Monday, August 31, 2026

Movie #968: The Innocents

The Innocents is a psychological (or supernatural, or both) horror movie based on The Turn of the Screw by Henry James and starring Deborah Kerr, Megs Jenkins, Pamela Franklin, Martin Stephens, Michael Redgrave, Peter Wyngarde, and Clytie Jessop. 

Miss Giddens (Kerr) is hired by a happy bachelor (Redgrave) to take charge of his orphaned niece Flora (Franklin) and nephew Miles (Stephens). "Take charge" may be underselling it; he flat-out says that no matter what happens, she's in charge and he wants to bounce around the world and bang hot twinks (this last bit is not explicitly stated) and wants nothing to do with any of them. 

So Giddens goes out to his country estate, a house far too big for the few people who live there, and meets Flora and Mrs. Grose (Jenkins), the head housekeeper. Not long after, Miles gets home from school after having been expelled, but won't say why (and this is in the days when a school could just boot a kid with no good explanation). 

Giddens begins to see people haunting the house and determines that they're the ghosts of her predecessor Miss Jessel (Jessop) and the valet, Quint (Wyndgarde). She comes to believe that the children are possessed by these people (which would be plenty weird enough, but they were lovers in life), and she fixates and getting them to admit what's happening. That winds up traumatizing Flora, and when left alone in the house with Miles, Giddens forces him to confront Quint's ghost...and he dies. 

There are a couple of interpretations here. One is that there really are ghosts and Giddens is trying to save the children. The other is that she's a few toes short of a toaster and winds up killing one kid and traumatizing the other. We never know one way or the other. The original script by William Archibald played up the supernatural more overtly, Truman Capote did some rewrites that amped up the psychologist thriller aspects, but I understand that James' original story doesn't fully explain it, either.

Ambiguous ghosts aside, though, the movie is really tense and well done. Deborah Kerr gives a fantastic performance as the naive and inexperienced governess put in a truly weird situation that just keeps getting weirder - these children are odd ducks. Flora needs constant attention, Miles speaks like a much older person and seems to be actively flirting with Giddens at times. The one you really feel for is Mrs. Grose, who loves the kids and is just trying to do her job amidst all of this shit that she is truly not prepared for. 

It's a sad and Gothic movie, it's beautifully shot, and (sing it with me) the house feels familiar by the end of it, but also manages to feel consistently too big for the people in it. It's not exactly a "fun" movie, but it's definitely a good example of how to do horror without gore or jump scares.

My Grade: A-
Rewatch Value: Low

Next up: John Dies at the End, presuming I don't get something from Toasty today

Sunday, August 30, 2026

Character Creation: Legend of Ghost Mountain

WhoooOOOooooo a mouunnntaaaaaiiinn

The Game: Legend of Ghost Mountain
The Publisher: Pinnacle Entertainment Group
Degree of Familiarity: Never played this, but I know SWADE pretty well
Books Required: Legend of Ghost Mountain and SWADE


Obviously inspired by wuxia fiction, Legend of Ghost Mountain has the players taking on the roles of Ghost Wardens. Basically they're people who became enforcers of the titular mountain, going out into the Empire and beating up ghosts so that they fly back to the mountain and get through the Hell Gate and get on with the business of being tortured until their souls are "lightened" enough that they can be reincarnated. (Which sounds horrific, but on the other hand, a lot of Western mythologies just have you getting tortured forever, full stop, so this is probably better.)

It looks pretty cool, actually. One thing I'm a little iffy about is that PCs start at Veteran, and I get why they're doing that - Wardens are supposed to be on the badass side. On the other hand, doesn't that kinda mean there's nowhere to go? Maybe it would have been better to just scale things so starting characters have the correct amount of badassery. But I haven't read the GM portion of the book, so I freely admit I'm talking out of my Hell Gate here. 

The book says that Ghost Wardens tend to be haunted (in the figurative sense), so I need some trauma in my past, here. Let's say my character is from the North and his village was wiped out by a clan of Horse Lords. The survivors fell back to the city of Sanctuary, and one day my character (let's name him Sky-Eyes Bo) saw a band of Ghost Wardens headed back to where his village was. He stole a horse and followed them, and had to watch them put to rest people that he'd known all his young life. "Put to rest" here sometimes meant helping them achieve whatever they were holding onto, but mostly it meant beating the ectoplasm out of them.

Sky-Eyes went back to Ghost Mountain with the Wardens and worked his way up from there. He was probably allowed to go because he knows about horses, but whatever works.

Cool, that'll work. Let's do chargen proper! My Race is human, obviously (I mean, I could be some kind of devil, but I don't wanna). The SWADE book actually says to do Hindrances next, so cool, we'll do that. 

Well, I'm gonna say that Sky-Eyes has a habit of gazing off into the distance. We'll just call that a Quirk. And I think I'll go ahead and lean in to his backstory and take Wronged as a Major Hindrance (it's basically Vengeful on steroids), and say he's out to get the Horse Lords. That's...there's a lot of them. Finally, since I'm from the North I need land, lots of land, and the starry skies above, so I'll take Claustrophobia (Minor).

Now we do Traits. Well, I'm going to get a bunch of advances, but I think I want to start playing to my strengths, so I'll put Agility to d8, Strength at d4, the others at d6.

Skillz! I get the usual starting skills (Notice, Common Knowledge, Persuasion, Athletics, Stealth) at d4, then 12 more. Obviously I want Fighting, but I want to do thrown weapons, too, so I'll jack Athletics to d8, Fighting to d8, Riding to d8, Survival to d6, and Thievery to d6.

Derived traits, whatever, I'll do those at the end. Edges! I have to take Ghost Warden. Now, do I get that free or do I have to take it? Just says it's required, so I guess it eats my free Edge. Grr. That means I need Martial Artist as well. Oh, but I can take these things with Advances, my guy didn't start as a Ghost Warden. OK, well, then I'll take Beast Bond as my free Edge. And then I get my four "points." I'll buy Occult d4, I'll put Spirit up to d8, and I'll put Notice up to d6.

Neato. And now we get to do Advances. Helpfully, there's slots on the character sheet, so I can keep this straight pretty easily.  

OK, I get three Advances under Novice. I will bump Agility to d10, buy Martial Artist, and bump Fighting and Athletics to d10.

Four Advances under Seasoned, and that would put me to Veteran, so I guess just those four. Well, obviously I need the Ghost Warden Edge, so that's first. I'll take the Throwing Mastery Edge so I can whip knives at ghosts. I'll bump Occult and Stealth to d6. And then...hmm. I feel like I should take my Attribute bump. Yeah, I'll knock Spirit up to d8.

