina is in danger if she has the Opaline, since this magic circlet apparently acts as a beacon for the etherkesh, monsters in service to the evil nagayaga. Pumly blanches a bit, and Peppa Papillon presses him gently. He admits that Talina gave the Opaline to her cousin, Estelle Cockapoo, for safekeeping.

Gelert Sausagedog has heard of Estelle. She's known among nobility as someone who will hold onto embarrassing letters, objects, whatever and not judge or let stuff get stolen. She does not, however, know from magic, which means she's in grave danger. Pumly agrees to show the characters where she lives, and they set out across Southgate!

They arrive at her house and Dire Newfoundland is about to kick in the door, but the others stop him and remind him to slow down. Pumly knocks, and the characters hear muffled screams and breaking glass. They move out of the way and Dire kicks in the door ("OH YEAH!"), and sees Estelle being grappled by an etherkesh. 

Dire displays the restraint he's so well known for, leaps into the room, and strikes with his greatsword. The etherkesh is too clever for him, though, and separates its tentacles, and Dire chops into Estelle's shoulder. She yelps in pain, and Gelert runs into the room and tries to free her. The etherkesh unleashes a blast of electricity and stuns Gelert, and Estelle slumps over unconscious. 

Another etherkesh surges down the stairs into the room. Petunia Pibble smashes in one of the windows and casts an acid arrow at it, but misses. Boomer Pitbull flies into a rage and charges in, trying to pull the etherkesh away, but it's very strong and clanky and he can't budge it. Peppa, too, charges in and uses Spare the Dying on Estelle to save her, and then starts yanking on the etherkesh, hoping it'll attack her instead.

Unfortunately, it does. It wraps her up and then she feels her body go weak and her mouth go dry. The etherkesh sapped her strength somehow! She calls for help and Boomer extracts her. Meanwhile, Petunia recenters herself and flings another acid arrow. Dire starts looking for the Opaline in the etherkesh that had Estelle wrapped up, but doesn't see it. He yells to Petunia to find it, and she Smells Magic. She detects the Opaline, but the etherkesh carrying it leaps out a window and starts clanking away down the block. One of the other two wraps Petunia up, and the third one breaks through a window on the opposite side of the house and makes a run for it.

Boomer chases the second one, while Dire and Gelert chase the one with the Opaline. Boomer loses his quickly (they're hella fast), and Dire and Gelert manage to do some damage but their slips away over the rooftops, too. Petunia blasts the one entangling her with another acid arrow and it falls apart, and she sits down with a thump.

The dogs reconvene and Peppa starts a prayer of healing, but that'll take time and the dogs aren't ready to give up yet. Gelert, Boomer, and Dire go sprinting off after the etherkesh. They catch up to it as it approaches the outer wall of Pugmire. Dire leaps up onto rooftops and gets in front it, and Gelert follows. Boomer climbs after them and throws a hand ax at it, but misses. The etherkesh entangles Gelert and Boomer charges in with his battle axe, but the etherkesh does the same trick that Dire fell for earlier and Gelert winds up getting chopped pretty badly. Dire grabs the etherkesh and tries to yank it off, but it's pretty firmly wrapped around Gelert. 

And then it plants its...well, not feet, but same effect, and hurls Gelert off the wall! Boomer and Dire try to figure out how to catch him, but wind up in a kind of slap fight (there were some amusing failed rolls), and Gelert has to save himself. He hurls a grappling hook at the wall and slides to the ground, unharmed (from the fall, anyway), but the etherkesh is gone, over the outer wall and out of the city.

The characters reconvene again and Peppa casts another healing spell for Gelert. They all head back to Estelle's house, and find Pumly waiting. Estelle is upstairs trying to clean up the mess. She hears them and storms downstairs, demanding to know what is going on. They explain, but when they get to the bit about how this is all happening at the behest of the nagayaga, a cat-demon, she starts railing against cats ("those backyard-shitting mangy-").

Dire cuts her off, warning her not to badmouth cats, and Estelle throws them out. She's already decided she's going to bill Talina for this, and while she's grateful to the Pioneers for saving her, she's not in the mood to be lectured. Petunia lingers and offers to help with magical warding should she need it in future, and Estelle softens somewhat. She reveals to Petunia that since she brought the Opaline home, she's been having weird, vivid dreams. In one, she saw a giant serpent with the head of a cat wind around a mountain in the distance, but closed her curtains so she didn't see it. In another, she saw a dagger - not ornate but clearly important to someone - sitting in her "collection" of objects. 

Petunia leaves and the Pioneers head back to their storehouse, and talk to Bivi Affenpinscher,  their trustee. He listens to their descriptions of what happened and when Dire brings up his desire to create his own etherkesh as a pet or fighting companion, Bivi dresses him down - he's not just on his own anymore, he's part of a pack and he needs to look out for them, too. When Petunia mentions the dagger, Dire produces an obsidian knife, claiming he stole it from Luigi Husky, the head of the Riverwall Mafia, and he knows Luigi bears a grudge. Bivi suggests giving it back, and Dire's not keen to do that, but Petunia stops them and says that the dagger in Talina's dream obviously isn't the dagger that Dire's talking about anyway.

The dogs gear up and go outside the city to try and track the etherkesh, but it doesn't leave much in the way of tracks on dirt. Once it gets to the marsh, it becomes impossible to track, and even with Petunia's Smell Magic spell they can't get a bead. They return to the storehouse, dirty and stinging, and get some rest. The Opaline seems to be gone...for now.

Character Creation: Osiris

Argh.

The Game: Osiris
The Publisher: Epidemic Books
Degree of Familiarity: None, and yet, such a strong sense of deja vu while reading it
Books Required: Just the one

I really need to limit myself to one or two of these types of games a month, and definitely not do them so close together. I legitimately could not separate this game and Solipstry in my head once I'd read them both. They're basically the same game: They're the homebrew of someone who played D&D, and only D&D, and decided "I'm gonna fix this whole RPG thing" without ever looking at what RPGs are besides D&D. That's a little like deciding "I'm gonna make up a new language that fixes this thing that 'English' has going on." 

To wit: 

Will they, now?

It's just a basic-ass D&D setup. Oh, wait, the improvements that are totally new and origi-

I don't object to any of those design goals. What I object to is the use of comparatives. Not "simple combat mechanics," but simpler. Not a magic system that interlocks elements and lets you build effects (which is normally something I'd be into), but a greatly improved one. All of these can be read as included an unstated "than D&D", and it just makes me tired. 

Also there are no sample settings in this game, so making a character is gonna be a fuckin' treat. What'd I do for GURPS? Oh, I didn't do a "pure" GURPS character, I used a sourcebook. Interestingly, that character was 13 years ago, almost to the day. Well, whatever, I'm not gonna get maudlin now.

