Monday, July 31, 2023

Slipstream: Attack on the Queen's Flagship!

Today, our penultimate session of Slipstream! Here's last time.

Our heroes have destroyed the fragment of Quan, but have just learned that Queen Anathraxa's flagship is attacking the peaceful fragment of Ruros! Still in the Warship they stole, they streak across the Slipstream to Ruros and find the massive ship looming over it.

Realizing that their weapons aren't going to so much as scratch this thing, they dock in the bomb bay via trickery. They disembark, to find a huge bay with a multitude of rectangular machines. As they watch, the floor slides open and one rectangle falls away, the sides split off, and a missile streaks towards Ruros. They see a mushroom cloud in the distance - these are atomic bombs! The attack cannot be allowed to continue!

The landing party consists of Iris, Abbas, and Zeenia, and the crew of their ship: Bird-Men Craw, Hwoot, Chirrp, and Rill; Robot-Man XK27; and Zeenia's Lion-Man sidekick, Gruff. They exit the ship to find a squad of Primals and four Remote Sentries. Gruff and Zeenia roll out in her rocket sled, Iris flies to the top of the ship, and XK27 stays on board and mans the ship's swivel cannons.

He fires the heat ray and destroys one of the controlling towers! Gruff and Zeenia try to run down a Primal, but can't get up enough speed and he leaps out of the way. Iris shoots one of the Sentries and destroys it, but the others fire their blasters! The resulting explosion catches Rill and Craw, but Craw knocks Rill out of the way. "Stay close!" he yells.

Another blast, another explosion, and Hwoot and Chirrp fall dead. Abbas runs into the fray with his laser sword and fells Primals, while Zeenia creeps up and purees another. Two more drop down from a catwalk and attack Gruff, but aren't able to harm him before Zeenia comes to his bloody rescue. Craw and Iris fell more Primals, but Rill, sadly, does not take Craw's advice. He stays in the open and fires on the Primals, but their return fire kills him.

The heroes win the fight, but their crew has taken losses. XK27 fires another shot and destroys the other control tower, and tells Iris that ships from their armada are attempting to dock. He opens doors for them, and reinforcements arrive - a squad of Lion Men, a squad of Bird Men, and a squad of Nivekian warriors!

But just then, the PA system in the flagship comes to life and a seductive yet cold voice address them: "Hello, insignificant creatures. You have destroy the controls for my bombardment, so this ship is now on a collision course with Ruros. If you attempt to abandon ship, well, just know that you may regret it."

The heroes regroup - no time to mourn the dead! They rush through the ship, picking off guards and Primals, until the reach the bridge. They find a group of minions controlling the ship, and the Queen herself! (Maybe; the heroes have fought clones of the Queen before.) But worst of all, the three Handmaidens that nearly killed them before - Ekaterina Marrow, Enemel the Hungry, and Erif the Strange - are here waiting! They draw weapons and move to the attack!

Erif flies closer and fires her atomic rifle, but loses control and blows up one of the control bays, killing the minion working (shit time for a critical failure, lemme tell ya). The other Handmaidens move into position, and the Queen steps out and draws a sword. Abbas charges at her - "ANATHRAXA!" She strikes at him, but misses Iris Blue, daughter of Orchid Blue, of the Daikini Valkyrie, swooping in with her laser sword. She beheads the Queen, and the body crumbles to dust. Abbas has time to see the number "9" tattooed on her forehead before the head disintegrates - another clone, then.

The Lion-Men charge forward, while the Nivekians skitter up the wall and flank the enemies. The Bird-Men and Craw take to the skies and fire lasers at the Handmaidens, while Zeenia goes invisible and moves toward the fight. Abbas doesn't stop, and neither does Iris - the charge to engage the Handmaidens.

The Nivekians swarm the minions and kill them with spears, while the Lion Men surround Enemel the Hungry. They don't manage to do any damage, but the clear the way for Abbas. He runs the Handmaiden through, killing her, and she spreads her arms wide and cries out of her Queen. Knowing what's coming, Abbas shoves her off the platform that they're fighting on, and her armor explodes below, not harming anyone.

But down on the floor, Zeenia strikes at Erif the Strange! She doesn't penetrate the armor, and Erif is only too clad to jump down and engage. Unfortunately Zeenia is just as cunning a warrior as Erif, and neither of them can land a decisive blow. The Lion-Men leap down from above and distract and Zeenia strikes with her tentacles blades, piercing the Handmaiden's heart...but the armor explodes faster this time, and all of the Lion-Men are killed in the blast.

Iris isn't faring much better. She trades blows with Ekaterina Marrow, but the Handmaiden cuts her and laughs bitterly - "This is how the mighty Iris Blue falls!" Craw flies over to grab Iris' sword and strikes at the Handmaiden - "For Avia, King Boolar, and Iris Blue!" But Ekaterina catches his wrist and flings him away. 

The Bird-Men leap to the attack and surround her, and the Nivekians pelt her with arrows. But Ekaterina is deadly - she swings her laser sword in a devastating arc and lays the Bird-Men low. Abbas leaps from one platform to the other and slashes Ekaterina's armor opens, and she falls, barely able to hold herself together. Abbas backflips away before the armor explodes.

Gruff rushes forward and patches Iris up, and XK27 tries to take control of the ship. But he cannot - control has been transferred to another room, down a hall and above them. The survivors - Iris, Zeenia, Abbas, Gruff, XK27, and the four Nivekian warriors - take the elevator up to the Queen's chamber, and enter to find horrible splendor.

But more importantly, a gigantic bird cage, holding two Bird-Men: King Boolar and Corvu Blackwing (Iris' lover)! And on the other side of the room, a huge tank of water, imprisoning Prince Zeemar, Zeenia's fiancee! And waiting for them, armed with terrible weaponry, the Queen herself, and a squad of clones!

Next time - the final battle for the Slipstream!

Sunday, July 30, 2023

Character Creation: Mystic Lilies

Ooh, spooky flowers. 

The Game: Mystic Lilies
The Publisher: Merry Mancer Games
Degree of Familiarity: None
Books Required: Just the one

Interesting game, this. I was really not sold on it - rather, it looked neat, just not really screaming "run me" - and then I read the example of play and that put the game into focus for me. It's not got a lot of context on its own, but seeing it in play helped with that. (I'll beat this drum forever: Always include an example of play, game designers who don't read this blog.)

Anyway, Mystic Lilies has the players taking on the roles of witches, but what that means kinda depends on the setting, and the players make up the setting. The larger question is "how open is magic" - are we in a world where magic exists and it's very obvious, or where few people know about it? Ooh, you know what, the world of John Wick would actually work as a setting for this game, since the "spells" depicted are presented mostly in terms of what they mean mechanically and contextualizing them is up to the players.

And, the game is designed for the players to be in competition, so something like John Wick: Chapter 4 with Wick, Caine, Mr. Nobody, and the Marquis de Wanker (or whatever his name was) as PCs would be perfectly doable, I think. 

ANYWAY, let's make a witch. Absent a setting, I'm going to pick one of the ones from the book. Ooh, I like this one:

There's more to it, some sample rooms and NPCs and suchlike, but that's a good enough start. "Limited" magic means that there aren't many magic-users, but they're powerful and magic can be pervasive without being obvious (I think that's where a John Wick-style game would fall, actually). 

So we start off with Stats. I think I want to play a character who's magically powerful but not necessarily experienced or knowledgeable, but who maybe thinks he is? So let's say my character is some kind of prince or something back where he's from, and thinks that makes him hot shit. I'll put my 4 into Instinct (which is about raw power), my 2 into Will, and my 0 into Logic. 

Next we choose a sign, representing personal style of magic. There are a bunch of these. Let's see here. I like Blood Sign, but that's maybe a little more visceral than I want. Ooh, no, I want Sound Sign. That's bombastic without being overtly "nobility" about it. 

Path is about "mixing in the physical setting." I don't know, it's not explained terribly well, but the intersection of Path and Sign seems to be what really makes up the character. Hmm. I like Emissary Path; one of the things about it is that you gradually spread your element wherever you go. Gotta think about what this dude's element is, though. Let's call it "gold" - he wears gold jewelry, and as he's around things get gilded edges (books, mirrors, trim, etc.). Maybe people start to turn blonde if they interact with him.

And now I need a name, and three descriptors for my aesthetic. Well, for my descriptors, I want "clean," "bombastic," and "gilded." His name is Prince Chrysos. I picture him as lean, clear skin, yellow/amber eyes, blond hair, wears white and gold, probably wears a gold torc on his head. He expects everyone to listen when he talks. 

And that'll do it, in fact. 

Saturday, July 29, 2023

Movie #748: Spider-Man: Into the Spiderverse

Spider-Man: Into the Spiderverse is an animated movie starring Shameik Moore, Jake Johnson, Hailee Steinfeld, Mahershala Ali, Brian Tyree Henry, Lily Tomlin, John Mulaney, Nicholas Cage, Luna Lauren Velez, Liev Schreiber, Chris Pine, Kathryn Hahn, Kimiko Glenn, and ZoĆ« Kravitz. 

Miles Morales (Moore) is a normal teenager in Queens trying to navigate a new school when he's bitten by a strange spider and winds up with weird, spider-like abilities. In retracing his steps, he winds up in the middle of a battle between Spider-Man (Pine) and the Kingpin (Schreiber), and witnesses Spider-Man's death. He, meanwhile, gets handed a gizmo to shut down the Kingpin's "collider" device.