And then I could spend money if I wanted, but I don't. Sky-Eyes Bo carries lots of little throwing knives and chakram, and is used to riding in to battle, hurling stuff at foes, and then riding off before they get their bears. 

Sky-Eyes is small and wiry, like a jockey. He's got the long white hair (used to be black, but turned white when he became a Warden) done up in a braid that's common in the North, and his eyes are brown with perhaps a greenish hue at times? He's adopted the dress of the Ghost Wardens, but he has a pair of rabbit-fur gloves that he's patched and rebuilt many times since he was a boy. 

That'll do it! 

Pugmire: Dreams & Nightmares

Hey, ho, awoo! Here's last time.

Our heroes awaken - well, "come to" might be closer to the truth, as they're asleep - in a dungeon. They are all manacled to the wall, along with Princess Yosha Pug and her father, King Puckington Pug! Gelert Sausagedog immediately gets to work picking the lock on his manacle, but then four guards rush in, unshackle Puckington, and drag him out! The dogs notice that all of the guards wear the livery of the Doberman family. 

Petunia Pibble casts beast mode and turns into a mouse, and then scampers toward the guards outside their cell door. Dire Newfoundland summons up his might and pulls the loop holding his manacle chain out of the wall, though his paws are still chained together. Peppa Papillon tries to wriggle free, but can't, so she just casts spiritual weapon and blesses a few of the others until someone gets around to freeing her. Hobbes von Shadow uses his slidey, liquidy cat-bones to slip out of his bonds. In the midst of all this, both Peppa and Petunia notice that their magic is much harder to cast, like its draining their power much faster than usual. 

Petunia uses magic paw to swipe the keys, but the guards notice, of course. Hobbes slips through the bars on the cell door, grabs the keys, and unlocks it, and then frees Dire. Dire, in turn, grabs the keys and lets Yosha and Peppa down (Sausagedog has, by now, freed himself), and then rushes to battle! 

Petunia casts a slick under both guards and they collapse, and the battle is joined - they manage to stand and then swipe with cudgels. Hobbes pummels a guard and Dire rushes in to swing his hammer (why do the dogs have their weapons? Dream logic). The other dogs leave the cell, and they notice Yosha trying to cast magic but the power fizzling at her paws. And then more guards rush in from another hallway, grab the princess, and take her away!

Peppa yells "The princess!" and follows, and Sausagedog joins. Hobbes continues laying a cat-style martial arts smackdown on the guards, and Dire swings his hammer about, occasionally tanking a blow. The guards, for their part, always manage to slip and fall in the oil, and at one point Petunia tries to strike a prone guard with her staff. She tries, but is too tentative (hitting a helpless opponent isn't really what she's good at; meanwhile Hobbes cheerfully kicks a guard in the ribs until he dies). The guard grabs her staff and takes it away!

Petunia looks around for a rock to throw at him and suddenly, she has one in her hand! Realizing she can influence the dream by thinking about it, she tries to get her staff back, but that backfires. The guard stands, eyes glowing, and bellows "THE POWER!" and unleashes a cloud of seeking stingers at the characters.

Petunia tries to tackle him, but he sidesteps her. That doesn't help him when Hobbes kicks him in the back of the head, and the dogs win the fight and rush off after their friends!

Meanwhile, Peppa and Sausagedog arrive in a crowded castle foyer. They see a second floor, but they're more interested in the stage in front of them. Heinrich Doberman marches up and down, dressed in robes and wearing the Crown of Pugmire! Yosha is in stocks on the stage, her little head thrust forward, and Heinrich raises his sword to behead her! 

Peppa sends her conjured weapon across the room and smacks Heinrich, distracted him, while Sausagedog looks up hoping for a chandelier - and finds one! He swings across the room and lands in front of Heinrich, knocking the crown off his head, and the two engage in a swordfight.

Peppa calls up the strike of Man, one of her most powerful spells, and sends fire and holy light down on Heinrich. And then Peppa explodes

The other three dogs arrive about now, just as the crowd is starting to get really ugly. "Kill the Pug!" they scream. Sausagedog tosses the crown into the crowd ("First one who gets it is the new king!") but that tactic doesn't take; these dogs are apparently loyal to Heinrich. He does manage to free Yosha, and Petunia casts arcane lasso and hurls Dire over the crowed into the upstairs...and then explodes! 

Hobbes and Sausagedog make their way up as well, with Heinrich and the rest of his loyalists in hot pursuit. They check the doors - one's a broom closet, one's a silver closet, one seems to be Heinrich's room - but the last one they check shows them their goal! A huge egg is tucked into a small bed at the far end of the room, but standing in the way is a nightmare version of Viveka Doberman!

Her eyes drip purple, crackling magic, and her claws are long and blackened. The characters charge into the room, and she points a hand at Dire. Black magic flows out and strikes him, and he vanishes, leaving only his floofs behind. Hobbes dodges past Viveka - Sausagedog tries, but falls to her magic as well - and Hobbes leaps and lands on the egg, smashing it!

Back in the waking world, Hobbes wakes ("ugh, my fur!") to find everyone else already awake and staring at him and Yosha. Yosha raises a paw and calls up light ("oh, thank Man for that!") and then runs out to help Ruby and Boomer and all fight the demons outside.

"Hmm," says Not Even. "Guess if you die in the dream you don't die in real life. Good to know." He looks at Bivi and Marshmallow. "Who next?"

The characters choose Bivi, assume their positions on the cushions, and Not Even sends them under again....

The come to in a warehouse, stacked floor to ceiling with crates and boxes, stretching on for what seems like miles. But they realize they're all old. Petunia leans heavily on her staff, Sausagedog's back is crooked, Hobbes' tuxedo coloring has gone almost all white, Peppa is grey around the snoot and milky-eyed, and Dire's floof has lost some of its luster. Bivi, for his part, is even older, and stares at the markings on a box. "We found this," he says, "in the Fearful Forest. It was many years ago, and there was...oh...I used to know."

The dogs listen carefully and realize that something - or a lot of somethings - is pounding on the walls to this place. They might be on a clock, here.

They think about the organization of this place. The artifacts don't seem to be categorized, but newer stuff is added later, so older stuff would be in the middle. But where would the egg be? They found out about those recently, so that would seem to indicate the edges, but then Dire points out that they're all old now, so maybe in the logic of the dream that happened a long time ago? 

They ask Bivi, but he's no help, he can't stay focused. They talk to him a bit and he mentions something about a safe - that's where the really dangerous stuff would be. Sausagedog realizes that a safe would have been built first - the middle, then.