You know what, since this game is so clearly aping D&D, I'll just make an "adventurer" and keep things as generic as I need to. I think I'll make the big, burly, oafish but kindhearted sidekick to the main character. His name is Bert. Bert is from a farming village, and tagged along with his buddy Galen, Samwise style, after Galen left on a quest. 

So, stats. There's 8 of them, and we start with 4 points in each category (each category has 2 stats). And then we shift points between categories. Well, I'm gonna strip two points away from Mental and one point from Emotional and put 'em into Physical, but Spiritual can stay where it is. Then we apply the score in the category to both stats, so I wind up with:

Strength 7, Fitness 7, Intellect 2, Wit 2, Magnetism 4, Connection 4, Clarity 3, Depth 3

And now I can "skew" these points by lowering one half of a pair to raise another. Actually I thin I'm gonna take those other two points out of Mental and leave Intellect and Wit at 1, and put them into Physical so Strength and Fitness can both be 8. I'll move two points from Magnetism into Connection, and move two from Clarity into Depth. 

My race is hoo-man, so I don't get any modifiers, so that's easy. 16 Wound, 13 Stamina, 8 Mana, hopefully those don't change. Melee attack is 9, Ranged is 2 (lol), Magical is n/a because I don't use magic; my Spiritual stats aren't high enough. 9 Reflex, 7 Will. 

Field Skills! I start with the linked stat, and then I get [age in years] more points to throw around. Let's say Bert is 18. Oh, and I can't put more than 4 points into any one skill, and I need to sacrifice a point to unlock any skill that requires special training (like Pilot, which is unlikely to be part of a fantasy setting). 

Well, Animal Affinity seems a very Bert thing, so I'll put 3 points there and bump it to 9 (3 + my Connection). 2 into Climb gives me 13 left. 2 into Hide, 2 into Intimidate, 1 into Jump, 3 into Ride Animal. 5 left. 2 into Swim and 3 into Tracking, and that's that.

Trade Skills! Oh, this'll be quick. I add the base stat to some, 10 + base stat to some, and my age to exactly one of them (since I have an Intellect of 1). Let's check the list. I'll add my age to Farmer, making it by far my best Trade skill at 34 (other than Common Language, which 56 so I'm somehow literate; must be Galen's doing). 

I don't get powers (none at chargen), and I don't have spells to worry about. Reputation can start above 0 if the character's backstory demands it, but mine doesn't - he's just a big dude who followed his best friend out of the village one night. 

As far as equipment, Bert has a bit ol' staff with a knobby end; call it a club. He's wearing his simple farmer's clothes and his leather slippers, and that's it, son. He is very lorge, and looks fat (and in fairness he kinda is) but mostly it's muscle with a protective layer of blubber and he's very strong. He's got shaggy brown hair and a button nose, and blue eyes stuck in a kind of "huh?" sort of expression. Bert is out of his depth, but he loves Galen, so whatever's coming Bert's ready to bonk it. 

Thursday, October 27, 2022

Character Creation: My Body is a Cage

Not a wonderland.

The Game: My Body is a Cage
The Publisher: John Battle
Degree of Familiarity: None
Books Required: Just the one

I see people on the rpg reddit all the time who asked for game recommendations and have clearly only ever played D&D. Hell, I read RPGs frequently from designers who have clearly only played D&D. I complain about them a lot. And I feel a little sad for those people, not because D&D is terrible, but because there are so many other games out there that do different things. And then I read games like My Body is a Cage that raised $25K on Kickstarter, and it kinda gives me hope. 

My Body is a Cage is pretty arsty. You're playing someone who is just trying to survive late-stage capitalism, but at night they go dungeon delving and can bring "treasure" back into their real lives. Maybe. It's like Troika! and Nobilis in that many of the assumptions of the game are never really clearly spelled out, and probably the best way to experience it is to play it. I do not know if it would enough fun to balance the work of plodding through the weird-ass layout to find the game beneath, but it needs to exist in the same way that experimental or outrĂ© forms of all kind of art do. 

So with that in mind, let's puzzle through this. First thing we do is roll d100 six times (two times each on three lists) to generate our stats. Not scores for stats, literally choose the stats. Here we go:

Flexible
Incorruptible
Crafty
Cowardly
Sadistic
Shy

And I'm meant to think about what this combination of traits might make in a person. Each one is "part of me," and each one gets assigned one of six values: 1, 2, 3, -1, -2, -3. You add a die to your pool when you use a negative stat in play, but you have to use the modifier on the roll, so it hurts you in the short term. So who is this person that is both sadistic and incorruptible, cowardly and flexible? I think he's probably pretty cagey, playing things close to the vest, both because he's shy and because he's afraid of what others (and, hell, what he himself) might think. I think I'll put Incorruptible at 1, Shy at 2, Crafty at 3, Flexible at -1, Sadistic at -2, and Cowardly at -3. 

Next we roll for a genre. This is what he presents or maybe what he wants to be. It also adds 1 to two stats and subtracts one from two stats, but there's nowhere to indicate that. Anyway, let's roll it. Alt-rock. Well, that's pretty damned workable. I'll subtract one from Shy and Crafty, and add one to Incorruptible and Cowardly. 

Skills! I'm meant to write down two weirdly specific things I know about. There is, however, nowhere on the sheet for it. Berbly-bloo. Well, anyway, we'll say his skills are Costuming and Barista (I'm sure I've made barista characters before, but it's something I can realistically portray). 

Ideal, Bond, Flaw. Ideal is a "core tenant[sic] of your life." Let's lean in to the sadistic/cowardly bits and say "Love is forgiveness." 

Bond is something you share with another person that unites or distances you. It's meant to be another PC, though, since the effect is that when I soliloquize about them, they add a die to their pool. I shall therefore skip it. 

Flaw is, as the name implies, a weakness. Feels like a couple of stats are weaknesses in my case, but I'll say his weakness is "freezes up." 

I get to pick a job, and while it's tempting to say "barista," I think I'll say that he's moved to being a server. All of the fun of coffee shop, with less money because he has to work for tips! 

And finally, I gotta think about labels and look and two things I always have with me. Well, I'll say he always has a little tin of chocolate covered espresso beans on him. Also a tube of chapstick. 

Beyond that, black hair (dyed), guyliner, black jean jacket or leather, depending on the weather. Used to have piercings, took them out when he got the job as a server. Puts them in after work, but some of them are closing up. Wants to get a tattoo but hasn't yet, because he's afraid of permanence. His name is Jackson Lord. 

That'll do it!

Movie #697: Signs

Signs is a sci-fi/drama directed by M. Night Shyamalan and starring Mel Gibson, Joaquin Phoenix, Abigail Breslin, Rory Culkin, and Cherry Jones. It's Shyamalan's third feature and I think this is where it became apparent that Sixth Sense wasn't exactly indicative of where his career was going.