But then he runs into another Spider-Man (Johnson), much older and schlubbier, and a Spider-Woman (Steinfeld), and things get very weird. It turns out that the Kingpin's device brought in Spider-People from a variety of universes, and they've only got a day to get back to their respective universes before they glitch out of existence!

Think that's kooky enough? NOT NEARLY. Miles' father (Henry) is a cop, but his uncle (Ali) is a super-powered thug called the Prowler, working for Kingpin. An ensuing battle costs Prowler his life, and thus Miles officially discovers what all Spider-People do: great power, great responsibility, etc etc. 

Multiverses, like Hansel, are so hot right now, but this movie made it look easy. All of the different Spider-Folks have their own style of animation, and the movie generally does things with animation and sound design that I can't even describe but that sets the mood and illustrates every character's vibe perfectly. Sure, it's there with the obvious ones - Spider-Ham (Mulaney) looks like a cartoon (more reminiscent of the 90s cartoons than the classic Chuck Jones era) and Peni Parker (Glenn) more anime, but Spider-Noir (Cage) has a newsprint feel that brings across his 1930s origins. And then there's the screaming, terrifying sound that accompanies Prowler. 

And on top of all of this, Miles is trying to cope with his life falling apart and his responsibility as a Spider-Man, and Moore brings it across perfectly. The voice acting is top-notch all around, and the writing takes a weird, complex story and tells it in a digestible (and very comic-book) kind of way.

And the soundtrack is amazing. So really, the only complaint that I have is that Michelle can't watch it because the differences in animation style screw with her head too much.

My Grade: A
Rewatch Value: Medium-high 

Next up: Spirited Away

Chill: Last Christmas

Today, a one-session case in Chill (because we were down a couple of players so I wrote a short case and it turned out shorter than I thought). Here's last time, though that session was a flashback session. This is the last session involving any of these characters.

It's Christmas Eve, 2020, and the Addams Ranch is, if not a hotbed of activity, then at least warm and cozy. Dee Addams and Darnell Stafford are here doing Xmas things, of course, but four envoys of SAVE are present as well. 

Manny Wall was planning on eating a Hungry Man with his dog, Peedee, as he has no local family, but Dee wasn't having that, so presently he's on the floor in the living room rolling around with Peedee, Dusty, and Sweet Baby Jesus.

Melanie Banks avoids her family around the holidays - it's too much for her after the loss of her daughter. She's on the ranch helping trim the tree.

Hector Elizalde is a new envoy - he was intended as a sacrifice to the vampire, Ti Papa (back here). He has since joined SAVE as the vampire's bite on his neck hasn't healed and causes him constant pain. He's at the ranch, though, because his wife Lydia is neck deep in her grad school studies (even over the holidays!) and he's giving her a little space to work. Hector's a sous chef, and so he's in the kitchen helping Dee out with the baking.

And Vicki Parsons is here because her dad got stuck at a conference out of town, so she's otherwise alone. Presently she's on the couch Face-Timing with her friend Duncan (we met Duncan back here when we met Vicki). 

Duncan is in the back seat of the family car with his mother, his uncle, his younger sister and younger brother. They're going through Christmas in Color, so the picture is jumping around a little. Vicki hears Duncan's uncle ask "you talking to that white girl?" and laughs it off; Duncan's sister pops into frame and comments on her ugly sweater (Dee had Xmas sweaters made for everyone, including the dogs). 

And then the picture goes screwy and choppy. Vicki sees a man's image flick on the screen and hears an unfamiliar voice say "you there? Babe, you there?" When Duncan comes back, he says that all of the lights around them went weird, too, and he heard the same voice but over the car's radio. And then the lights start going weird again - Duncan shows her out the car window - before the call drops.

Vicki figures this all might be nothing to worry about, but that it's worth looking into. She rounds up the other three envoys and they head out to Christmas in Color. They can see lights flickering weirdly as they pull in, and decide they're better off on foot. There's a parking lot and a trailer where you can buy cocoa and so forth, so they park and sneak in. Vicki takes a moment to use Clairvoyance to find Duncan; he's still fiddling with his phone but the car is moving, and he seems safe.

Peedee snaps his leash and scampers off (Manny remembers that Dusty was chewing on the leash earlier; he must have weakened it). They find Peedee underneath a "tree" (it's not really a tree, it's a wire frame set up to look like one) sniffing around and barking. Vicki senses the Unknown - it's there among them. And then her phone rings, but the ring tone is "Last Christmas". 

She answers, and a voice desperately says "Babe, you there? We got cut off." She tries to talk to the person, but the connection gets bad and the call drops. Hector's phone rings the same way. He checks the caller ID, but it just shows a mishmash of squiggles and marks. He answers, and the voice demands to know who it is. When he identifies himself as "Hector," the voice gets angry. Hector feels something hit his hand, and his phone flies off and hits the "tree", and falls into the snow. The lights get even more chaotic, the "tree" they're standing near goes red (as in, all the red lights activate). 

Melanie activates Sphere of Protection to give them a little room. She and Vicki see a spectral figure - a man in coveralls - appear and get pushed back and out of the sphere. The tree goes back to normal, but lights elsewhere are still acting weird. Melanie drops the sphere, figuring she'll save her strength. And then all of the lights go out - all the phone, all the lights on the trees, even the cars on the drive, everything goes dark.

The envoys spread out and look around a little. Vicki finds a transformer and gets close to it, but then something grabs her and pulls her backwards. She falls on her butt, unharmed but a little shocked, and the man appears in front of her. "Stay away from those, that's dangerous," he says, and disappears again. The lights come back on, and the cars back on the road start moving again.

Vicki plays "Last Christmas" on her phone, hoping it'll work to summon the ghost. It does - she hears the voice on the phone, and passes it over to Manny. Manny gets the ghost to focus a little, and it reveals that its name is "Chris" and it's looking for "Katie." Manny manages to convince it to let them look for Katie and asks Chris to call them back in a little while, and the envoys settle back to do a little digging.

Melanie discovers that last year, an apprentice electrician named Christian Morris was reported missing just after Christmas. She finds an online profile for him, and discovers he was in a relationship with someone named Katie Boone. Her profile is still active (though not very), but his hasn't been touched since last year...except that his mother posted recently to say that she missed him and hoped he was still out there somewhere. 

They dig up Katie's number and Vicki calls it; she doesn't get very far before Katie hangs up on her. Manny calls her back and asks her about Chris, and she reveals that she didn't even know he was missing. They broke up last year and she hasn't heard from him - she assumed he ghosted her and so she blocked him. Learning that he disappeared, she gets a little frantic; Manny assures her they'll let her know if they learn anything. She also reveals, somewhat reluctantly, that he was employed at Christmas in Color doing electrical work that he was neither qualified nor licensed to do. They were paying him under the table. 

The envoys form a hypothesis - it looks like Christian might have actually died here last year, possibly on the job, and that his death was covered up by someone who didn't want anyone to find out that he was working here. They head to the trailer and ask to speak to the manager. The manager, Brett, tells them that he wasn't here last year and didn't know Chris, but does mention that a former manager, Annie Estrada, was fired sometime over the last year. He's not entirely sure why, however. The envoys talk to an employee who was here last Christmas, but he barely remembers Chris. He does remember that some of the lights went out last year, and draws them a map in the snow showing roughly where the outage happened.

They head out into the park again, and see the lights going screwy in various places - letters that should say "MERRY CHRISTMAS" instead show "KATIE YOU THERE". They contact Chris again, but he barely remembers their previous conversation and gets angry when Manny tries to talk him down, throwing all four envoys back. They hear the distinctive sound of "Last Christmas" from the road and someone answers a phone, but then tells the caller to piss off and hangs up. That doesn't go well - the hapless civilian gets flung ten feet into the air and crashes down on the hood of his car, and the lights go out again.

The envoys find the transformer that the employee indicated, and Hector notes that the cable end is new. It looks like this transformer might have shorted last year. Vicki calls Detective Jackson for info, and learns that Christian's car was found at the airport in January. The police interviewed Annie Estrada, Christian's boss, but she claimed he worked in the trailer. 

The picture becomes a little clearer - it looks like Chris died by electrocution and Annie, not wanting to admit that she was employing him under the table for work he shouldn't have been doing, covered it up. Jackson asks if there's any proof, because without it he can't really investigate anything. The envoys keep looking - Vicki uses Clairvoyance to find Chris' body, and discovers it buried under another "tree" not far from the transformers.

The envoys grab shovels out of their car and dig him up. They send pictures to Jackson, who tells them to make an anonymous call but to make sure there's not, like, a dangerous ghost around before he goes sending cops out. They contact Chris again and get him to manifest, but he barely looks at his body. Vicki uses Telepathic Sending to try and get him to look at the body, but realizes that he's focused on talking with Katie - everything he says or does is within that context. He's not going to remember that he's dead, even if the envoys somehow manage to convince him.

They decide to gamble, and call Katie. Manny hands the phone to Chris, who takes it (telekinetically) and turns away to talk to her. The envoys only hear the last bit of the conversation: "no, it's fine. We can go see your mom tomorrow. I'll see you soon, babe."