They head off down a hallway (and Bivi tries to wander away, but they steer him back). They find the center of the warehouse, and lo, a floor safe with a combination lock. Sausagedog patiently talks to Bivi about what the combination might be, and he remembers - the date that Pioneer Storehouse in Riverwall was complete! Sausagedog, a very well-read dog, knows this date. They open the safe, expecting an egg...but a serpent slithers out! 

It tries to get away, but Dire is too fast and casts a sacred flame on it. It bursts into fire and sizzles, turning over and dying, and all of the dogs wake up.

"That was easy," says Dire. "Ugh, being old sucks," mutters Hobbes. Bivi gives him a look. 

"Right, one more," says Not Even, looking at Marshmallow von Mau. 

This time, they wake up in Riverwall - but they are all cats! Marshmallow and Hobbes look about the same. Sausagedogcat is a slim little tabby, while Peppa is a pure white kittenish sort of moggie. Dire is a huge ragdoll, and Petunia has become a calico. They look at each other in surprise a bit, and then realize that the world seems...off. The sky is crooked. The buildings are at weird angles. Is this what being a cat is like? 

They also notice that the city is full of dogs, but the dogs are all...similar. Not identical, but just brown, generic dogs, nearly faceless. But they stare at the cats, and mothers clutch their pups closer. "Don't like that," growls Dire. "Yeah," says Marshmallow. "Gets old."

They ask Marshmallow where the snake is, and he concentrates and then says "Dog Castle!" It's in the Palace District. They realize that breaking in isn't going to work, so they'll need some distraction. Petunia goes into a butcher shop and a big, beefy pit bull stares her down. "Yeah?"

"I would like some bones!" she says cheerfully. "All you can sell me."

The dog grunts. "Let's see your plastic."

Petunia cocks her head. "You know, you look like my mother's cousin's sister's-"

The dog scoffs. "Bet I don't." 

Petunia remembers that she's a cat. Cowed, she hands over her plastic and buys the bones he'll give her. She is overcharged and underserved, but that's life for a cat in Pugmire. 

Meanwhile, Sausagedog thinks about where one might find a tunnel into the castle, and comes up with an idea. They find an entrance from the War that leads into a storeroom - a dog is rustling around in there. They toss a bone and lure him over, and Dire casts command on him: "Play dead!" They tie him up and sneak up to the kitchen.

The cats pad quietly through the kitchen, use magic and bones to make dogs look the other way, and manage to sneak upstairs into the castle. As they're looking about and trying to sniff out the evil, Sausagedog, unused to this tiny cat-snoot, sneezes, and the conversation in other rooms halts. He tries to sound dog-like ("boy, it's dusty in here!") but the guards recognize his cat accent (cat-cent? Also Sausagedog's player could not make a roll for love nor money). The guards come pouring out of rooms, and the cats run towards where they smelt the evil!

They wind up in a trophy room, full of treasures stolen from the Monarchies. The guards hot on their heels, Dire calls for Hobbes to help him brace the door. At the other end of the room, they see a brass statue of a huge serpent - that's it!

Petunia fires an elemental beam at it, hoping it'll just melt, but it bursts and a kind of not-quite-Nagayaga stands there! It's still got legs, but its torso is too long for its body and its arms are big and noodly. It charges at them, and Peppa calls down a strike of man. The monster howls in pain and tries to bite at Sausagedog (who runs out to meet it), but Peppa grits her teeth, casts the spell again, and the monster vanishes in holy fire.

The cats awaken - dogs again! (Mostly, not Hobbes or Marshmallow, obviously.) Ruby Labrador enters, wiping off her mace. "You OK in here?"

They groggily nod. "Need help?"

"Nah," she says. "Really Boomer did a lot of the work. Just ripped through them like a murder tornado."

"Yeah, he does that."

The characters have one final dream to invade, though: Viveka Doberman. Not Even lays out the problems for them. "She's not going to cooperate, meaning we need a way to keep her asleep."

"So we'll need to drug her."

"Yes. Also I need to be able to see all of you, so you'll need to be in close proximity." He pauses. "There's something else, too. You didn't die in these dreams when you 'died', but the people having the dreams were friends and allies. Viveka is neither, plus she's a powerful artisan. She might be able to hold your souls there when if you 'die' in her dream, and I don't know what she could do with them."

The dogs nod. This is going to be a difficult fight, and before they even get to that point, they need to figure out how to get near her.

"Do the Dobermans have parties?" wonders Sausagedog. "Like, big fancy ones?"

Yosha shrugs. "They do, but I'm never invited. And I wouldn't go anyway. They only invite friends and political allies."

"Amazed they still have any," growls Dire. 

"They've lost much of their overt support," says Yosha, "but there are still families that wouldn't mind seeing them take the throne, or want their support for their own bids." 

"Anyway," says Sausagedog, "they'd probably need caterers. Servants, that kind of thing." 

"No way would they let cats in," says Marshmallow. 

"No," says Sausagedog, warming up, "but we can use disguises!"

"Good," says Not Even. "You've got a long trip home, figure it out, I'll see you there."

Next time: Into the Dreams of Doberman! or, The Dream-Snake Job, or, The Grand Finale!

Friday, August 28, 2026

Character Creation: Cerebos: The Crystal City

I don't...think someone snuck mescaline into my coffee today.

The Game: Cerebos: The Crystal City
The Publisher: Penguin King Games
Degree of Familiarity: None
Books Required: Just the one


I really like the premise of this game. It's surreal, it's got at least a toe in magical realism, and it's about self-actualization as depicted by resolving touchstones. It also does a couple of things that are pretty original: your character has a goal determined by another player and you don't know it right away, and after the first leg of the journey (everyone's on a train, that's a constant in the game, though the form of the train and the conductor are up for grabs) one player becomes the "Seeker" and the others become "Saints" (trying to help them reach their goal) and "Demons" (trying to prevent them). 

Yes, that effectively means there's a "main character," but y'know? For a game like there that's only going to go two or three sessions, I don't think that's a bad thing. 

Now, there are a few things I'm not crazy about, and they most cook down to this game not being terribly accessible. It starts off with a comic that is complete gobbledygook if you haven't read the book already, and the language in the game itself is...not by any means incomprehensible, but it's one of those games that I feel would have benefited from some straight, clear, unobfuscated explanation of what the hell is actually going on. 

But would that have fucked with the tone too much? I think it's perfectly playable, though it would require a closer reading (and I'm not thrilled with how small the text is in the printed version). It would really require the right table, but most of the best games do. I dunno. It's one of those games that I wish I could reach across time and assemble a group picked from the people I've played with over the years. Maybe we could play it on a train, to make it really meta!

Anyway, let's make a character. This is a pretty quick process, which is good, because I want to play more Zero Company. Actually, it's a two-step process: Pick three touchstones, pick a name, fuckin' done. (Were I actually playing this game, there would be more, because as a group we'd decide on the conductor and another player would give me a goal.)