In rural Pennsylvania, former reverend Graham Hess (Gibson) lives on his corn farm with his son Morgan (Culkin), daughter Bo (Breslin), and younger brother Merrill (Phoenix). They're all still coping with the death of Graham's wife Colleen (Patricia Kalember) six months earlier, when suddenly crop circles appear near their house and actually all over the world. There are some spooky occurrences and mysterious figures around, but things escalate pretty quickly (especially for a Shyamalan film) and it becomes clear that aliens are invading. They arrive around the world in invisible ships, they drive animals crazy (dogs do not do well in this movie), and then they invade in force. This is all punctuated by Morgan reading from a book about extraterrestrials full of information that seems stupid but largely turns out to be true, and flashbacks to the death of Colleen. 

What everyone remembers about the movie is that the aliens are vulnerable to water, and they bug out after the realize this. That's so monumentally stupid that it sucks enjoyment from the rest of the movie, which is a shame, because this movie actually has a lot going for it. There are a lot of very effective scary and tense moments building up to the invasion - the birthday party in Brazil is one, but actually one of my favorites is Mel Gibson confronting the alien locked in a pantry. The initial chases in the cornfield, Abigail Breslin reporting that there's a monster outside her room, the tiny flashes of the scout aliens we get, and all of this intermixed with a family trying to wrap their heads around this when they're far from a city and therefore on their own, all of this has the makings of a really effective sci-fi/thriller. And, of course, the principal cast is highly talented. Gibson manages to rein in his goofiness and deliver an understated and moving performance as a man of faith who's realized that there is no God (I mean, he loses the thread in the end because he misreads a bunch of coincidences as proof of a higher power, but whatever, he had a hard year). Phoenix' Merrill is far and away my favorite character in the movie - he's kind of rootless and his initial plan for his life, professional baseball, didn't pan out, so now he's trying to help his brother and niblings get through a tough time. He's emotionally and intellectually unprepared for an alien invasion, but when he's given something to do ("swing away, Merrill") he's a badass, and I love characters like that.

But holy shit, these aliens. They sent out scouts. They coordinated their attacks. EVERYTHING ON EARTH IS FULL OF WATER. There are some throwaway lines indicating they're here to "harvest" us, so...for what, exactly? Are they gonna eat us? We're 80% water. Do they need to make people jerky first? Seems inefficient. I get that Shyamalan needed a way to bring everything back to normal quickly at the end, in a War of the Worlds kind of way, so we could see Graham in a normal life and back in his collar and not in a post-apocalyptic kind of world, but that's hard to do because the horror of an alien invasion is largely based on them being more intelligent than us. 

My theory is that these particular aliens were the MAGAts of their race, and the smarter ones told them "you're gonna get rekt if you invade this planet, it's mostly acid" and they were like "MAKE ZEEBON 4 GREAT AGAIN." But jokes aside, it feels like a stupid ending to a good film, and that's just frustrating. 

My Grade: B-
Rewatch Value: Medium-low (but more than I thought)

Next up: The Silence of the Lambs

Tuesday, October 25, 2022

Character Creation: Dead Scare

This one kinda hurts.

The Game: Dead Scare
The Publisher: The OtherDev Productions
Degree of Familiarity: Never played it
Books Required: Just the one

Back in the heady days pre-cancellation, I used to write reviews of people's RPGs. I'd even run a one-shot because games generally come into focus at the table, not just being read. Dead Scare was on my list to review, and then I read it, and...my goodness. 

The premise is great. It's a zombie apocalypse game set during the 1950s and focusing on the women and children, the people who weren't killed in the first wave of Soviet-created (but possibly actually McCarthy-created) zombies. The book points out that these women just came out of WWII and everything that they were asked to do during that time, and that by itself is a really solid hook. Combining zombies with normal life is the cornerstone of the horror in a lot of zombie properties, and of course, a game that deliberately makes not-dudes as the protagonists is already more interesting than yet another chance to play Grizzly McStubble. 

But good gracious this game is badly designed. It's nominally a PbtA game, and yes, PbtA is less a system than a philosophy, but Dead Scare doesn't seem to understand that philosophy especially well. There are fifteen basic moves, and they don't have triggers. An example: 

Also, why isn't this a Preacher's Wife move?

See? When would I roll this? And how does a miss move the story forward? Hell, how does success move the story forward? There's no discussion in the book about what a move is and when you'd roll for them. There's no discussion of how to run the game (there are sample scenarios, but like, no GM - sorry, NWC - principles or agenda). The game seems to be designed for the very few people that already know not only how to run PbtA games but how to design them, and it utterly fails to live up to the promise of its concept. Oh, and, it's badly edited (President Eisenhower changes to President Truman in the space of a page; maybe turning into a zombie also turned him into a different dude). 

Anyway. Let's make a character. Nice thing is that this should be quick. (He said, with an appropriate amount of trepidation.) Oh, dammit, no downloadable playbooks that I can see. Maybe the ones in the book work. Let's just start at the beginning of character creation. 

Discussion of gender, explaining why characters in this game are assumed to be women or children (of any gender). OK, sure.

Discussion of race, sexuality, and so forth, reminding us that not every character has to be June Cleaver. OK, sure. 

Character concept! Pick a playbook. Also think about race. OK, but what are the playbooks? Do they...nope, nothing. Moving on. 

Children and a discussion of their relationship with adults in the '50s. 

Picking moves and using moves, neither of which tell us what moves are. Fuck me. And now we start with playbooks. 

Well, I think I like the Nurse (rather, I don't like any of the playbooks because they're badly designed, but I like the idea of playing a nurse). Specifically I like the notion of playing someone who wasn't necessarily a nurse during the war, but became one after moving the States post-War. If she was, let's say, 10 in 1944, then in-setting she'd be about 19. Let's bump her up a few years and say she's 25. Further, we'll say she's French by birth, and named Marguerite (she goes by "Margo" amongst Americans). 

There is no character creation process. OMG. There's some stuff on the playbook (which is actually multiple pages), so following that, I get a First Aid Kit and two things off a list. I shall take ammonia and cod liver oil, why not. Maybe I could make some zeds slip on the oil. 

For moves, I pick one of the three types of nurse, and then two moves. OK, then. Combat nurse, school nurse, big city nurse. These moves are all terrible. I'm gonna take big city nurse since it's the closest to in-concept (that is, someone who completed their schooling recently). I'm just gonna write moves in the margin of the character sheet because I ain't wasting any more ink on this than necessary.

Anyway, pick two moves. WAIT THERE ARE ONLY TWO. Well, there are a few "Advanced" moves, but can I take those to start? I don't know, because they are never defined. Jesus Christ. Fuck it, I have Sterilization and Beside Manner. 

OK, now backgrounds, I guess? I don't know how many I get. I'd guess just one, but the text says "backgrounds" when it mentions them. I'll just take one because that'll make this faster. Lived Abroad lets me speak more languages, so I'll do that and say I speak English and German in addition to my native French.