The phone falls to the snow, and the ghost fades away. 

The envoys get the heck out and call the police to find Chris' body. Annie Estrada is arrested for moving the body and failing to report the accident, and Chris Morris' loved ones get some closure. Another Christmas in Boise for SAVE.

Monday, July 24, 2023

Cairn: The Culprits Revealed!

Cairn in springtime is lovely...EXCEPT FOR THE MURDER. Here's last time.

Our heroes just saved the life of a hapless beaver named Copky Ripplesplash. As the healer sits with him, the heroes continue their investigation. Ratatosk Longberry does some quick analysis of the poison, and determines that it's made of a particular fungus called "blackslime". The stuff grows on roots of trees, and it's not really useful for anything but poison. 

They turn the logistics of the poisoning over in their fuzzy heads. They know someone must have slipped Copky the poisoned flask after he got his flask at the beaver lodge, but the beavers generally swim to the construction sites. They do a little tracking and Russelet Leatherwind finds a spot that looks like someone slipped into the water. The tracks are small - too small for beaver, but the tail marks indicate "rat" to him. They track the prints backwards, but lose them on the main footpath from town.

The heroes decide to split up. Snootabur Shadowbough and Russelet head to the market to talk to Ramp Truewhisker, a meerkat who forages for mushrooms and brings them to market. If anyone has been asking about blackslime, he should know about it. Meanwhile, Rumdiggle Sunsong and Ratatosk head to the Root to talk to Ripark, since he too is a fung-guy. 

Ripark, after listening to Ratatosk's rapid-fire repartee, reports rather riveting revelations. Turns out there's a spoke in the Underground that comes out near the Lodge, nearby which there's a pocket of space under an old oak tree. It's near the river, so it floods sometimes. After it floods, it's a good spot to harvest blackslime, if one were inclined to do so. 

Snoot and Russ talk with Ramp, who hasn't had anyone ask about blackslime ("why would anyone want that stuff?"), but come to think of it, he did see a tree up by Professor Puddleleaf's Observatory that had a bunch of lichen scraped off. That particular lichen isn't very useful except as an antidote to fungal poisons - like blackslime. 

The Knights meet up and decide to head out to the Observatory to investigate. They arrive and look around the place, Russ checks in the windows, but they don't see anything suspicious. Ratatosk casts Speak with the Small and chats with a little frog, who reveals that there have been people coming and going, but they're doing it through the water. The frog leads Snootabur (the strongest swimmer of the group) under the water and through a tunnel up into the basement of the Observatory. Of course there's a water entrance; Puddleleaf is a beaver.

Snoot surfaces and sees that people have been sleeping down here - she sees three little nests, probably made by rats. But worse, she sees Ladd Ringtail's missing bow leaning in the corner! She creeps up the stairs and listens, and hears a voice: 

"This is just a cluster. That beaver didn't die! Now we need to wait until he's alone and finish him off. Yes, the Knights have to be dealt with, too, but that's not the most pressing thing right now." There's a pause, and then: "Damn, they're outside! Go out through the tunnel. I'll make sure they don't see you."

Snoot rushes back through the tunnel and informs the others - quickly - about what happened. Russ takes to the skies to watch the doors, while the others prepare for someone to emerge into the water. Ratatosk casts a spell to make the seaweed all tangly, and someone swims into it, but pulls himself free and starts swimming down the river. Ratatosk keeps pace in the trees, but the water is murky and he can only see that whoever this is, they're large. 

But there's large, and then there's Rumdiggle Sunsong. Rummy is a powerful shifter and has now achieved the Heart-Shape. She turns into a whole-ass bear and smacks the offender out of the river like a salmon. He goes flying through the air, hits a tree, and falls to the ground - and the Knights realize it's Knuckles, the badger bodyguard who works for Moriarty Sprit. 

Meanwhile, Russ echolocates and senses someone coming from the Observatory, but sound seems to slide off them and he can't quite get a bead. He fires sleep arrows at the mysterious person, but misses. He flies down to check what happened, and something clunks him on the back of the head. Everything goes black.

Knuckles isn't going down without a fight! Snoot fires rope arrows and ties him to a tree, and Ratatosk throws some sleeping draught in his face, but he just swishes it around and spits it out. He breaks the rope and lurches forward, punching at Snoot, but Rummy-bear steps on him and pushes him down. He struggles, and Rummy is surprised to find that he might actually be strong enough to free himself, but then Ratatosk blows a handful of sneezing powder in his face and he starts violently sneezing. That's enough of a distraction for Snoot to tie him up properly this time.

Snoot and Ratatosk run off to check on Russ, and find him lying motionless at the foot of a tree. Ratatosk rushes over to help and is caught in a snare, which whips him up into the branches (which would be a bigger deal if he weren't a squirrel). Something strikes at Snoot, but Snoot senses it coming and whips around with her staff. The strange shape battles Snoot with a dagger, and then a sword, while Snoot tumbles out of the way and fires arrows.

But then Ratatosk casts Thornsting and the culprit is revealed: Moriarty Sprit! He snarls at them and rolls back into the woods, vanishing. They check Russ - he's out cold, but otherwise unharmed.

Meanwhile, Rummy-bear lugs Knuckles to the Citadel and changes back to herself. She explains to Juffin Longbottom what's happened, and he and the guards take Knuckles away. Rummy changes into a weasel and scampers back to the others, but by the time she gets there Moriarty is gone.

The characters now know who they're facing, but they are far from done unraveling this mystery!

Saturday, July 22, 2023

Character Creation: Galaxies in Peril

Galaxy-ers, I guess, assemble!

The Game: Galaxies in Peril
The Publisher: Samjoko Publishing
Degree of Familiarity: Haven't played this, but I've run the heck out of Blades in the Dark
Books Required: Just the one

Where Worlds in Peril is PbtA, this is Forged in the Dark (and I'm aware that some consider Blades to be a PbtA game; I don't necessarily agree but it only matters for purposes of how I arrange my game library). I also think that Galaxies is a lot tighter and better designed, but at the same time, I worry that it would feel a little too much like Blades at the table? Like, Scum and Villainy and Wicked Ones both work on the same mechanical and narrative principles as Blades, but they feel different in play in some important ways. But reading Galaxies, it didn't yell "run me" like the other games did.

Maybe that's because the team types (detectives, explorers, rebels) feel a little thin? I also thought that the example of play, depicted though it is in a really dope comic book, felt like it jumped around a bit. Overall the game felt less like "Forged in the Dark superheroes" and more like "Blades, but with superheroes." I dunno. I'd still be willing to run it and see what it does at the table.

And the first step towards that, of course, is making a character SO LET'S DO THAT!

We begin with a pound of rubber cement by choosing a character type (basically a playbook). Let's see. Last superhero I made was Smash-Cut, who's all teleporty and punchy. Actually, depending how you count it this is my 45th supers character, and I don't think I've ever done a gadgeteer. Mostly that's because when you make such a character in an RPG you usually have to do a lot of extra work making the gadgets and I generally can't be fucked to do it in chargen, but for this game it shouldn't be too hard. Clearly I'm an Inventor, then.

You know, I go back to the "screwing with physics" well a lot, but I like the idea of a character that can whip up devices and gizmos from whatever's nearby, MacGuyver-style. We'll say my guy's name is Randall Rhodes, but as a hero he goes by Knickknack. 

Randall wanted to be an inventor. He wanted to go on Shark Tank with some nifty new gizmo that was going to take the world by storm. Hell, the Squatty Potty people did it, it can't be that hard! But he could never think of anything that was worth mass-producing. Also, let's be honest, Randall has focus problems and he can come up with cool shit but never has the patience to work out all the bugs, so a lot of his devices only work once or twice. 

But then one night, he looked across the street and saw someone breaking into his neighbor's house. He happened to know that his neighbor was a very sweet old man who used a wheelchair and had a bad heart, and he wasn't going to stand by and watch him get hurt. So he grabbed some spare parts and went all Tony Stark in Iron Man 3 on the burglar's ass. His neighbor, who witnessed the confrontation, pointed out that Randall had mechanical aptitude that went far beyond simple tinkering, and that was really when Randall became...Knickknack! 

Cool, moving on to origin. There's not really a "savant-like ability" origin, but Born This Way is the closest, I think.

Profession! Nothing on the list fits, but there's no mechanical impact so I can write in "would-be entrepreneur" and that's fine.

Action dots! I get seven dots to spread around. I can't take more than 2 in any given action. Well, obviously, 2 in Tinker, and then 2 in Study, one in Survey, one in Finesse, and one in Prowl.  

Powers! Here things get tricky. This is a lot like Worlds in Peril but much simplified, which is good. First I write down whatever power set(s) Knickknack has. And look at that, Invention & Gadgets is one of the examples, and that looks perfect.

But then I need to figure out three Learned Abilities. These are power effects that I've already mastered - one simple, one difficult, one borderline.

Well, for simple, I want Knickknack to be able to "turn any two objects into a weapon." Paper clip and a pop can? Brass knuckles. Styrofoam clamshell box and a bottle of white-out? Chemical grenade. Just needs a couple of seconds.

For difficult, I want his Ability to be "immobilize a foe." Give him the material contents of any room and he can whip up a portable prison or set of handcuffs. 