As I'm thinking about concepts, I'm finding myself interested in the idea of person or animal that is part of an endeavor, but has not concept of what that endeavor is, or indeed that they're even in it. Think of the horse wearing blinders or the sled dog in the middle of the team, or, hell, to get a little weirder with it, the pace car in a race. I don't think I want to actually be a car (or a horse, for that matter), so let's say that my character is a man, probably in his 40s, curly hair that's greying at the temples and dark skin. 

Touchstones can be just about anything, and they're attached to Traits, which are pretty open-ended. They can be skills or memories or just aspects of the character. There's a table of random touchstones; I might dip into that, but I want to bring across the concepts I'm thinking about. So I'll say my guy has a pair of very dark sunglasses (Trait: Patience) and an empty bottle of sunscreen (Trait: Lived in an island paradise).

For the last one...you know, instead of rolling on the table in the book, I'll roll on a table in The Weird. Rolled 08...ooh, one of the options is "mobile phone loaded up with cursed videos." We don't have to read "cursed" as literally, supernaturally cursed, it could just be the more internet-y definition of the word. I think the phone is clearly not his - like, it's pink and blinged out. Since Traits really run the gamut (some of the ones in the Cerebos book include "The Dead Do Not Feel Pain," "Intermediate Geomancy," and "Big Enough") I'm going to call this one "Hold This a Minute."

All I need now is a name or a title. Let's call my guy "the Constant." (That's not a Hitman reference, it's closer to the idea of a mathematical constant.)

And that's me done!

Thursday, August 27, 2026

Movie #967: Alvin & The Chipmunks

Alvin & The Chipmunks is kids movie based on the old cartoons and "band" of the same name, and stars Jason Lee, David Cross, Cameron Richardson, and the voices of Justin Long, Matthew Gray Gubler, and Jesse McCartney. It's pretty awful.

Dave Seville (Lee) is an marketing dude and struggling songwriter who pitches songs to his old college buddy Ian (Cross), now the head of Jett Records. He gets rejected after pitching a song that sounds a lot like Death Cab for Cutie's "I Will Follow You Into the Dark" with every bit of sentiment stripped out, but on the way out of the building picks up three stowaways: Alvin (Long), Simon (Gubler), and Theodore (McCartney), three CGI chipmunks that were in a tree that the company cut down for its Xmas display. 

These chipmunks can not only talk and reason like people, but can sing more-or-less contemporary songs in three-part harmony, so like, that's weird.

Anyway, they reveal themselves to Dave, he's all set to kick them out after they utterly trash his house until he realizes they can sing, so he writes a new, fresh Christmas song...oh, wait, it's the god-awful "Chipmunk Christmas Song" that came out fifty goddamn years before this movie? Oh, OK. Anyway, after a false start where the Chipmunks freeze up, they become worldwide sensations, Ian manipulates them with the rock-n-roll lifestyle to move out of Dave's house, but eventually Dave admits he wants a family and they're all back together and Ian is left trying to get real squirrels to sing. 

Well, I can't say I was expecting to enjoy this movie, but I used to watch the cartoon when I was a kid, so maybe some nostalgia? Nah. It plays just like someone - by which I mean a committee and a focus group - wrote it today in a boardroom, with two awkwardly old songs (the Xmas one and "Witch Doctor") remixed and crammed in. 

Jason Lee is completely unlikeable as Dave. I don't know if it's because he can't act when working with CGI (and I could understand that), but he really comes across as bland and boring no matter what scene he's in. David Cross is a little more watchable, but he's also more shameless and doesn't mind literally shaking his ass in this movie. 

And then there's the Chipmunks. I don't know if I'm just getting old, but man, I have no interest in watching CGI creatures hop around and fart. If the jokes were better, if the movie had any heart, maybe it wouldn't bother me, but as it is, I felt trapped between Chipmunks whose voice performances aren't great because they're sped or pitched up (and I cannot understand them when they sing) and human performances for people who were very clearly standing there thinking "big paycheck, big paycheck, lots of actors can't even find work, c'mon, you can do it." 

My kids would have been about the right age to enjoy this movie when they were smol (it came out in 2007, so not in theaters, but certainly in the home video market) and I'm glad it never made it into rotation. 

My Grade: D-
Rewatch Value: IINSIAIFWT

Next up: Near Dark

Wednesday, August 26, 2026

Character Creation: Nebula Chaos

It's called "space opera," but you never hear a fat lady sing. 

The Game: Nebula Chaos
The Publisher: Polyhedra
Degree of Familiarity: None
Books Required: Just the one


So, this is nothing really special - it's a space opera game that is heavily, heavily inspired by Star Wars (the title is even kind of synonymous), but also drawing on other properties in the genre. It was made for about $2600 on Kickstarter, there are only six updates on the campaign, and you know, it's very clearly made with some heart.

Some jank, too, and I'm not crazy about this:



Like, if you can't say "shit" then don't half-ass it and type in this stupid Youtube-thumbnail-ese (only slightly better than the Tiktokese dialect of internet speech, which gives us shit like "seggs". Yes, I am old). But minor complaints about writing style aside, the game looks perfectly playable. Let's make a chaotic nebula or whatever!

A bookmarked PDF, did I just win the fuckin' lottery? 


OK, so we start off by assigning base stats. Said stats are Power, Dexterity, Personality, Intelligence, and Will. What's average? Well, an "easy" difficulty is 8, so a point or two in a given stat is probably enough to be considered average. What kind of spacey person would I like to make? 

There are a bunch of different species of alien, but unlike many RPGs that use alien (and fantasy) races, any given members of a race don't necessarily have the same characteristics. That is, a bot might have Exoskeletal Structure, but not necessarily. I'm not sure if that holds up in play, but I like the idea. I think I want my guy to be an Extratareptile, because I think that's lots of fun to say. The book says they are cold-blooded and warm-hearted (I am reminded of Sissix in The Long Way to a Small, Angry Planet). 

Let's say my Extratareptile is a face, but kind of fussy and uptight, rather like C-3PO. I picture him as having very long, delicate fingers with pointy (but not especially sharp) nails, and a kind of iguana-like face. Let's name him Fullim (/fulIm/, though there are some aspirant sounds that exist in his language that other species find hard to say, or even hear). 

Right, so, Fullim's stats. Obviously Personality needs to be high, as does Intelligence. I'll put both of those at 4, leaving 12 points for the other 4 stats. 3 in each? Nah, let's leave Power at 2 and jack Intelligence to 5. 

Sub-stats! HP is 12, EP is equal to Will, so 3. Speed is 25ft. 