Stats, I guess? OMFG. Check it out. Here's the (only) discussion of what stats mean:

Here's the example stats for a starting character:

And here are the stat blocks on the playbooks:

Anyway. Let's assume that I get two at -1, two at +1, and the remaining on is 0. I think I'll put Congeniality and Heart at -1 (Marguerite isn't heartless or compassion-less, but she's foreign and she's lived through the War, so she's a little shell-shocked at the best of times). I'll put my +1 in Spunk/Moxie and Smarts, and that leaves the 0 in Brawn. 

I think I'm supposed to pick bits of gossip, too, but I...don't want to. There's nowhere to put that on the sheet, but then again, there's no "infection meter", even though the infection rules say there is. 

OK, I think we're done. Sorry, Marguerite. You deserve a better game than this. 

Monday, October 24, 2022

Slipstream: Visions and Shopping

Slipstream, yo. 

Last time, our heroes saved the fragment of Simba from the Death Dust. This time, after the festivities with the Lion Men, they discussed their next move. They decided to fly up to Mechanos and have some work done on their ship, and then maybe fly out to Avia and consult with King Boolar. 

They fly up and through the Radiation Cloud, but it affects their instruments and Iris winds up going in the wrong direction...and then the engines cut out.

Chirrp, the ship's mechanic, gets to work, but the radiation makes things difficult and something explodes. Fortunately everyone manages to brace in time and Chirrp gets back to work. He pushes himself and gets the ship running again, but collapses from radiation poisoning. Gruff, the ship's new Lion Man medic takes care of him, and the voyage gets underway again. But just then, one of the other Bird-Men looks out a window and yells "Ship ahoy!"

The others look, and they recognize that ship - it's a converted Dracos Dragon Ship with a glittery finish. That's the Dead Jellyfish, the ship of the pirate Officer Ioptis!

Iris throws caution to the wind and flies in close. The Jellyfish fires a rocket at them and it rattles them a little, but doesn't damage the ship. Gruff fires the magnetic lines and Zeenia climbs over, boarding the ship. Ioptis is there with six toughs, all armed, and he yells to them that the Queen wants Zeenia alive! 

Zeenia isn't worried, however. She lashes out with her tentacles and kills one of the pirates, and tells the others they don't have to do this. They apparently fear Ioptis more than her, however, and go on the attack. She unleashes her tentacles and three more fall dead (or rather, are pureed). 

Abbas, Rill, and Craw swing over on the lines, and Iris gets on the radiophone and tells Ioptis to surrender. Ioptis isn't stupid and tells his two remaining men to stand down. Abbas demands to know what they're after, and Ioptis agrees to tell them - provided he and his men are allowed to leave. The heroes agree (though they do warn him not to mess with them again, and to change the name of his ship). Ioptis informs them that Queen Anathraxa is offering a 20,000 Slip reward for each of them, and that he's far from the only bounty hunter trying to collect. Zeenia tells him to pass the word to the other hunters that they won't start anything, but they will absolutely fight if pressed. Ioptis agrees, and takes his leave. 

The heroes press on, and realize they're coming up on Ruros, Oola's home fragment. They decide to land and see if they can find someone to give Oola's possessions to, out of respect to their fallen crewmate. They land in the fragment's only real town, Agricula, and find someone who looks official. He initially asks if they're here to collect a tax, but once they explain themselves, he's quite happy to talk to them about Oola. Zeenia asks if there's anything they could do to help the fragment, in Oola's honor, and the Rurite nervously leads them to a house to speak in private. 

Ruros, he says, provides food for the whole Slipstream, and they're happy to do it, but they're forced to give up half their harvests to Queen Anathraxa. In addition, pirates will often shake down individual farms for protection, demanding "taxes." Zeenia tells him that they're working on the Queen, but in the meanwhile maybe she could arrange for some Lion Men and/or Bird Men to come here and guard the farms. She also gives him quite a lot of Slips. 

As they're leaving the house, Iris collapses, seeing a strange vision once again. This time, she sees a fragment drenched in blood, and carrion birds swoop down carrying a golden nest in their claws. They drop the nest to the fragment, and it bursts into flame and burns to a cinder. 

Iris recovers and initially interprets this as an admonition against involving the Bird Men - maybe they would bring war with them, even inadvertently. But then she remembers that the fragment of Quan, a mysterious place always surrounded by Anathraxan warships, is colloquially known as "Anathraxa's Nest." That, then, is the genesis of the destruction of Ruros. The heroes go back to the ship and talk this over, and mention going to Quan. Anburn, their Bird Man crew member who is a little more in the know about the Slipstream, says that going to Quan is a good way to get blown to smithereens. They'd need an army. 

They decide to continue on to Mechanos, and make good time to the robot homeworld.

Once there, they find a Robot Man able to do the work they need. Zeenia has him trick out a rocket sled with a front-facing ram and a filtration system. The heroes also have the mechanical mechanic of Mechanos install some skylights in the Darkwing to help ease the Bird Men's claustrophobia, and put in a cloaking device.

Thing is, though, a cloaking device (like the teleportation device) relies on an understanding of Weird Science, and they don't have anyone with that skill set on board. Since they're going to be here a while, they put out feelers for a new crew member, and indeed, about a week later a Drascos comes knocking. 

The Drascos introduces himself as Genko, and says that he is conversant in the scientific principles they need. They warn him that, as might be expected by the fact that they're putting in a cloaking device, people are shooting at them. Genko doesn't have any love for the Queen, but he does want a salary (which Zeenia is happy to pay him). 

Once the ship is complete and the rocket sled installed in the cargo bay, the heroes plan to head for Avia, but then Zeenia realizes they're close to her home fragment of Zeebor. They decide to go there first - this whole endeavor might end in her death, and she wants to touch base with her father and family. 

On, then, to Zeebor!

Movie #696: Sideways

Sideways is a dramedy directed by Alexander Payne and starring Paul Giamatti, Thomas Haden Church, Virginia Madsen, and Sandra Oh.

Miles (Giamatti) is an English teacher with aspirations to be a novelist, but his real passion is wine. He takes his friend Jack (Church) on a week-long trip through wine country for the week leading up to his (Jack's) wedding. The trip is kind of fraught from the get-go; Miles is two years out of a divorce and still hella depressed, and Jack is determined to get them both laid before his wedding. Miles is just interested in drinking some wine and playing some golf, but the two of them meet up with a waitress at the nearby high-end restaurant, named Maya (Madsen; the waitress, not the restaurant). Maya is crushing on Miles and Miles reciprocates, but is so very awkward and, let's be honest, has a bit of a wine problem.

So that would probably go nowhere, but then Jack meets Stephanie (Oh), a pourer from a local winery, and she happens to know Maya, and the four of them wind up double dating. Jack and Stephanie hook up right away (and Jack of course does not bother to tell her about his impending marriage), while Miles and Maya go a little slower but do wind up together. And then of course everything goes whack-a-ding-hoy.