For borderline...hmm. This is a pretty out-there use of one's powers, so how about "create an autonomous servant?" Basically he can make a little mechanical robot. It's not gonna last long, but it can do a lot in the moments it has. 

Choose a special ability! Your basic "pick a move" thing. I'll take...Foresight! Twice per session I can assist someone without paying resilience, I just need to explain it in flashback (which in my case would be how I quickly whipped up a little gizmo). 

Choose a close friend and a rival! There's a list, just like in Blades. I'll say Randall's friend is Thompson, a leading expert. Turns out his neighbor, the one with the heart condition, is a pioneer in the field of polymers and 3D printing! For my rival, I'll choose Victor, a genius billionaire. Victor might be a genius, but his genius is purely financial. He knows who to pay to get people to make him look good, and once he tried to hire Randall, who told him to go kick rocks.

Name, alias, and look. Well, we've got name and alias already. Knickknack wears a brown bodysuit with pouches and bandoliers and wrist compartments with random shit. He's experimenting with different types of masks - he tried a helmet but it messes with his peripheral vision too much, so he's back to a cowl for now.

Write in a downtime clock! Now, this is interesting. Everyone gets a downtime clock (or two). It gets a tick every downtime, and when it fills something happens but you get resilience back. I'll call the first downtime "Thompson loses his house," as the old fella doesn't have much of a savings.

And that's actually it! Still not 100% sold on this, but I might give it a whirl.

Friday, July 21, 2023

Dragon Age: I Owe These Idiots My Life

Tonight we played a game based on Dragon Age, run by my bestie Gus in their inaugural foray into the GM's chair! Very exciting. We used the Fate Accelerated system, since that's what Gus is most familiar with. Meet the characters!

Kalendra is a Tempest! She's a mercenary working for a company called the "Azure Thorns." She loves a good cup of tea.

Nakkim is a dwarf warrior, working his way back to the city of Seere and the lovely lady he left behind. This doesn't stop him flirting with any other pretty face on the way, of course.

Sinda "Red Hands" is...well, he was training to be an Antivan Crow, and washed out. Sinda is friendly, chatty, and perhaps the unluckiest human being on the planet.

Veddi is a Qunari mage specializing in ice magic. Up until recently, he was a slave in Saharan, but was rescued by the other three characters (this was 100% not their intent, but it was a nice bonus). 

And now the four of them are heading to Rivain and the promise of freedom. Veddi has heard of a Qunari settlement where he'll be free and welcome. Kalendra is from Llomerryn in the south of Rivain, and ultimately wants to go home. Nakkim, as we've said, is looking to get to Seere, and Sinda is just going where the wind takes him. 

Our heroes take a boat to the northern coast of Antiva, near White Spire, and travel overland to the town of Brynnlaw. Sinda greets everyone they pass on the road - it feels rude not to - which has Kalendra kinda gritting her teeth by the time they hit town. Nakkim and Veddi find them an inn while Kalendra goes to check in with her company. Sinda tags along for moral support.

They arrive at the warehouse that serves as a front for the Azure Thorns, which is being used to house lots of wool. This is rather unfortunate, as Sinda is very allergic to sheep. His face gets puffy and he sneezes continually, but the Azure Thorn in charge, one Barv, is very understanding ("happens all the time"). He informs Kalendra that she may have attracted some attention from folks who aren't thrilled about losing a Qunari. She takes note, and decides that they'll get some rest, resupply, and head out.

Meanwhile, Nakkim and Veddi settle down for a drinking in the Princess Nug, a bar on the edge of town. Nakkim gets a small room for resting purposes, and they chat a bit about alcohol and the imbibing thereof, and then a dwarf starts running his mouth about "the Breastplate of Beregrand." Supposedly it's in the coastal house of a rich dude, and this guy knows its there because there was a job involving someone called Hollix and he steals from rich people...anyway, if these big strong folks could get it, perhaps that'd be worth a finder's fee?

"I said I'd buy you a drink for your story," says Nakkim, and leaves it at that. Neither of them really believe this guy, anyway.

Kalendra and Sinda find the Princess Nug (because Sinda asks everyone "Hey, you seen a dwarf and a Qunari?"). Kalendra calls for hot water, and explains the best way to drink tea and that only children drink it with sugar (Nakkim stirs in sugar and says "I don't want to hear it"). Sinda is fascinated by the idea that hot water reviving tea leaves is like necromancy. Kalendra also explains the danger and that they'll need to head out. Sinda and Veddi go upstairs to rest, and Nakkim and Kalendra go out to resupply.

While out, they see gossip spreading (it's pretty easy; people get chatty and then kids run off to spread the word). Nakkim snags a kid and asks for the news. It turns out that a local Lord of Fortune, one Lucanis Della Morte, is coming to town and might well be looking for someone. That's almost certainly Veddi, so the characters head back to the Nug.

Nakkim heads upstairs and opens the door, which gets his feet frozen to the floor (Veddi) and a knife in the door above his head (Sinda). ("Next time I'll knock!") He gets them moving and the characters head out into the woods, trying to stay ahead of the Crows. Kalendra mentions Lucanis, and Sinda confirms that he is, in fact, a dick. But he's a dick with an enthusiasm for stabbing, so yeah, better to keep moving.

They head out into the wilds, stay off the main roads, and put some distance between themselves and Brynnlaw. They camp at the base of a hill, and Sinda takes first watch (Veddi stays awake, too, since he doesn't fully trust Sinda not to fall asleep or get distracted by something shiny, which, like, fair enough). They hear some rustling in the bushes, and Sinda flings a dagger at the tree above the bushes, breaking the bark and sending a cascade of beetles tumbling down onto the intruder. They hear a muffled "shit!" and Veddi wakes up Nakkim and Kalendra.

A man steps out of the bushes and introduces himself as Hollix. He informs the characters that there are mercenaries and Crows after them - folks are looking for a team of four people, one a cheerful and friendly klutz, one a dwarf with a mace, and one a Qunari (Sinda: "Aw, they didn't say anything about you, Kalendra." Kalendra: "Yes, that's what I'm going for." Sinda: "ohhhhhh, I get it"). 

They put out their fire and get some sleep, rising before dawn as they hear commotion on the road. They avoid the main roads and the people traveling them during the day, but as the early morning light fades  they head up a rise they hear someone hiding in the trees. They stop, bracing for battle, and two Crow apprentices step out of the trees.

Sinda hurls a dagger at one and misses; it sticks in a tree near his head. The Crow scoffs, but Kalendra throws down a Fire Flask and conjures up a smoke screen. Nakkim and Veddi both burst from the smoke - Nakkim bonks one in the head with the hilt of his mace, and Veddi conjures a chain of ice around the other's neck and slams his face into the ground. Both apprentices incapacitated, Kalendra urges them to move on - just because they spotted these guys doesn't mean there aren't other, less incompetent pursuers near. 

Veddi expresses concern at leaving behind living witnesses, but none of the characters are really comfortable killing helpless foes. Sinda steals the Crows' daggers and cuts their clothes off, though, just to slow them down. 

And with that, the strange company moves on toward Ayesleigh.

Thursday, July 20, 2023

Character Creation: Yep, That's Me

I'm a man of my word.

The Game: Yep, That's Me
The Publisher: Universal Ball Anthology
Degree of Familiarity: None. I've seen the trope in lots of movies
Books Required: Just the one

So, this game has a very specific setup. It actually reminds me a lot of the setting included in Troika!; you could move the framework pretty easily, but the provided situation is pretty funny. We're at a "medieval" faire in the year 8032, so everyone's dressed as knights and whatnot but you can be an alien or a robot. Everyone is trying to get the autograph of one Chester Stretch, an actor known for a fantasy show. So chargen is a matter of determining who my character is and why he wants the autograph, and then what absurd situation I'm gonna freeze-frame in for the start of the game. Note that if I were playing this game, the other players wouldn't know the particulars of my freeze-frame until we started.

Also, again, no sheet. So! I need a futuristic character in Ren Faire dress. OK, my character is Burbleburble, from Planet Viscosity 5, the liquid planet. Like all Viscositians, Burb (as his friends call him) is liquid at room temperature, so going to Ren Faires is hard because he doesn't want someone to spill him or drink him or whatever. So he's got an air (and water) tight armored knight costume that he clanks around in, complete with a voice synthesizer that lets him talk like Chester Stretch! Man that guy is so cool. Burb wants him to sign his helmet. 

Stats! This is the same as In the SSOS, so all four stats start at 10 and I have 5 points to divide up. I feel like Strength isn't really Burb's strong point, so I'll drop it to 9, but I'll bump Intelligence to 14, Charisma to 12. I'll leave Dexterity at 10, I guess. 

The book says I need HP at 35 or under and AC 13 or under. So...sure? We'll just leave those numbers as they are?

Now the good stuff! I need to determine my freeze frame, and there are random tables. Rolling on them, I am: Wearing a shoe like a hat and giving my high-school algebra teacher the finger. How did I get to that point? That's the story we'd tell if I were playing Burb!

Name: Burbleburble "Burb" Burble
Stats: Strength 9 (-1), Dexterity 10 (0), Intelligence 14 (+2), Charisma 12 (+1)
Stuff: High-tech armored knight suit, peace-tied sword, voice synthesizer, money belt

Movie #742: Spider-Man: No Way Home

Spider-Man: No Way Home is the third in the MCU Spider-Man trilogy, and stars Tom Holland, Marisa Tomei, Zendaya, Jacob Batalon, Benedict Cumberbatch, Alfred Molina, Willem Dafoe, Jamie Foxx, Thomas Haden Church, Rhys Ifans, Tobey Maguire, and Andrew Garfield.