Ability points! I get 10 of these. One of the recommended ones for my species is Infrared Vision, which I kind of like, so I'll blow 3 AP on that. Oh, I can take Traits, which can give me points back, and I want the Annoying Trait. Like the expression of it - I roll a d3, and on a 1 I take a PRS penalty, which is about right. That gives me 2 back, so I'm still at 9. 

Well, let's take some Skills, then. Language is a good one, and since I'm a reptile, not a robot, I'll say that Fullim is actually multi-lingual rather than having some kind of translation power. Languages are 1 point each, so I'll spend 4, specify one of them as Thungrarian (the language of the Empire), and leave the rest blank, because in play it'd be smart to see what languages are needed and then say that he speaks it. 

I figure as a lizard, Climb makes sense, right? Oh, definitely need Diplomacy. Hang on, there are a bunch of social skills and I can't afford that many. OK, let's trim back two Language slots, and then take Diplomacy, Sense Motive, Con/Bluff, and Perception. 2 points remaining. Any other Abilities I want? Oh, shit, yeah, I want Sincerest Apologies! Once per session I can apologize and reroll a PRS check.

Items! Since these are arranged in Tiers, not money-cost, I'll go ahead and figure it out. I get 2 Tier 1, 2 Tier 2, 1 Tier 3, and 1 Personal. 

For my Tier 1s, I'll take a spacesuit (seems wise) and a lighter (making a fire is a good idea when you're cold blooded). For my Tier 2s, I'll take...ah, hell, these are mostly weapons. Well, let's say I get 2 Tier 3s instead? Nah, those are all weak, too. Well, I want a hoverpack, anyway.

I think that'll do it, actually. Fullim is green of scale, yellow eyes, tall and thin. He doesn't have a tail and he's a little annoyed that people keep asking (the creatures humans evolved from have tails, but no one ever asks them). 

Marvel: End of the Journey

Last night we ended our jaunt through superhero RPGs with a final session of Marvel Heroic Roleplaying via Cortex. Recall that we started way back here with Marvel Superheroes and then took a trip through Wearing the CapeHere's last time.

Our heroes stumble back to the quinjet and regroup. Bucky is pretty dinged up; Magnus tosses him a pill from the Hat that helps his bones knit quickly and everyone takes a quick turn in the magical Faraday cage to shake off some of the dimensional influence that Wanda smacked on them. But they still have a dilemma: What to do about Wanda.

Maria points out that Wanda, during the limited time that she was able to observe her before she supposedly died, was never in the habit of possession and murder. Perhaps she, too, is being influenced by something? After all, all of them felt something talking to them before, and they saw that weird purple stuff around her eyes. Bucky, who of course knows a little something about mind control, agrees it's possible, and the four of them agree to take one shot at reaching her - one. It's too dangerous to do more than that.

They leave the jet and find Wanda standing there, waiting for them. Maria approaches her while the others fan out (but it's not like she doesn't know where they are). Maria talks to her, and she says that all she wants is Magnus to come with her into "the portal". Maria asks why, what she's trying to fix or heal, and Wanda say she's moved beyond that. There's no healing. Time doesn't heal wounds, time festers them, deepens them. Time, she says, is an insult.

Magnus, at this point, has had enough, and hurls a rune of stillness from the Hat, hoping to silence Wanda and/or prevent her from casting. She sees it coming, her headband flashes red, and the rune slows, stops, and falls. Spidey leaps up and fires webs at her, but she waves her hands and the webs dry up and turn to cobwebs before they get to her. 

At this point, Wanda mutters something under her breath in Sokovian. Magnus (who basically understands whatever language is being used) catches it: "Hit them." And then something does indeed hit them all, something moving far too fast to see. A man with white hair, wearing blue, skids to a halt next to Wanda. He opens his mouth and starts to speak ("You didn't see-"), but then disintegrates, his body collapsing in on itself. Bucky notices Wanda each out and touch his hand right before he does. 

Maria shakes off the blow and unfurls her whips, tangling Wanda up and shocking her. "Now, Spidey!"

Spider-Man webs up her hands. Her eyes glow red, but Magnus flings his Null-Dimensional Shroud out (muttering to it "if we can't fix her you can eat her soul"). It bites her and interrupts whatever spell she was casting. Maria pulls the whips and yells for Bucky for help, and the two of them push her into the jet and into the Faraday cage!

Wanda collapses, and then pulls herself back up, the purple gone from her eyes. She has a look of fear, though, and tells them that it's not her that they need to worry about. "He wants Magnus," she says. 

"Who?" someone asks, but then everything goes black.

The characters' vision clears, and they find themselves in something like a photo-negative representation of Mount Wundagore. The sky is black, and...plants? Something like plants? Blossom forth in fractals. They look around and try to get their bearings, and while he might not admit it, even Magnus hasn't been to a place like this before. He talks, however, about other dimensions, maybe hells, that he's seen...

And then a face appears in the air before them, vaguely masculine, but black and rippling. 


It asks Magnus if he ever starts talking. "Not often," he says, and the others agree. "Are you the god of this place?"

"I am Dormammu." 

"Yeah, sounds like a god-name." 

Dormammu explains that Magnus, like him, is a "singular being." "Like me, there is only one of you in the multiverse," he explains. "But unlike me, you destroy whatever reality you pass through. Your very presence unravels the basic rules of existence, wherever you go."

Magnus is uncharacteristically quiet. He didn't know this.

"But why would you care? The millions of lives you destroy are not even a notable fraction of the ones you'll never see. They are not important, yes?"

Magnus agrees...but hesitates. 

"So what do you want with him?" asks Maria. 

"I want him to stay here," Dormammu says. "I made a bargain that I wish to be revoked, and his presence will unravel it. That is all I require, for him to stay here." A pause. "Quietly, if possible." And the face vanishes.

The four of them look at each other, and then at Magnus. Magnus figures he could probably get out, but it would be hard - he describes it as swimming up from the bottom of the ocean. Doing it while taking them with him would be nearly impossible.

Bucky nods. "Then we need to stay," he says. Maria and Spidey agree - if the choice is they remain in the Dark Dimension but Magnus escapes, thwarting whatever it is that Dormammu wants, or else Magnus stays and Dormammu is released from his bargain, that seems an obvious, if painful, choice.

Magnus paces and curses to himself. "Empathy," he spits. "When did I start caring about people?"

He reaches into the Hat and pulls out a pouch, and tosses it on the ground. "Get in." Somehow, the three of them are able to crawl inside (is it bigger, or are they smaller?). He picks up the pouch and puts it back in the Hat, and then draws a circle on the ground and begins crafting a spell to escape. 