I saw this movie when it came out (jeez, 18 years ago) and I identified more with Jack at the time, I'm sorry to say. It'd be easy to say Jack lets his libido lead him, but I don't think that's really his problem - I think he's egotistical and afraid of commitment, and more than a little insecure. Meanwhile, I missed Paul Giamatti's fantastic portrayal of a man coping with a pretty deep depression when I first saw the movie, but now, nearly 20 years and so many life changes later, I resonate so much more with with Miles. And sure, Miles isn't a saint - he steals from his mother (Maylouise Burke) and he lets the deception between Jack and Stephanie go on way longer than he should - but at the end of the day he's in pain and that's driving him to some pretty shitty things. That doesn't absolve him from responsibility, and honestly I'm not sure how I feel about Maya forgiving him in the end, but it's a nicely hopeful note to end the movie on. 

Stellar performances from all four leads; Church and Madsen got Oscar noms. I wish we'd have seen more of Stephanie. Sandra Oh just kills it in the scenes she's in, but she unfortunately doesn't get to have the same depth of character that the others do. 

Fun fact: this movie boosted sales of pinot noir and reduced sales of merlot, which I just find sort of weird (I do like pinot wines, though).

My Grade: A-
Rewatch Value: Low

Next up: Signs

Sunday, October 23, 2022

Character Creation: Solipstry

Is...this a wind-up?

The Game: Solipstry
The Publisher: Idlewild Games
Degree of Familiarity: None
Books Required: Just the one

One little thing about RPGs and the design thereof, which I've mentioned before, is that a lot of designers seem to come into it with a very limited scope of experience with different games and come up with a "new" idea that's actually been done many, many times. But in Solipstry's case, it's really something special. The game's freaking subtitle is "a new approach to table-top RPGs." Now, that's pretty tall talk for a game published in 2017 - that's about five years after Fate Core did its massive Kickstarter, eight years after Fiasco was published, 26 years after Amber Diceless Roleplaying, and 31 years after the first edition of GURPS. So what, exactly, is this new approach? As far as I can tell, Solipstry is just a setting-agnostic trad system, and like, I can name a few of those without trying even before we think about GURPS

But whatever. Maybe that's the gag; nothing else exists but what's within the mind of the player (or the designer). Either way, let's make a character.

The first thing for setting-less games, of course, is that I need a setting, but fortunately Solipstry contains a few sample ones. We've got a pirate setting that I had to read three times before I absorbed any of it because it was boring, a cyber-apocalypse kind of thing, Wild West with dinosaurs (this gets mentioned as the kind of waaaaaacky thing you can do with this game a lot in the text), a setting that has the descendants of a colonizer spaceship doing nature-magic, and a setting that's basically Candyland. Of the five of them, the last is the one that I find most compelling, followed closely by the Jurassic Wild West. But sure, let's try and make a character for "Sweet Spot."

See, that's a good premise for a one-shot, though I think a campaign might prove a little cloying, as it were. The character creation process wants us to do the concept/background stuff up front, and that's fine. So let's see. 

My character is named Fennel Black. Fennel is the rough-and-tumble, not afraid of anybody, "ya wanna make somethin' of it" bravado-filled kind of kid you find in cartoons and Li'l Rascals style properties. He's brusque and threatening, in a "tiny puppy barking at a car" kind of way. I think he's also very protective of his younger sister Anise Black. I picture him as having dirty blonde hair, a defiant chin that he juts out, and that his face and hands are always a little dirty and a little scuffed. 

OK, decent start. And now, on to the numbersy stuff.

Attributes! I can roll 3d10 for each of them, rerolling 1s and 2s, or I can pick an array. Normally I'd roll because rolling dice is fun, but my dice are over on the shelf and I'm comfy, so I'll pick an array. I feel like Fennel isn't generally deficient in a lot of places, but I do want a couple of high scores, so I'll take the 30 30 20 20 20 20 10 10 array. 

I feel like Fennel's not necessarily the sharpest brittle in the box, so I'll put his 10s in Intelligence and Wisdom. Conversely, I think he's a quick little bugger, so I'll put a 30 in Speed, and the other one in Constitution. That leaves 20s in Charisma, Dexterity, Luck, and Strength. 

Skill Values! I get five skills at 25, and everything else has 10. The write-up for the setting gives me a skill list, which is thus:

OK, calling the Medicine skill "Spoonfuls" is actually pretty clever. 

Anyway! I picture Fennel as a scrapper, so Unarmed Combat is one of my starter Skills. Let's take Athletics, Block (WHY IS THAT A SEPARATE SKILL), Red Candies, and Interaction (Fennel is charming in his own way). 

Skill Perks! When you hit 25, 50, or 75 in a Skill you get a perk, but they're determined by the skill. F'rex, for Athletics I get a bonus to seduce or woo, though for this setting I'd probably say "impress" so as to make it not, y'know, gross. They're not listed for Destruction, which I assume is because it's magic, so I'll figure that out later. 

Create or Choose a Race. OK, sure. There's a step-by-step here, so I'll just follow it. 

Size is gonna be Small, since I'm a kid. I get +1 to Reflex defense, but if I use weapons I use one die type smaller. I also get a +5 to Stealth. I don't really see the need to start adding in a bunch of bonuses and penalties, though, so I think that'll do for race.

Choose Equipment! Aw, mom, do we hafta? By default we get weapons and shit, but like, this is kind of a symptom of this particular game being just another RPG. Why are weapons something everyone gets in a setting-agnostic game? Well, anyway, the Sweet Spot write-up mentions Granny Praline giving the kids magic trinkets that she has lying around. Fennel is a brawler, though, so I don't think a weapon is appropriate and he's not trained in them anyway. I'll skip this for now, but if I come up with anything I'll come back to it. 

Item bonuses and penalties would require items, so skip that too. 

(Side note: I was looking over the website for this game and found a couple of pull quotes:

Now, I don't know who "Zak Lovisa" is, and the rightmost quote is from a reddit thread, but the one in the middle caught my attention because it's from a review. I'd seen that link come up when I google'd the game, but the title was "The Perils of a First Attempt", which didn't exactly seem complimentary. The review isn't at the GamingTrend site anymore, but I found it on Wayback, and let's just say that it was a bold choice to both use a pull quote and link to it. The review is pretty accurate, and that quote is about the most complimentary thing the reviewer has to say.)

MOVING ON. Derived Traits. I ain't gonna type all these out; they're just based on attributes, for the most part. I do want to call out Armor Class, though: 

OK, but...what if I'm not wearing armor? Like, this whole thing is supposed to be a toolkit to create a setting, right? What about the Wild West thing? Not a lot of armor there. And I can make my own nachos, thanks anyway. 

Abilities and Truths. Abilities are magic, making use of the Enhancement/Destruction/Control/Utility skills. They're all combat-focused. Yawn. Oh, and they cost Ability Points to use, but you only get (5 x Intelligence) of them, and most of the Destruction Abilities cost much more than 50 to use. But there are a couple, Taunt and Wallop, that don't, though I couldn't use both in the same scene because they cost 25 and 50, respectively. Ah, well. 