We pick up exactly where Far From Home leaves off - with J. Jonah Jameson (J.K. Simmons) revealing Spider-Man's real name to the world, which wouldn't be so bad by itself, but he's also framed for the murder of Mysterio (Jake Gyllenhaal). Peter's life swiftly falls apart, his girlfriend MJ (Zendaya) and his best friend Ned (Batalon) are dragged into the ensuing federal investigation, as is his Aunt May (Tomei). 

The legal bit of the investigation isn't pursued, which was probably the best choice narratively because Spider-Man doesn't lend itself to courtroom drama, cameo from Matt Murdock (Charlie Cox) notwithstanding. But the social aspects just get worse, and Peter and his friends are rejected from all their college choices due to the "controversy." So Peter does what any teenager would do - look for a magic solution. He asks Dr. Strange (Cumberbatch) for help, and Strange casts a spell to make the world forget that Peter is Spider-Man but doesn't talk about the logistics of the spell first

(See, this is how you know that Strange was never a gamer. You never do a spell like this without discussing the particulars.)

Anyway, the spell goes whack-a-ding-hoy because Peter very reasonably asks for his loved ones to not be affected. Strange cancels it and kicks Peter out, and Peter is promptly attacked by the fearsome Dr. Octopus (Molina)! It becomes apparent that multiple enemies of "Spider-Man" have appeared from other worlds: Electro (Foxx), Lizard (Ifans), Sandman (Church), and the Green Goblin (Dafoe). Strange sends Peter out to capture them, and that bit goes fairly smoothly, but then Peter learns that most or all of them are fated to die fighting Spider-Man, so just sending them back to their universe is a death sentence.

(Side note: I like how they handled Lizard, here, because he doesn't die in Amazing Spider-Man, but no one there knows that, so he gets a nice little "Max, do you know? Do I die?")

Peter, being Peter, grabs the spell, traps Strange in the Mirror Dimension, and spends the next day feverishly trying to cure the visitors, but Goblin goes bananas and kills May. Peter is driven into grief, but then two more Spiders-Man arrive (Maguire and Garfield), and three Peters team up to send them all home. And that's great, but the movie ends with Strange needing to cast another spell to counter the multiverse shattering - everybody forgets about Peter Parker entirely

I really like this movie. It's a fuckton darker than any other Spider-Man movie, even the ones that try to be dark, but that's because of the familiarity with the characters. I'm not talking (just) about the ones from other franchises, but about May, who fills the Uncle Ben role in this Spider-Man's life. But since we've had two movies to get to know her and see her place in Peter's life, her death carries more weight than Cliff Robertson's or Martin Sheen's. Likewise, Willem Dafoe gets to really unleash his inner goblin in an outfit that's not totally stupid (and holy shit, he's spry for an older fella, because he did a bunch of his own fighting stunts). The villains are generally amazing, although I'm not entirely a fan of Jamie Foxx' transformation of Electro from the weak, nerdy Max of Amazing Spider-Man 2 to this kick-ass dude, but whatever, it's not a huge deal.

This movie was fun to watch in theaters; people cheered when Cox, Molina, Dafoe, Maguire, and Garfield showed up, and that's fun. It also managed to give some closure to Garfield's Spider-Man, since the last we saw him he was coping with the death of Gwen Stacy (and Sony's grandiose expectations for the franchise - we'll do a Sinister Six movie! And a Black Cat! And they haven't learned anything because they're trying to do this stupid Kraven movie now. Anyway). We get to see Maguire as a more mature Peter, and the three of them riff off each other beautifully. 

If I have a complaint, it's that the end of the movie doesn't show us the effects of the spell other than the scene with Peter and Happy Hogan (Jon Favreau). But there was an extended cut that included a slideshow with clips of the events of some of the other movies sans Peter, I just wish it was kept in. 

I think about the level of fan service in the movie, and it had the potential to be really sloppy and gimmicky, but Marvel (and Watts, and so forth) really outdid themselves making the stakes of the movie real, the characters consistent, and the action scenes a lot of fun (which is hard when you've got three dude dressed the same and with the same powers). You can see difference here between Disney and Sony, because Disney pulled out all the stops to make this amazing (lol) Spider-Man crossover, and Sony...plopped Michael Keaton into a post-credits scene in Morbius like that made any goddamned sense.

My Grade: A
Rewatch Value: Medium-high

Next up: Spider-Man: Into the Spiderverse

Wednesday, July 19, 2023

Character Creation: In The SSOS

This took me a minute to suss out, but it's not that complex actually. 

Universal Ball Anthology contains two games. One is In the SSOS, a "sandbox" game where you're playing lizard people doing crimes, and Yep, That's Me, which is really more of a party game in a lot of ways. You create a character in a ridiculous situation and start with the "Yep, that's me" freeze frame and then try to work your way towards that moment in play. 

Now, I'm not interested in the first one particularly. It looks fine, it's just that weird Choose Your Own Adventure style of game - reminds me of Secrets of the Vibrant Isle except it's not meant as a solo game. Yep, That's Me is very much my speed, as far as the setup, because I love portraying "future" moments in my games and then working towards them with the players, even if the players don't quite get what's happening. I ran a game when the rules revisions for Chronicles of Darkness were under development (those revisions initially include in The God-Machine Chronicle) with a lot of time-travel and alternate universe shenanigans that drew heavily on that notion.

BUT ANYWAY I guess this book really contains two games, so maybe I'll just make a character for both back to back, how 'bout. Today we'll do In the SSOS, tomorrow I'll do Yep, That's Me, and then I'll do something more trad-ish on Friday, maybe.

The Game: In the SSOS
The Publisher: Universal Ball Anthology, I guess
Degree of Familiarity: None
Books Required: Just the one. Just the first 2/3rds of one, really

So the premise is that the world of Adobe has been ravaged by a space-monster and the inhabitants have turned to crime to survive. The patron of our team, one Jem Dreamweaver, has fallen ill and needs a new heart, and believes we can get her through the NI-YIGHT! 

Adobians are lizard-like creatures, based on the artwork in the book (for the NPCs), they're bipedal and of varying body shapes. Chargen starts with picking a class, so I think I shall take inspiration from the noble Gila Monster and pick "The Muscle". 

The size change thing is weird but OK.

I get a fourth Ability, which can be anything other than a weapon. I don't know if "weapon" in this context" means "something combat related" or if it literally means a weapon. But how about we have an Ability called "Lummox" and say I get a +2 to break down barriers? (Don't know if that's how Abilities work, but one of the nice things about making zines instead of actual full games is that you don't have really think too hard about the mechanics.)

What's next? Oh, just to underline my point a little, the next thing is "alignment", but the book literally tells us to "search online for an alignment chart". Jelvis Crackers. Really? It's so important that it's a step in chargen but it's not important enough to PUT IN THE BOOK? 

Fine, my guy's alignment is "Lawful Lunkhead." His name is Helod Snout. Before the apocalypse Helod was a construction worker; he broke stuff what needed breaking and lifted stuff what needed lifting. He knew his place, and that was good, but now his "place" is to break stuff that don't need breaking and lift stuff that he shouldn't be allowed to lift, and it's all very confusing. I think his catchphrase is "huh?"

Health points! Assuming I were one of 4 players, I'd get 25 HP, and then I can add or subtract 5 based on whether the character is strong or weak, which is just...odd. I'm adding 5, obvs. 

Stats! I have four (Strength, Charisma, Wisdom, Dexterity). Each starts with 10 and I get 5 to divide up, but then they become D&D style modifiers. Ugh. Well, I'm gonna lower Wisdom to 6 and bump Strength to 14, and then put all 5 of my points into Strength, so my stats look like this:

Strength 19 (+4)
Charisma 10 (0)
Dexterity 10 (0)
Wisdom 6 (-2)

Inventory: I get 5-6 slots, whatever that means. There's a list, let's pick some shit. I get a walkie-talkie automatically, and then I'll take chewing gum, duct tape, rope, and a pair of sunglasses. 

And that's it! I think Helod is a chonky lizard with black and pink scales and a perpetually confused look. He tends to forget that his sunglasses are on his forehead. Huh?

Name: Helod Snout
Stats: Strength +4, Charisma 0, Dexterity 0, Wisdom -2
Abilities: Intimidation, Flex, Resize, Lummox
Alignment: Lawful Lunkhead
Stuff: Walkie-talkie, chewing gum, duct tape, rope, sunglasses

Monday, July 17, 2023

Slipstream: The Great Machine

Back to space opera heroics!

Our heroes are at the entrance to the Great Pyramid of Quan, a two-mile high metal structure in the middle of this icy fragment. They - by which I mean Zeenia, Abbas, Iris, and Gruff - enter and walk down a narrow corridor. Suddenly Abbas, in the lead, is surrounded by blue light and hears a booming voice in his head.

WHO ARE YOU? "I am Abbas of Simba!" he responds.

WHAT DO YOU WANT? "To defeat Queen Anathraxa."