Dormammu appears. "You cannot-"

"Fuck you." Magnus calls up every bit of magic he has, and pushes at the edges of the Dark Dimension. He realizes that there's no time here, so no causality - nothing happens, everything happens, all at once, so there's no escape. But Magnus' very presence decays the rules, and it increments a few nanoseconds of time...and that's all he needs.

He reappears on Mount Wundagore and stumbles forward a few steps, and then collapses. The Hat rolls off his head, and a moment later a white rabbit hops out, dragging the pouch. It noses it open, and Spider-Man, Maria, and Bucky emerge (they see what looks like a building-sized rabbit, and then suddenly they're standing there and the rabbit is normal). "Um...good bunny." The rabbit wiggles its nose at them, and then hops back into the Hat.

They drag Magnus into the quinjet and put him on a bunk, and then let Wanda out. "You going to be OK?" 

Wanda shakes her head. "Probably not. Strange is dead?" They nod, and Wanda looks pained. She pulls the Eye of Agamotto out of her shirt. "I need to give this to Wong," she says. 

Maria nods to the mountain. "What about this?" 

"I'll break it before I go," she says. She pauses. "Dreykov forced me to kill my brother. After I destroyed the Red Room, I wound up getting pulled into the Dark Dimension. I was there...well, 'a long time' doesn't mean anything, but when you have subjective eons, you can get really skilled." She looks at the heroes. "I'm sorry. If you see Natasha and the others, please tell them I'm sorry for what I did to them."

She leaves the quinjet, and Maria takes off. As they fly away, in the distance, they see a red flash, and the mountain collapses on itself.

Maria flies the quinjet back to New York, where she starts hearing broadcasts questioning the Avengers and press statements from said Avengers trying to explain things. She lands at the compound, and Natasha meets her. The two of them talk, Maria says that she thinks they've progressed beyond Bucky being locked in a truck. "Yeah," says Natasha. "You'd better go talk to Steve, though."

"Yeah, great," mutters Bucky.

Spidey has already left. He's been gone too long, and needs to get back to his family.

Sometime later, Magnus wakes up. The rabbit emerges from the Hat, and hops up to his shoulder. "Good work, Fluffles," he says, and leaves this reality.

Magnus goes someplace with no conflict, no war, few people - there aren't many places like that, but there are some. He leaves a note for the others. "Thanks, hopefully I don't see you again." And then he sits, and ponders whether there's a next part of his journey.

FIN

Tuesday, August 25, 2026

Thrilling Adventures! Omen of the Gigantic Tiger, Pt. 2

Last night we completed our epic tale in Thrilling Adventures! Here's last time.

Our heroes head north on the train, and disembark near the city of Khabarovsk. Marigold goes onto the platform and buys a map (it's a little older, dating from the Great War, but she figures it's not like the mountains have moved). Moxie gets his motorcycle, Harley, off the train, and Ernie does the same for his truck (Martha). Robert sits in the passenger seat, staying warm. 

Ernie is talking with (what he assumes is) a railway employee. Ernie doesn't speak a lot of Russian, but he understands "truck" and "fee," so he's dealing with that, but glances back and sees the truck shift. Ernie is an experienced truck driver and has had to deal with folks trying to hitch rides surreptitiously, so he positions himself so he can see a little better. And indeed, it looks like someone just got out of the truck. He also glances down and sees that this "railway employee" has a pistol in his coat!

Robert hears the noise, as well, and slides open the panel to look in the back. And there he sees a couple of dudes pulling the kids (Rina and Timmy) out of the truck, hands over their mouths! Robert gets out of the car and yells a warning, and Marigold (with the better vantage point) sees the dudes heading for another vehicle. She draws her pistol and tries to shoot out the tires, but she can't get a clear shot, and the Russians pile into the truck with the kids and drive off!

Moxie, however, guns the engine on Harley, pulls up onto the platform (yelling "get on!" to Marigold), and takes off in pursuit. Ernie jumps in the truck along with Robert, and they join the chase!

Moxie pulls the bike up next to the driver's side of the villains' truck, and Marigold opens the door and yanks out the driver. She jumps in to take the wheel, but the thug in the passenger seat fights her! Meanwhile, Moxie drops back and slashes at the latch to the back door with his sword. The doors fly open to reveal Rina and Timmy tied up on the floor, and a bunch of angry dudes with guns! They fire at Moxie (and he swerves out of the way), as Robert and Ernie pull up behind them.

Robert tells Ernie to get closer, climbs onto the hood of Martha, and jumps to the back of the kidnappers' truck. He lands on the back, grabs the roof, but the door swings shut and smashes his wrist - he's uninjured, but his wrist-mounted dart gun is destroyed. In the cab, Marigold whangs the thug with the butt of her gun and knocks him out, but turns her attention back to the road to see a low-hanging branch in her path. No time to avoid it (especially not without endangering her comrades), so she just braces herself and the branch smashes the windshield.

Moxie swerves in and stabs one of the gun-toting Russians. He falls out of the truck, dropping his gun, which Robert catches. Letting the filters in his Z-ray goggles do the work, he shoots the other two thugs, neutralizing the last of the threats!

Marigold stops the truck, and searches through the glove box and the pockets of the unconscious guy in the passenger seat. She doesn't find anything, but his eyes snap open - one is blue, one is green (which she remembers matched the description Timmy gave of the "weird guy" that showed up at the dig after the Russians found the Tiger). The thug speaks in a voice clearly not his own, asking Marigold's name (which she does not give), and introducing himself as Alexei Grigoriovich Nefsky. She opens the door and calls the others up, but by the time anyone gets there the man is just drooling before slumping forward, dead. Marigold opens his eyes, which are now both brown. 

The team unties the kids and catches their breath, and then Ernie pushes the Russians' truck off the road and everyone continues along. They arrive at the dig site and climb up a hill, where Marigold uses her spyglass to get a lay of the land. There are a lot of Russians here, all with guns, and lot of them wearing tatty Russian Army uniforms. Timmy points out the entrance to the caverns where the Tiger waits, and also notes a dude marching up and down in a black uniform, barking orders - Ivan. 

The team takes a break and waits until dark. Moxie patches up his wounds, Robert finishes his rail gun and moves it to the hilltop, and Ernie and Marigold find a watchtower and take out the guy on watch. They spend time peering through the spyglass and investigating. Marigold realizes that the uniforms these guys are wearing match up with a "lost regiment" of Tsarist Russian soldiers that disappeared during the Revolution. 

But as they're searching, Marigold swings her spyglass over and sees another guard peering through his spyglass straight at her! He fires a flare gun ("oops"), and the Russians mobilize! They start charging up the hill, and Robert looks over to Timmy. "Bring those railroad spikes!"