Truths! That review I linked has a discussion of this rather bizarre mechanic. My Enlightenment is 12, so I have 12 Enlightenment Points, so I can spend them to activate Truths (which are on the sheet). What a weird little subsystem. It has some potential, but like, why is it in this game? 

Talents! I get one. I bet they're like feats. Yep, though even more granular. Oh, goddammit. 

Ugh. Anyway. I think I'll take Critical Block. If I roll a crit when blocking, I can choose to daze or knock down my attacker. 

So that's basically it, thank god. I think Fennel is going on this quest all ready to take the fight to Gloop, but might wind up having to learn a valuable lesson about vulnerability or something, in keeping with the rather cartoony presentation of this universe. (Now get me the hell out of this game.)


Saturday, October 22, 2022

Wicked Ones: Island Volcano Paradise

Tonight we played a one-shot! Check it on out! 

The game is Wicked Ones. I made a character back here, but basically the players are the monsters in a fantasy dungeon. Actually, the main "protagonist" in the game is the dungeon, more than the characters. Having now run a one-shot, I would really like to run a campaign. But that's a discussion for another time, I suppose.

We begin on an island in a chain of islands, Our heroes...well, our monsters, anyway...have recently escaped from a dungeon that was destroyed by adventurers. They are:

  • Nak, the Goblin Marauder. Nak is obsessed with planning, with puzzling out every little bit of a battle plan. She may, in fact, have contributed to the dungeon's fall by overplanning and getting folks frustrated. 
  • Ekke, the Kobold Brute. Ekke is a scrapper. They're big for a kobold, and very muscular. They're also pretty distractable, especially where small edible animals are concerned. In fact, they might have been chasing a tasty squirrel when they should have been on guard duty...
  • Görk, the Mimic Crafter. Görk is a mimic that kinda got stuck. He's got long spindly legs and a treasure chest with teeth for a face. He's also more than a little paranoid, and got spooked at every little noise in the old dungeon, and so wound up crying wolf a bit too much.
  • Gremory, the Demon Shaman. Gremory wasn't from the old dungeon. She was kicked out of Hell (it's political, and she doesn't want to talk about it) and came up through the volcano. She met up with the others and they hit it off. Gremory is a bit of a talker and fixated on perfecting spells. 

The four of them are on an island, hunched under some palm trees in a driving tropical storm. They haven't eaten in a couple of days and haven't had proper shelter since they got to this island. They sit around and talk about their ideal home - a dungeon stronghold secure enough to send forces out to loot and pillage at will. Perhaps it could have basalt pillars at the gates, and some kind of magical trap to restrict access. This volcanic island makes them think that obsidian halls and pools of lava would be nice, too. 

 


As they're talking, they hear humans chattering. They don't understand the Light Tongue, but they know it - and the people they're hearing are clinking glasses and obviously comfortable. They sneak off through the trees and spot them - a group of fishermen in a seaside cave, protected from the elements, drinking grog and roasting a pig on a spit. This cannot stand. 

They decide to ambush them, luring them up the slope a bit to a plateau and rolling a boulder at them. They manage to lure them just fine, but when Ekke pushes the boulder, the others realize that the "boulder" was just...a rock, not big enough to squish anyone. The fishermen can now see the characters, and Gremory conjures up a bat to fly down and get in their faces. 

That distraction works nicely for Görk to make his move. See, in a flashback we see that it wasn't a rock that Ekke threw down the slope, but Görk's newest invention, the reusable bomb. The device detonates and throws some of the fisherman forward, rattling the others, and that's when Ekke charges in, swinging their club and knocking dudes off the mountain into the surf. 

At this point only one human is left, so Nak leaps out and roars in his face...or tries. It's been wet and humid and Nak's voice is shot, and he starts coughing. The human takes this opportunity to slash at him with a knife, and Nak drops back to avoid getting stabbed. Ekke runs over to help, and whacks the fisherman in the knees. He falls to one knee, but that puts him on good stabbing height to Ekke. 

Görk sneaks up behind the fisherman with his repeating crossbow and takes a shot, but the guy hears him and flings his knife. It sticks in Görk's chest, but the crossbow fires and peppers the dude with bolts. He falls dead, and the monsters roar in victory!

They invade the humans' cave and find that it goes deep enough to make for the beginnings of a nice dungeon. They eat the pig and drink the grog, and pass out warm and dry. They awaken to a scraping sound - tiny volcanic imps, monkey-like creatures with mask-like faces and lava veins on their skin - are starting to move in. They scrape the soot from the walls to reveal obsidian underneath, and the monsters know this is home.

Over the next few months, the monsters expand the dungeon. They construct the magical trap at the front door that Görk had thought up, which then leads to a skull-filled hallway that the minions use for recreation. Right off that hall, though, is a guard post. Past the hallway is a big room full of lava with stepping stones to get across it...but some of those stones are illusions! Sploosh! Sizzle!

Ahem. Three rooms branch off the lava. One is a lair, a big room in which dwells a gelatinous cube. One is the dungeon's War Room; the monsters build a big conference table, but they still need enough intel on the surrounding civilizations to make strategy possible. And the last is a corridor lined with magical goop fungus that slows down anyone that gets coated in it, with an illusory gem at the end.

The staircase leading down to the monsters' sanctum is just past the gelatinous cube's lair, and their sanctum contains their hoard. Some of it is naturally occurring gemstones that they've found over the course of building this place, and some of it is cool shit that Gremory brought from Hell. Either way, they're not going to let any damn adventurer take it! 

 

As part of setting up the dungeon, Nak and Ekke contact some buddies (goblins and kobolds, respectively). Nak puts together a small squad of goblin head-busters, while Ekke brings in a trio of kobold witches. Gremory, meanwhile, has a bonded spirit - a demonic camel creature simply called "Camel." This way, the dungeon has a little extra muscle.

Before they can really do some damage, though, they need to finish their war room. Gremory contacts a friend, another demon named Agares, who lives in the nearby village and sells his demonic services to the human populace. Gremory drops in to ask who an important human is, someone who might know the islands. Agares isn't really interested in chaos around here (chaos is bad for business), but agrees to help if Gremory forfeits some upcoming loot. It turns out that there's a rich human, someone who owns a large mansion (built from local materials but not in the local style, so it's not terribly stable) who's very well-regarded in human society. Gremory brings this intel back to the group, and they prepare their raid.

The plan is simple enough - get in, grab the dude, get out. They decide to saw a hole in the floor of the house. It's built on stilts in the bay, so they just have to swim in. They go in under cover of night, leaving Camel outside as a scout - anything goes weird, he'll manifest and bellow. Nak cuts a hole in the floor and pops up into a pantry, and the guy they want is just right there, in his dressing gown, getting a midnight snack. (This, kids, is what happens when you get a critical for the engagement roll.)