WOULD YOU OFFER ME YOUR LIFE TO SAVE ANOTHER? "Yes I would!"

The light fades, and the heroes continue on, perhaps a little confused.

The next room they enter has a huge chasm in the middle. They cannot see the bottom. There's a bridge, but it's in two halves, each on either side of the room, and they slowly move towards each other. "Oh, I don't like this," says Zeenia (not a fan of heights at the best of times).

Iris flies across and confirms that there's a doorway that leads down a hall, but it turns and she can't see anything useful. The heroes start climbing out onto the ledge...and just then, Primals attack!

A squad of Primals rush into the room and unleashes laser fire! They strike Abbas, Zeenia, and Gruff, all standing on a bridge. Iris flies across and lands on the far bridge, firing her plasma pistol and felling Primals. Abbas follows suit with this atomic rifle. Zeenia, not a fan of ranged combat, goes invisible and slithers through Gruff's legs, working her way back toward the Primals. Once she gets there, of course, there's a sound like a leg of lamb in a blender, and the threat is over.

Zeenia gets back on the bridge and slowly works her way across, while Abbas works on stitching up his wounds. After Zeenia and Gruff get across, they take a little time so that Gruff can patch himself up - he offers to patch up Iris, but she refuses heroically (or death wish-ily). 

The heroes wander through a few more corridors and then into a huge room with square tiles. Iris walks proudly into the room, and gets a few tiles in before a torrent of scalding plasma explodes up at her. She manages to take flight just in time and avoid getting scorched, but it's clear that some of these tiles are trapped. 

The heroes pick their way into the room, using whatever they're carrying on them - pistols, rations, detritus - to test tiles. It's working pretty well...but then Gruff, who's at the back making a map, hears a ruckus behind him. He gets Abbas' attention and waves (he's mute, remember) - incoming Primals!

A squad of Primals bursts into the room, and Iris takes to the sky and swoops at them. One jumps left and sets off a trap (FWOOOSH), but the other parries the blow. That doesn't save him from Zeenia, though. She slaughters that one and then grabs another with her tentacles, pushing him into the room to test some more tiles. He actually lasts for a few turns, slashing at her with his sword (rather ineffectually), until finally his number comes up (FWOOSH). 

The heroes get across, and Gruff finishes his map (which they figure they'll need to get out). They finally enter the heart of the pyramid - and it's a Great Machine.

The Machine is surrounded by huge reactors, a squad of Primal officers, a scientist with a metal cap wired into the Machine, and a man in the robes of Anathraxa's court. They hear a voice say "Annihilation bomb creation sequence complete in 60 seconds.

Iris takes to the sky and calls out to the enemy - "I am Iris Blue, daughter of Orchid Blue of the Daikini Valkyrie - FIGHT ME!" The man in robes answers - "Pathetic fools! I, Lord Cryos, will deliver your heads to Her Dark Majesty on a platter!" He powers up a personal energy field and flies up to meet Iris with a rocket belt.

But all of this was a diversion! Abbas and Gruff throw Zeenia into the room, and she rolls up into the midst of the Primals and strikes! She stuns and slices them up, but the scientist tweaks a knob on his cap and she suddenly feels herself high in the treetops. She panics and runs to a corner! 

The Primals get in cover and fire on the characters, while Lord Cryos brandishes a plasma pistol and fires on Gruff, nearly killing him. But then Iris swoops across the room and slices the wires between the scientist's cap and the Machine! The voice sounds again - "Error! Error! Critical failure of safety systems! Detonation of Annihilation Bomb in 60 minutes! Evacuate! Evacuate!

Lord Cryos fiddles with a switch on his gauntlet and vanishes. The scientist stumbles around, his brain fried. The Primals run at the characters, one of them slashing at Abbas with a sword and felling him. Gruff springs to the attack, and Zeenia finishes a couple of the Primals off. Another ones runs, and the characters follow (Iris even guides the scientist out, not wanting to leave someone helpless behind).

Up ahead they hear a Primal scream (FWOOSH). Zeenia jumps on the scientist's back and guides him Ratatouille-style, and Gruff carries Abbas. Gruff gets them through the tile room, and they carefully make their way across the bridges; Iris helps steady Zeenia as she steers the scientist.

Outside, an army of Primals fires on the Warship, as Craw and the crew fend them off. They get into the ship and take off, just before the fragment of Quan explodes behind them! Debris pelts the ship, but they are unharmed...

...but then King Boolar's voice over the radiophone! "I don't have long! If you can hear me, return to Ruros at once! Queen Anathraxa's flagship just arrived! She's here!"

Could this be the final battle the heroes have been working towards? We shall see!

Movie #741: Spider-Man: Far From Home

Spider-Man: Far From Home is (obviously) the sequel to Spider-Man: Homecoming and stars Tom Holland, Jake Gyllenhaal, Zendaya, Jacob Batalon, Samuel L. Jackson, Jon Favreau, Marisa Tomei, and Remy Hii.

After "the Blip" in which half the world's population took a five-year time jaunt, we find that Peter Parker (Holland), Ned (Batalon), MJ (Zendaya), and many of the students that we met in Homecoming are repeating their junior (?) year in high school, culminating in a class trip to Europe. Parker, for his part, seems to have mellowed out considerably from the first film and now just wants a break from Spider-Manning, and to confess his crush on MJ. 

However, Nick Fury (Jackson) interrupts the vacation because he needs Spider-Man's help to defeat giant monsters called the Elementals with the help of Quentin Beck (Gyllenhaal), a soldier from an alternate Earth. As we all know, it turns out that this is all a ruse - Beck is a former Stark employee and is doing all this to get his hands on the weapons system that Tony Stark gave to Peter. 

Let's get a couple of niggles out of the way first: If Quentin (and his crew) made all of this up, isn't it a fantastic coincidence that the designation they chose for this Earth (616) is the same one that the multiverse-ologists of Earth 838 (in Multiverse of Madness) use? Likewise, is Beck using his real name, and if so, why didn't it come up in any kind of database when he was talking with Fury? I mean, that's not Fury, it's Talos (Ben Mendelsohn), but that only excuses Fury's people not realizing it. Why doesn't EDITH? You know, the AI that's hooked into Stark's weapons tech and can read text conversations by looking at a phone? Just how strong is Peter - he got hit by a speeding train and he's fine after a little rest and a meaningful conversation with Happy (Favreau)? Stark giving Peter EDITH is something I've always felt you can justify, but it's pretty weak, too. Sure, Tony could be mercurial, but it did feel like he learned his lesson about trusting Peter too much in Homecoming (just because of Peter's age and inexperience). Also also, when the fuck did Tony have time to do that? Was he so confident that the time heist in Endgame would work that he set up EDITH before he knew that Peter was going to be alive to use it? 

OK, niggles over, this movie is great. The callbacks to previous MCU movies, all the way back to Iron Man, help ground all of these events in the history of the fictional world (and if I'm honest that's something that's been missing from a lot of the Phase 4 and 5 stuff). Parker's struggles here are different than the first movie, but a natural outgrowth of them - he still struggles with his place in the super-heroic world and his place in his own life. I gripe about some of the plot holes above, but I'm really glad that they did things like having Aunt May (Tomei) know Peter's identity and support him in his endeavors.

Mysterio is a difficult villain to make threatening, but this portrayal of him, as a brilliant man frustrated by Tony Stark and obsessed with being "the smartest one in the room" works well. Likewise, the simple addition of giving him a team of like-minded experts makes him something different than your typical loner comic book villain. It's not entirely clear what his plan is other than to replace Iron Man at the top of the super-hero rosters of Earth, but it's not really relevant to this movie, either, because regardless of whether his plan is viable long-term he's a threat now. 

Finally, I've always been impressed with the relationship between Peter and MJ, and how they really do act like high school kids trying to navigate a crush (as do Ned and Betty Brant (Angourie Rice), actually, though they're much cringey about it). This version of MJ can come off as very aloof, and seeing Zendaya play MJ as not only observant but vulnerable is a nice touch. 

One more MCU Spider-Man movie left!

My Grade: B+ (too many plot holes)
Rewatch Value: High (but who cares)


Sunday, July 16, 2023

Character Creation: Tide Breaker

I try to put a sentence here at least before launching directly into things, but some games just don't lend themselves to such. I dunno. CRUNCH goes the broken tide!

The Game: Tide Breaker
The Publisher: Nick Butler, I guess? I don't see a company name
Degree of Familiarity: None
Books Required: Just the one

Setting-agnostic games are an odd duck. On the one hand, there was a time in my life when games like this and Unbound would have been fantastic for me, because I loved coming up with settings that were not quite one thing and almost another. 

Nowadays...not so much. That's not say I couldn't, or wouldn't, but life and recent events ("recent," lol, it's been almost six years) have ground down my desire to be creative so much that I'd really rather play a game that somebody else wrote and just fill in the gaps. 

With that said, I'm thrilled games like Tide Breaker exist. Does this particular game look awesome? I don't know. It doesn't look bad; actually it looks fantastic. Production values are good, layout is clean, text is easy to read. The idea behind the game - the characters are hyper-competent badasses, the game has Hope and Doom as metacurrencies, it's designed to be cinematic - looks a lot more focused than such games often are. 

The tone of the writing is perhaps a little chattier than it needs to be, but that's just a personal preference. And there's a series of tables that can be used to make a setting, and that's an immediate draw for me, because I love the "mad libs" kind of challenge that presents. 