He fires the rail gun, taking out groups of the soldiers and laughing maniacally, and then turns the gun on a shack with some Russian lettering on the side. Ernie can read that it says "MUNITITIONS" but is too far away to tell Robert (and it probably wouldn't have made much difference anyway). The shack explodes in a fireball, illuminating the dig, and chaos reigns. Ernie uses a wrench to zipline into the camp, probably intending to drop down and cause a diversion so Marigold can get to the cavern, but misjudges the angle and gets stuck hanging above the camp. 

Multiple Russians point guns at him, and things look bleak for Ernie...but then Moxie zooms in on his bike and breaks the line! "Drop down!" he yells, and Ernie does ("OOF"), and Moxie takes off...but then a slim, disheveled man steps in front of the bike and waves his hand. Moxie hits something and the bike goes flying, and Ernie and Moxie slide into the snow. 

Meanwhile, Marigold looks up and sees a group of Russians advancing on Robert and the kids. She gives up her stealth to warn them, firing her gun in the air, and Robert turns around and sees thugs approaching. He gives his maniacal laugh again and kicks the now-spent rail gun, and it explodes, taking out the Russians and blowing him, Rina, and Timmy over the edge and down the hill! But now all of them are at barrel's end.

They are stripped of weapons and put in a cage, and Ivan struts up and down, monologueing in Russian (Robert: "I hate to miss a good monologue." Rina: "Is not that good"). He steps aside and the strange man - Alexei - steps up. He stares at Timmy and demands the key to the Tiger, and his men point guns at the team menacingly. Timmy, terrified, tosses the key to him...

"The hell with this," mutters Ernie, and kicks the cage as hard as he can. The cage wall snaps forward and falls! Moxie leaps forward and starts throwing punches, knocking out Russians, and a whole group of them mob him! "Get the key!" he yells.

Robert does just that - rushes forward and snatches the key from Alexei's grasp, and then grabs the kids and runs for the caverns. Ernie tackles Alexi and pushes him back against a shack wall, and Alexi stares him down...

...and suddenly Ernie is remembering a pie-eating contest he won in his hometown, years ago, sitting there feeling very full, covered in blueberries, holding a trophy. In the present, he just smiles ("blueberry...") and does not notice as Alexi pulls a gun and aims at his head!

Moxie notices, however! He leaps in front of Ernie and takes the bullet for him, and collapses into the snow. Ernie snaps out of it, and Alexi picks up a handful of snow and tosses it up, creating a little localized blizzard! It doesn't last long, just long enough for Alexei to disappear.

Marigold, meantime, engages Ivan, but quickly finds out he's dangerous. He slashes her across the cheek with his knife, and they trade blows, but then Ernie steps in front of Marigold and Ivan stabs him in the shoulder...but he doesn't flinch. Marigold peeks around and holds him at gunpoint, yelling to the other Russians to back off or Ivan gets it!

In the caverns, Timmy, Rina, and Robert find the Tiger - a huge, majestic, clockwork beast. Robert is immediately taken with it, and takes the key up to the slot ("on the neck," says Timmy). As he gazes at it, figuring out the mechanism, he hears a voice: "Do it."

He looks down and sees Alexei, a hand on either kid's shoulder. "Do it. Use the key. Activate the Tiger." Timmy shakes his head and mouths "DON'T DO IT" to Robert, and Robert, perhaps uncharacteristically, listens. 

"I want to," he says, "but I don't think I will." 

Alexei sneers, and then takes one step...and is atop the Tiger with Robert! He stares Robert down, attempting to mesmerize him as he did Ernie...

....but we flash back to Robert working on his Z-Ray goggles and his no-good brother Henry standing behind him, telling him that the physics are impossible, the idea is stupid, he'll never...

"SUCK IT, HENRY!" yells Robert in the present, and shoots at Alexi, just as Marigold and Ernie (helping a now-bandaged Moxie) arrive. Alexi reels from the shot, and Marigold follows it up with a shot from her pistol! Alexi falls from the Tiger, dead.

Cut to the exterior and a rumbling from the cavern, and then the entrance explodes outward as the heroes, riding the Tiger, spring into the camp! The remaining Russians run, and the team revels in victory!

And now the final shot, the team back on the train. Ernie and Moxie share a drink and relax. Robert is going over plans on what to do with the Tiger and how to replicate it - screw the Model T. Marigold is teaching Timmy and Rina to play blackjack.

And in the cargo car, a disassembled Tiger's eyes begin to glow softly...

FIN...?

Monday, August 24, 2026

Movie #966: Murder by Decree

Murder by Decree is a murder mystery/thriller starring Christohper Plummer, James Mason, Donald Sutherland, David Hemmings, Frank Finlay, Susan Clark, Geneviève Bujold, Anthony Quayle, and John Gieguld. 

So, the basic premise here is "what Sherlock Holmes pursued Jack the Ripper?" That's a solid enough premise - this is hardly the first or last time it's been tried. We've got Christopher Plummer playing Holmes and he deliberately tried to make the character a little more human and vulnerable than Basil Rathbone's earlier performance. Likewise, Mason's Watson isn't as bumbling and, well, dumb as Nigel Bruce's Watson, but this Watson is still touchingly naive about whether a member of the aristocracy could be (gasp!) murdering prostitutes.

The setup here is largely based on Jack the Ripper: The Final Solution, an unfortunately titled book by Stephen Knight. It'll look familiar if you've seen or read From Hell; the Ripper Murders are a Masonic plot to cover up the indiscretion of Prince Albert Victor (Robin Marchal) and his fathering a child with Annie Crook (Bujold), a (gasp!) Catholic girl. Knight's book was presented as a real Ripper theory and it has of course been pretty much debunked. Likewise, we've got Sutherland playing Robert Lees, who was a real person who claimed to psychically know the identity of Jack the Ripper. There's a scene in the movie where he lets his "visions" lead him to the house of Sir Thomas Spivey (Roy Lansford), a Royal Physician who (along with William Slade [Peter Jonfield]) is the Ripper. Lees claimed this really happened (that is, he got off a bus because he saw a man on the street he knew to be the Ripper through his psychic visions and the visions led him to a fancy house), but there's no evidence to suggest it really did.

Basically what I'm saying here is that this story is fan fiction within fan fiction. That doesn't necessarily make it bad, of course, and Christopher Plummer and James Mason are very fun to watch. Donald Sutherland turns in a really haunted performance as Lees. But I have to say, I wasn't a fan of this movie, and after sitting with it a couple of days, I think I can put a finger on why.

First, it's too long. Rather, it's paced badly. The second and third acts drag, and it ends like three different times. That's the easy answer.