Nak jumps up into the pantry, grabs the guy, and snarls at him in Dark Tongue. She pulls him back down through the hole into the sea and they all (the four Wicked Ones, plus all eight of the minions) start swimming away. But when they swim past the back pork/pier, they hear a shout in Light Tongue. A flamboyantly dressed human with a cutlass in one hand and a small crossbow in the other stands on the dock, directly guards with crossbows. The characters don't understand him, but it's clear what he is telling them.

Thinking quickly, Gremory conjures up kept to grab the stilts and shake the house, throwing off the archers' aim. It works, but the kelp grabs them, too, keeping them from swimming away. Ekke shouts that shooting at them will risk hitting their master (in Dark Tongue, but the archers get the gist), but that just means they focus on Ekke! He has his kobolds try to set the pier on fire, but they fuck up the spell and disintegrate the kelp.

Nak turns the rich man over to Ekke and swims toward the pier, leaping up out of the water like a porpoise...at which point the archers draw a bead on her. Gremory is quick on the draw, though, and conjures up a swarm of crabs. The little beasties clatter their way up onto the pier and start pinching at the guards, so Nak is unharmed. Meanwhile, Ekke starts swimming away with the prisoner in tow.

Görk plays to his strength as a mimic and floats gently towards the back of the pier, and then hauls himself out and rolls his reusable bomb towards the guards...but doesn't realize that the dock is sloped towards him. The bomb rolls back at him and blows him back into the water, as Nak faces off with the swashbuckler. The fancy man fires his crossbow and Nak brings up a handy nearby crate to block it, but the swordsman strikes and slashes Nak across her arm. She panics, obsessing over the plan and where it's gone wrong, and runs back into the pantry to try and puzzle it through. 

The swashbuckler doesn't follow, choosing to spend the time brushing crabs off his men. Görk pulls himself into the pantry and talks Nak down ("It's fine, this is just plan C!"), and they jump back into the water and swim off. The swashbuckler stands on the dock shaking his fist at them and yelling in Light Tongue.

Back at the dungeon, Ekke and their kobolds question the rich man and learn quite a bit about the surrounding islands. The brass ring is definitely the big city to the north, but they're by no means ready to hit that yet. Ekke also takes a seal of office off the guy; that's definitely going to be useful at some point! Unfortunately, the magical questioning kind of breaks the guy, and he's not much good for anything except singing about coconuts.

As the characters are blowing off steam, though, the swashbuckler arrives at their door. He's tracked them! He's accompanied by a man in a robe carrying a book and a quill, clearly taking notes on all this. They take some time getting through the front door, but they do eventually puzzle out the password. Of course, that dumps them right into the skull hallway, and the goblin guards and there playing soccer with a skull. The swashbuckler draws his weapons and the goblins attack, beating him with clubs, but the swashbuckler dips and weaves and slashes at them. They press the attack, but he runs one of them through and the rest scatter. The kobold witches, in the guard post, try to hurl fire at the invaders, but they manage to botch the spell and it backfires, killing one of them. The swashbuckler doesn't even notice that there are more there, he just presses on.

The illusion stones in the lava room are no obstacle; the man in the robe knows how to detect them. What they're not expecting is Camel, who hovers through the room spooking the cartographer. He starts chanting a counter-curse to dispel Camel, and Camel just manifests and knocks the dude into the lava with this neck. The swashbuckler calls a lamentation, but presses on.

He ventures down the hall into the goop, but the goop is dried out (they need to make sure to water it) and so doesn't have any real effect. Likewise, the lock on the door to the war room only take a moment for him to figure out, and he realizes that the monsters are planning to sack the city! ("I mean, yeah, eventually.")

He enters the lair of the gelatinous cube, and makes short work of it - the lair is too big for such a slow monster. Leaving behind little jello-chunks, he descends the stairs into the sanctum.

The monsters are getting ready for him, but aren't quite in place when he kicks in the door. He fires a shot at Görk, but the mimic ducks and weaves and dodges. Nak and Ekke go charging in to the attack, and the swashbuckler drops his crossbow and engages them. He discovers, however, that fighting opponents with big, heavy weapons (Ekke's club and Nak's ax) calls for a different approach than dueling. 

Nak bites his sword arm, but hits a bracer. He drops his sword into his other hand and slashes at Ekke, handily holding his own. But then Gremory summons a flock of bats to fly into his face and blind him, and Ekke gets a running start, leaps up in the air, and brings their club down on the adventurer's head. Crunch. 

The monsters howl in victory and loot the body. Gremory makes sure to take his hat, which has a distinctly magical vibe in addition to being just fabulous. The monsters have fended off an invader of some skill, but they now have an empty lair. There is much work to do before the next raid! 

(Which would happen in another session, but again, one-shot. I really like this game, though.)

Monday, October 17, 2022

Movie #695: Sicko

Sicko is one of the very few documentaries I own. It's directed by Michael Moore, and is about the American health care system and why it sucks. 

Moore spends the movie showing us the cases of a few Americans who have been fucked by the insurance system, and also chatting with Canadians and Europeans (and expat Americans living in England and France) who explain that yes, all their health care is free, no, they don't wait a year for a doctor's visit, and no, they don't pay their whole income in taxes for it.

He also goes into the history of how we got to this point, and it's pretty much what I would have guessed - fucking Nixon (and later, fucking Reagan and fucking Bush). He talks about pre-existing conditions, and it was nice to see that at least some of this fuckery has been improved, though of course in general it's still a shitshow. And then in the end, he takes a couple of boatloads of the Americans who have gotten hosed by the system to Guantanamo Bay, pointing out that the dangerous people imprisoned therein get free health care, but the volunteers who wound up with chronic illness and PTSD working at Ground Zero do not. 

It's a Michael Moore documentary, which means it's pretty watchable, it's presenting heavy stuff in a (usually) light way, and it's got a leftist (and therefore correct) slant. It's interesting to me to watch people saying that they "never thought this would happen" when they get blindsided by medical costs and insurance fuckery, but that's because the last 15 years have, I think, brought a lot of said fuckery to light. Social media helps, too, and it's a pretty common truism that stories about people having fundraisers for basic medical care are presented as feel-good stories, which is fucked up.

But the other thing I took away from the movie, a point made more subtly but still made, is how much medicine in other countries focuses on preventative care and rehabilitation. The goal really seems to be to help people get well, rather than helping them get back to work. So once again, we find that it's rampant, unchecked capitalism that is the real problem.

I do worry about this country and where that unchecked capitalism is going to lead us in the end. The point is made in the movie that a population that is afraid, sick, and demoralized is not going to demand a voice and is easier to control, and that's probably true, but I also worry that sooner or later things go violent on a big scale. And if that happens, will our insurance cover the care for bullet wounds and guillotine-related accidents?

My Grade: B+
Rewatch Value: IINSIAIFWT

Next up: Sideways

Atlantis: It's Infinity In There

Tonight we finished up an adventure in Atlantis. Here we go! (And here's last time.)