But when I was reading the game system I felt like there were a lot of buzzwords and maybe not enough clarity? I dunno. It feels like one of those games that I might like, but that I can't see my group expending a lot of energy on figuring out. Let's make a character and see how easy that is. 

As ever in such games, I need a setting. Fortunately there's an example one (though the temptation to use the tables is strong). 


That actually sounds like a pretty cool setup, so sure, I'll make a character within that. On to chargen!

My first step is, as is often the case, to come up with a concept. The first thing that came to mind when I started thinking about this was the idea of an outsider to the town but an expert in some relevant field showing up because His Skills Are Needed. The second thing to come to mind was this dude:

If you haven't seen the cinematic masterpiece that is Lake Placid, Oliver Platt's character, Hector Cyr, is a mythology professor and crocodile expert that shows up in the midst of the other characters bumblefucking around Maine trying not to get eaten. Narratively, he makes for a good foil to Brendan Gleeson's character, and also works for comic relief. But how about such a character translated into a supernatural horror setting? 

Cool, so my character is Dr. Philip Cairo (the Tide Breaker book also includes a random name table!). Dr. Cairo has written books about shadowy cults, the most famous of which is Don't Call Up What You Can't Put Down. Cultists the world over know about him and his knack for getting weak members to spill their guts or leave the fold, and there are even cults that have put out hits on him. 

I think I'll leave that as concept for now and move on; I never like to conceptualize too much for new systems because I never want to get my heart set on something and discover it's out of reach for starting characters. So what's next?

Motivation and Goals! I'm meant to pick an existing Issue and consider how it affects my character in order to make a Goal. Let's check the Issues for Harper's Hill. 

Ooh, a bunch of these are cool. My usual inclination would be to involve a character in the missing college students plot, but I want to be a little darker today. One of the issues is:

So we'll say Dr. Cairo's Goal is "Make sure the student disappearances don't lead back to Project Arrowhead or its superiors." Ooh, hang about, I'm supposed to shoot for three Goals. So for our secondary Goal, how about "learn the secrets of the cult operating on campus," and for the tertiary, "secure some funding for my research."

And then I write Questions...or, wait, do I? There's no slot on the sheet. Guess it's not important.

And now, Stats. I'm meant to roll 10d6 for each of three pairs of stats (Might/Endurance, Agility/Focus, Wits/Intuition) and the split the number of successes I get in each roll between those two stats. What's a success again? 4 or better. Yeah, sure, sounds good. 

Roll one: 7. Roll two: 6. Roll three: 8. Nice! 

Minimum is 1, max is 5. Let's see. For Might/Endurance, I'll put 3 into Might and 4 into Endurance. Agility/Focus, 2 Agility and 4 Focus. And finally for Intuition/Wits, I'll just split them evenly, 4/4. 

Secondary stats: Power level starts at +2. Critical is Endurance + Focus + Power level, or 10 in my case. Recovery is Might + Agility + Power Level (7 for me). Attrition looks like it's generated during play, and Momentum gets reset every scene, so I don't need to worry about those right now. 

Jobs & Specialties! I get a number of tasks related to my job equal to my Intuition (which is 4). Dr. Cairo is an author/professor/cult expert, so my four tasks will be: researching, interviewing, convincing, and searching. I also get a specialty based on these, which I will call "Breaking Cult Programming."

Quirks! These are little powers/abilities I have. I get three, but then also a Standout Feature. The GM would be able to use Quirks for NPCs, but the Feature would be locked in for Cairo, which I think is a fun little rule. Let's check these out!

Well, I very much want Astute, which makes me a more effective social investigator. (This game uses a lot of terminology and keywords, which is great except it means I'm kinda guessing on a lot of these Quirks.) Ooh, Indomitable seems appropriate. That raises my Critical Value to 12. Finally, I'll take Keen Eye. For my Special Feature, I shall take Hot Blooded. It's not what you'd expect for Cairo, but I like the idea that his fascination with cultists and what they might summon is actually very personal. He just doesn't let it out much.

Abilities! I...um. OK, this is cool, it's just involved. I get three Abilities, but I have to build them. All Abilities have some combat function (I actually really like that; if combat is important in a game then everyone should be able to do is). But I gotta learn these keyword thingies at least a little. Hmm. This may need to wait until after dinner so my brain is a little more online.

All righty, after an imperceptible (from your perspective) time jump, here we go. This doesn't look too difficult, actually. Each Ability has two Functions. Functions break down into Offense, Defense, Utility, and Movement, but there's no limit on mixing and matching. The game recommends making Abilities by thinking about what the character does in the fiction and then modeling it with the mechanics, so I need to think about what Dr. Cairo would do in a fight. 

Well, the more I think about it, the more I think Cairo has some military experience. So I think one Ability might be just be Military Training - maybe training with a variety of firearms and the instinctive ability to pick up, check ammo, fire, clear a breach, all with muscle memory? Let's see what kinds of Functions are available. Ooh, how about Breaching and Coordinate? That's not quite so reliant on firearms training specifically, but I think it'd reflect how Cairo fights.

OK, for my next one, I think Cairo fights smartly, not hardly. I want an Ability called Tactical, to reflect him thinking through a scenario quickly. For this one, I'll take Gather Energy and Analyze. 

And finally, I want an Ability to reflect social warfare, cause I think Cairo's good at it. Let's call it Personality, because it's late and I'm having trouble being clever. We'll give it Betraying and...oh, hell yeah, Unburden. 

And that's actually all of chargen, because Tricks would happen in play. So. 

I figure Dr. Cairo is in his 40s, severe face, bald, blue eyes. Not in fighting trim as much as he once was, but he keeps himself in shape. He doesn't carry a gun unless he's sure he'll need it, and if he's sure he'll need it he'd rather send in police or other people who get paid to do that kind of thing. He does carry a baton, however - most cultists have no real combat experience and they fold pretty quickly if you bonk 'em on the knee. 

And that'll do it!

Pugmire: Shanties

Yesterday, our doggish heroes set sail on the high (and highly acidic) seas. Here's last time.

As promised, Zanna of the Four Audacities sets the heroes up with transport from Waterdog Port to Port Matthew. Specifically, they have passage on the Shivering Star, a vessel that transports goods between the two cities and also takes a handful of passengers. More importantly, the Star has a brig, meaning they can easily transport Pickles von Shadow without her becoming a safety concern.

They meet at the docks and Zanna introduces them to Camryn Otterhound, the captain of the Shivering Star. He greets them warmly if curtly, and tells them not to talk too much now - they'll need things to discuss in the nights ahead. He takes them aboard to meet the other officers and see their quarters. 

Up on deck, a parrot with brightly colored plumage is up in the rigging ordering sailors about. Otterhound whistles to her and she slides down, and he introduces her as Tally, his first mate. Downstairs, he shows them their quarters, and they meet another parrot, this one with grey feathers, taking an inventory of the goods. He is Joey-Boy, the Quartermaster.

The heroes divide up the quarters and secure Pickles in the brig (Gelert Sausagedog and Peppa Papillion room together, Petunia Pibble and Amaranth von Rex (Pickles' captor) do as well, and Boomer Pitbull and Dire Newfoundland each have their own berth, seeing as how they are lorge). They drop off some of their gear - in particular armor and weapons - and continue exploring.

Sausagedog is fascinated by the sailors up in the rigging and how they effortlessly swing from place to place, and decides that once the voyage is underway he's going to try that out. All of the dogs marvel at the smoothness of the crew and their work; everything is fast and precise, and so busy. They do see one cat standing on the bow of the boat behind the masthead, testing the wind and sniffing the sky. They are informed that this is Jinx von Rex, the ship's Sailing Master. Captain Otterhound says that she might keep to herself during the voyage, but doesn't elaborate.

The heroes also meet the Archaidchilde twins, Perda (the Ship's Magician) and Otame (the ship's Medic). Perda is a green-scaled gecko, while Otame is black and yellow and has a big shell. Boomer wonders to himself how they are siblings when one has a shell and one doesn't, and then muses as to why dogs don't have shells before concluding that he'd quite like one. In any case, Dire asks Perda what the function of Ship's Magician is, and she tells him that it's similar to a Gunnery Master. "Oh, that kind of magic," he nods.

At six bells, the voyage gets underway! The sailors launch into shanties to help keep the time as they work. Joey-Boy continues going over inventory, while Jinx moves through the ship but generally stays behind the masthead staring out into the sea. Sausagdog does climb in the rigging, but then grabs the wrong rope and tumbles toward the deck. A very large cat catches his ankle, and tells him that those ropes aren't tethered strongly enough to hold weight. Somewhat chastened, Sausagedog heads for the deck for now.

Boomer is feeling a little seasick, and so Dire goes to find Otame. He finds the twins sitting on deck; Petunia has already struck up a conversation. Perda is painting swirls and symbols on the back of Otame's shell - "this one is for our mother," she explains. "This our father, our aunts and uncles, our siblings, and so on. We do this every voyage." Petunia is fascinated, not just by the ritual but by the paints that change color as Perda adds different salts from pouches on her brother's belt. Turns out Otame is an alkalaist, capable of mixing salts to magic effect. 

Dire approaches and asks Otame for a seasickness remedy. "Always one," he says, chuckling kindly, and hands Dire a piece of root. "Chew it, don't swallow, it'll help." Dire returns this to Boomer, who finds the taste peppery and spicy, but it does settle his stomach. Feeling better, he comes on deck to enjoy the voyage.

A few hours in, they hear Tally yell from the rigging: "SWELL! SWELL TO STARBOARD!" All of the sailors on deck start running around faster, and Tally slides to the deck and points to Boomer and Dire. "You two! You're big and strong! Quick! Go there the railing! Help, or we might capsize!" She has them push down on the railing as hard as they can, and being good dogs, they oblige, shoving and grunting...and then hear the laughter behind them. They turn and see Tally and the other sailors cracking up, and realize they've been pranked. Dire growls a little, and Boomer blushes. "I'm sorry," Tally laughs. "I couldn't resist. But thank you for keeping us afloat!" 

That night, the heroes sit with the officers to eat. As it's the first night of the voyage, they eat the good food, the stuff that won't keep. Otterhound asks Peppa to give a blessing, which she does, and everyone talks about their days and about the ship. Otterhound thanks Dire and Boomer for their gallantry today, prompting a fresh round of growling and blushing, and says that he allows Tally one such prank per voyage. Sausagedog explains their quest to take Pickles back to the Monarchies, and the conversation turns to the dogs themselves. Boomer reveals his criminal past, and Otterhound stiffens a bit. Dire, noticing this, says that he, too, used to be a criminal, but he's trying to change, be a good dog, and protect his people. Otterhound doesn't pursue the issue, but Peppa hears him tell Joey-Boy to make a full inventory and cross-check it. Peppa doesn't mention this to anyone; it's probably a good idea with Dire on board, really, and Joey-Boy looks thrilled by the idea.

At night, the heroes go up on a deck and look up at the sky. They are all amazed by the spectacle - sure, they've seen the night sky before, but out here on the water it's just so big. Boomer opines that it makes a dog feel very small - are there other dogs out there in the vastness? Could they, here, visit those other dogs, or could those dogs come here? Do the dogs on other stars know about Man - perhaps that's where Man went? Dire agrees, maybe Man figured the dogs here could handle things and went to see to other dogs. In any case, yes, they might be specks in the cosmos, but there was turkey to eat, and that was enough for Dire. Petunia relates another story, one about the Hundred Pups, who ran from the monster chasing them. When they started, they were white with black spots, but over the journey, their coats changed, and now, as you can see, they are black with twinkling white spots.

At this, they turn and see Jinx von Rex, the Sailing Master, standing quietly with them. She says that she's heard that story, but the way she heard it there was a cat involved, someone who watched the puppies from afar and helped guide them when they lost their way. Petunia says she'd heard a variation with a horse, too, and this evolves into a discussion of horses, riding, and the relationship between riding and mount as well as Man and Dog (and Cat). The heroes go to bed with their minds full of new knowledge and their hearts full of new friends.

The next day, things start off well enough, but in the afternoon as storm blows up out of nowhere, increasing in intensity from rain to thunder to lightning to wind that shakes the ship. The heroes are told to go below deck and let the sailors handle this, and Tally springs into action fluttering around and ordering the sailors in their work. Dire goes to check on Pickles, who spews hatred and bile (literally and figuratively). Peppa and Sausagedog watch as best they can from the corridor, until Peppa gets too seasick and retreats to her room. The storm wails for hours, and it's after dark before things really calm down.

At this point Perda comes downstairs with a pot of "storm soup," a thin broth to help the sailors (and the heroes) regain their strength and composure after the storm. She recommends getting some rest; the worst is behind them.

The third morning, Otterhound calls the characters into the officer's mess for breakfast and informs them that the storm has blown them off course and they'll need to ration food a bit more tightly. Joey-Boy is sitting with an abacus making calculations about what they have and how long it'll last. Otterhound says that Jinx is making calculations to figure out how far off course they are, but since the storm didn't break until nearly dawn she hasn't had a chance to really get her bearings yet. In any case, he says, they'll be fine. At worst they'll be a few days late, but every voyage carries these kinds of risks, and they have contingencies. Worst to worst, they'll just sail due north to the coast and restock. 

The rest of the third day passes uneventfully, but the mood on the ship is a little more serious. Sausagedog tries to climb into the rigging again, but Tally tells him to get down - the ropes and wood are still slick and he doesn't want anyone falling. Sausagedog, newly chastened, decides to work on wall-running in the corridor for a bit. 

The fourth day, tragedy strikes. In the afternoon, the heroes are scattered about the boat - Peppa and Petunia are on deck, observing; Boomer is below deck in his cabin; Sausagedog is running along walls; Dire is sitting with Pickles telling her stories. And the cry goes up: "MAN OVERBOARD!"

Peppa and Petunia go running, and see that Joey-Boy has fallen overboard! Tally yells at the sailors, "Bring her around! Weigh anchor!" and other boaty-speak that she gets right even if I don't. The heroes can't do more than watch at this point, and Joey-Boy, floundering in the Acid Sea, starts to scream, a noise that will linger in their nightmares.

Boomer Pitbull, however, is not going to wait. Dire ties a rope around his waist and Boomer dives into the Acid Sea, swimming with all his might toward the stricken parrot. As he does, the heroes see dorsal fins cutting through the water! Petunia hurls magic missiles at the sharks to drive them away from Joey-Boy, but they reach Boomer and start attacking. Boomer rages, takes the dagger from between his teeth and stabs one in the head. It swims away, wounded, but there are more, and the blood in the water isn't helping matters.

The sailors - with a bit of help from Peppa's Haste spell - get a lifeboat into the water and Dire and Peppa join them (much of Peppa's healing magic requires her to be closer to the target, and time is assuredly of the essence). Sausagedog works with the sailors to lower a second lifeboat, and Petunia continues hurling magic at any shark she can see. She glances over and sees Perda trying to cast a spell, and Tally yells to her "where is it?!" Perda yells back "I don't know, it's not working!" Curious.

Boomer continues to swim, ignoring the sharks biting him, and reaches Joey-Boy just as he loses consciousness. Back on the lifeboat, Dire pulls with all his considerable might, and Peppa casts a Healing Word to revive Joey-Boy. Boomer swims, towing the parrot, and together they manage to get into the lifeboat and away from the sharks. Crisis averted. Peppa casts enough healing magic at Joey-Boy to save his life, and he rasps "the winds" before passing out from the pain.

Back on board, Boomer and Joey-Boy are taken to Otame's infirmary along with Peppa. Otame shows Peppa how to wipe the caustic waters of the Acid Sea away with a salt preparation that neutralizes the acid, and Peppa offers healing prayers. 

Some hours later, Boomer is up and around, if in a great deal of pain. Tally rushes to him and hugs him (gently), and thanks him. "Joey-Boy is my friend," she whispers. 

At dinner, Otterhound brings out a slim bottle of wine and pours everyone a small glass. "My father, Giorgios Otterhound, gave them this on my first voyage as captain for the Pugmire Navy," he says. "He told me, 'don't drink it on your first voyage - you'll know when to open it.' It never felt right until today." He raises a glass to the heroes. "You risked yourself to save Joey-Boy. As far as I'm concerned, you're crew." Humbled, the heroes drink. But then the discussion turns a little more serious.

Joey-Boy will live, but Otame doesn't want to jar him with powerful healing magic until he's rested a bit. None of the crew know what he meant by "the winds," but Otterhound suggests he might just have been delirious from pain. What's worse, though, is what happened with Perda. She was trying to cast a Magic Skiff spell. It's a simple spell, any Ship's Magician knows it. It conjures a small lifeboat in the water, much faster than lowering one, but it failed, and she isn't sure why. Petunia muses that someone could counter the spell, but there aren't any other artisans or mancers on board that anyone knows of. Peppa says that some Unseen creatures possess such a power, too. Tomorrow, then, they'll search the ship carefully and see if they can find anything.

That night, Boomer walks on the deck and Dire joins him. Boomer tells him that he's never really felt mortal before - he is, in the parlance of Man, an "absolute unit" and is very hard to hurt. But today he felt his own mortality, swimming the endless ocean. Dire hugs his friend, reminding him that he isn't letting any of them go without a fight.

The next morning, the heroes wake to an awful stench. It permeates the ship, an odor like rotten garbage. They come up on deck and Otterhound quickly calls them to the officer's quarters, and explains - every scrap of food on board has spoiled overnight, even the hard tack, even the food Otterhound has in his own quarters. But Dire checks his pockets - the jerky he carries is still fine! And indeed, some of the heroes brought food with them, and that hasn't been touched. Peppa ventures that whatever did this, it might have set the effect up before the characters boarded, or didn't know about their food. Otterhound asks if Pickles could be responsible, but the characters figure that if Pickles was capable of any magic they'd have seen it by now. 

Otterhound says that they need to head north, immediately. They still have water, but that won't last long. He intends to tell Jinx immediately (Jinx generally doesn't come indoors). Petunia talks to Amaranth, and reminds her that she can join them in the officer's mess. Amaranth says that she's been eating with Jinx, but Jinx has seemed less interested lately, so maybe she'll join them tonight.

The heroes donate what food they have to the rations, and everyone tightens their belts as the ship changes course to head for land. But how far from the coast are they at this point?