Our heroes take a day or two to rest and recover from the life-sucking mummies they fought, and then Aren, the surviving Nemean priest of Shu, offers to show them where he found the bodies of his three Anubim compatriots. He takes them to the hidden forest and shows them the clearing, and Eithne is able to track them back. 

The trail emerges into the streets of Haru-Seti, and the heroes spot a temple across the way. The temple is nominally to Khepri, but Akala and Imani recognize subtle variations in the architecture and decor, wavy lines where there should be right angles. The heroes enter the temple and a couple of acolytes approach, but Eithne spots another one - an Ahl-at-Rab - ducking into a back room. 

Never one to stand on ceremony, Eithne follows. Akala provides an excuse and engages in the acolytes in a theological discussion. Thanos and his dog Thanatos follow Eithne, and Imani looks around the room. She spots a couple of snakes in the corners, and this confirms her suspicions - this is a temple of Set.

Eithne turns a corner and finds herself at a dead end, but Thanatos whines and sniffs at the ground. Thanos tells him to find the snake, and he starts digging at the floor, so Thanos looks closer and sure enough, there's a trap door opening to a staircase. Eithne conjures a ball of light, and she and Thanos descend, and find themselves in a room full of corpses.

The corpses are dead a few weeks and there's no easy way to tell how they died, but they do notice that they're dressed in rags. These, they figure, would be the slaves from the stone quarry that were sent to Haru-Seti. Thanos sends Thanatos back for the others, and Eithne spots something big moving in the middle of the room. Thanos casts a spell and make it glow, and it turns out to be an immense serpent from the waist down, but human(ish) above. Eithne recognizes it - its name is Sarangerel, a Naga-queen from Mongala. Eithne fought it protecting a tribal chieftain and burned its eyes from its head. And now she intends to finish the job.

Eithne gives a blood-curdling scream and begins casting. Akala and Imani descend the stairs, and Akala quickly surmises the situation and starts saying encouraging things to her friends. Something from an unseen corner of the room hurls a cloud of bone fragments at Akala, but she picks up a discarded shield and reflects them back! Someone hisses in pain, but there are further horrors.

Eithne casts a spell and immobilizes Sarangerel, but the immense Naga pushes through the magic (with some effort, though). Another Ahl-at-Rab grabs Thanos and claws him, but multiple serpents strike from the folds of his robes. Imani hurls her spear at the man and it tears away the robe, revealing multiple orifices in his flesh. Snakes slither in and out of them, sometimes dropping to the floor and slithering away. "Oh, that's gotta die," mutters Imani.

Thanos agrees, and throws magic at the creature, seeking to freeze it to death. He wounds it, but not fatally, and it grabs him again. Thanos feels poison coursing through his body and he collapses, but Akala hurls a chakram at it and distracts it enough for Imani to strike with her mong. Eithne, still focused on the Naga-queen, throws a ward around it to trap it, and it does something really unexpected - it surrenders.

"Eithne," Sarangerel hisses, "we could kill each other, but there are other options. Tell your people to stand down." Eithne does, carefully, and asks what Sarangerel is doing here. She uncoils enough to reveal a strange black obelisk, so black that light just falls into it. Akala has heard of these "vril obelisks"; they appear spontaneously and contain immense power. Thanos, more knowledgeable about Vril in general, knows that they are be entered, and inside are "the levers of the universe." Also, those who enter them don't always return.

The infested Ahl-at-Rab claims to have brought Sarangerel here using the obelisk, "glory to Set." The heroes shift restlessly, and Sarangerel challenges Eithne to a game - Menshu. 

Eithne, not familiar with the game, asks if Akala can play for her (Akala's no expert, but she does have the knowledge of Orunmila behind her). Sarangerel agrees, and sets the stakes: if she wins, she will blind Eithne and cast her into slavery, and the other three will be flung from Khem. Eithne agrees, and says that if she wins, she will kill Sarangerel, and Set will leave Khem. 

Akala and Sarangerel sit down at the board. Akala chooses the riders, while Sarangerel takes the monsters, and they get stuck in. The game takes several hours - Sarangerel has been playing this game all her life, but Akala has seen the web of fate and sometimes she just knows things. She wins, just barely. 

The infested man steps forward and looks at the second Ahl-at-Rab in the room, the one that threw bones at Akala. Now that they can see him clearly, the heroes recognize him as Sutekh, the mage slavemaster they found back here. The infested man thanks Sutekh for his service, and then falls forward to his knees and opens his mouth impossibly wide. A huge black serpent emerges and opens its hood. 

"Well done," says Set. "But I think you will still seize defeat from this victory." The infested man collapses, breaking into a million shards of ice, and Thanos spits on the ground. 

Eithne draws her kukri and steps forward to claim her due, but Sarangerel coils around the obelisk and then vanishes into it. The characters confer briefly, but then decide to chase her. They step forward into the obelisk, and the surface is permeable, like cold water. They emerge into...?

They stand before an altar, upon which rest several jet-black crystals. But beyond the altar is the immensity of the universe, stars and galaxies. And strangest of all, they see Thanos, but a thin, glimmering, illusory version of him, stepping out into space. Thanos steps towards the void, figuring that perhaps this is how he attains godhood, but Akala stops him and asks him to take a moment. What is really happening here?

They look at the crystals and see that their arrangement means the same as the Void Atman - doom, stagnation, menace, but also slavery and imprisonment. Thanos, with his expertise in Vril tech, see how to rearrange them, but is concerned about where Sarangerel might have gone. "One mystery at a time," says Akala, and slips into a fugue, reciting strange truths that Thanos immediately recognizes as the secrets of the crystals. He rearranges them to reverse their meaning - freedom, liberty, light. And suddenly, all of them are back in the pit!

For Eithne, Akala, and Imani, this was instant, but for Thanos, it's a little different. He sees all of them enter the obelisk, and sees himself step to the void, but this time Akala doesn't succeed in stopping him. He steps out into the void and is lost in time...but comes back to try and prevent the heroes from getting into Khem, and then again to prevent Thanos from creating a device to circumvent the barrier. And then he winds up here again, and steps into the void again, and it all happens over and over until finally, this time, he rearranges the crystals and winds up back in the pit!

But there's someone else here - a Jinn, standing there naked and confused. Eithne, recognizing him as her husband/uncle, walks over and kisses him on the cheeks, giving him back the names he's lost. He blinks, and seems less lost. Thanos says that they're doing the work of freeing people, and the Jinn says he knows how important that is, but he needs to give himself a new name and life. "When you leave here," he says, "burn this place." 

The heroes leave and, using some magic, burn the temple of Set to the ground. Over the next few months, with the barrier gone and the Cult of the Ouroboros' power broken, the heroes are able to help Khem transition from a monarchy under the thumb of the Pharaoh to a democracy. The slaves are freed, at least in this country.

The heroes part ways once again, certain that, eventually, fate will bring them back together. And indeed, we'll see them again in a couple of weeks!