But beyond that...a story about Jack the Ripper that tries to keep the facts of the case consistent, even if it introduces conspiracies and occultism and politics and so forth, is a very different kind of story than much of the Sherlock Holmes canon. Holmes solved mysteries, yes, but they were mysteries with adventure and intrigue, and the motives were explicable most of the time (I say "most" because it's not like I've read the whole canon). A dude running around Whitechapel dismembering sex workers because of some sadistic sexual urges is kind of incompatible with that genre, and so if you're going to include this quasi-superpowered detective in that kind of fiction, you have to change him. And indeed, our Holmes here is morally outraged by what's happened and sheds tears for Mary Kelly (Clark) and Annie Crook and the whole situation. 

Is that "in character" for Holmes? I don't know, Holmes is a character, so what's in character depends on who's writing him. But it feels off. We're not seeing Holmes' amazing deduction on display, and he utterly failed to prevent any of the Ripper's victims from being cut up, because, if we're going to keep to the facts, he has to fail. So this isn't a detective story, despite attempts to make it one. Alan Moore had a better sense of what to do with this setup (and didn't include Holmes), but it still bumps into one of the big problems with using real crimes in fiction. That is, the crimes did happen, these women were murdered, like a lot of Ripper fiction, the movie kind of uses them as props (though I have to say that Mary Kelly's depiction in the movie wasn't bad, especially if you know what really happened to her). 

Overall, I think there's an interesting story to be told combining Holmes and the Ripper, but I think that having Holmes confront the kind of violence and madness that the Ripper represents, not just in what he's doing but in how the press and society respond, would be the better way to go about it. Yes, that'd be a pretty dark story, but that's probably appropriate.

My Grade: C+
Rewatch Value: Low

Next up: Near Dark, assuming I don't come into possession of anything earlier in the alphabet before we get a chance to watch it

Saturday, August 22, 2026

Character Creation: WFRP

The book actually says it's pronounced "Wuffrupp", which feels weird to me for some reason.

The Game: Warhammer Fantasy Roleplay
The Publisher: Games Workshop, published by Cubicle 7
Degree of Familiarity: None
Books Required: Just the one


I kept looking at this cover trying to figure out if it felt familiar for any specific reason, or if it's just well-known enough that I've seen it around, and then the words "Grim & Perilous" hit me and I remember that Zweihänder: Grim & Perilous was basically a clone of this game. Anyway, I tried to read the setting and both the font and the prose failed to keep my interest, so I'm just gonna make a character and hope the chargen section gives me enough context to know what I'm doing. I do know that Warhammer generally has a big following and a lot of lore, which largely doesn't interest me much.


Ooh, some of this can be done randomly with tables! Groovy. Let's start with Species. 22 gives me...human. Yawn. (In fairness it's a 90% chance for human.) What does "human" mean around here, are we diverse and adaptable? Wow, those aren't mentioned, that's new. 

Next up, Class & Career! Rolling, I get 88...Rogue/Witch! Sweet! I'll keep that, and that gets me 50XP, whatever that means. 

Oh, neat, what it means is that since I kept my first roll, I get rewarded for not jiggering around with the chaos. Same thing happens for Attributes, moving on!

Attributes! I get 2d10 + 20 for most of these. Do I need to do 'em in order? No, I don't need to, but I get a bigger XP bonus if I do. Well, let's just see what happens. Characteristics are the ones that get the 2d10+20 roll, so let's do that. 

Weapon Skill 27 (not off to a great start, here)
Ballistic Skill 29 (c'mon now)
Strength 27
Toughness 34 (better)
Initiative 33
Agility 35
Dexterity 32
Intelligence 28
Willpower 32
Fellowship 32

Well, looking ahead at the Witch career, I don't see anything that's a glaring problem, so fuck it, let's keep these results and get another 50 XP bump. 

Wounds are determined by a formula that I won't bore you with, but it works out to 11.

I start with Fate 2 and Resilience 1, and then 3 extra points to split between them. Well, let's just hedge our bets and make both values 3. That sets my Fortune and Resolve at 3, as well, since those start equal to Fate/Resilience. I get a Motivation, which helps me get Resolve back, but I'm not sure exactly what I want, there. Being a witch is illegal and will get you burnt (if you want to do magic legally, you gotta be a wizard) and the section on the Witch career mentions the idea of a noble that discovered inherent magic and then ran away. I think that has legs, but I want to go a little deeper into chargen first. 

Oh, I get 5 Advances to split between three Characteristics determined by Career, which in my case are Weapon Skill, Toughness, and Willpower. I think I'll put 2 each into the first two and the last one into Willpower. 

Skill and Talents, then! I get to pick 3 Skills from my Species to get 5 Advances (which basically just means "add 5 to the controlling Characteristic"), and then 3 more to get 3 Advances. Just a moment.


Hmm. Now I need to conceptualize a little more. The idea of "noble who discovered magic and fucked off" is interesting, but suppose I wasn't a "noble" so much as a soldier or hunter or village leader or something? Lower class, is what I'm saying. Not like the people around me would be any less devout to Sigmar and thus willing to burn me. 

With that in mind, let's put my 5 Advances in Leadership, Ranged (Bow), and Language (Bretonnian). I'll put 3 Advances into Melee (Basic), Lore (Reikland), and Cool. 

And then I get to pick a Talent from that list and roll for 3 more. Sweet. Let's pick first. Doomed, Savvy, Suave? Oh, Doomed is actually pretty cool. I mean, it does exactly nothing for my character, if if my character dies in a manner consistent with his Doom, my next character gets an XP bonus. I think if I were going to play my Witch in a campaign, I'd take it, so what the hell. My character is Doomed to be burned as a witch.

Right, now I get three random Talents. Lightning Reflexes, Ambidextrous, and Savvy. Let's look those up (though I suspect I know the gist at least of the first two).

And now, Career Skills/Talents.


I get 40 Advances to split up between those 8 Skills. I can put 5 in each, but would I like to? I need to see what these are, actually.

OK, so it looks like the only magic I'm going to be able to do at this level is Petty. I'm actually OK with that, so I'll make Petty Magic my Talent. That gives me 3 Petty Spells, but I'll do that later. For now I need to do the Skillz. 

I'm gonna put 1 Advance into Channeling, so I can actually use the Skill. I'll likewise put 2 into Language (Magick), since that's what I'll use to cast spells. That leaves me 37 Advances. I'll put 7 into Stealth (Rural), 5 into Cool, 10 into Endurance, 10 into Intimidate...that leaves 5. You know, I'll put 3 more into Language and 2 into Channeling, how bout. 

Trappings! I get candles, chalk, doll, pins, and then a bunch of stuff for being a Rogue that I'm not listing. I would like a bow, but that's too expensive and I've only got 8 brass pennies to my name, so clearly my guy was driven out of whatever town he lived in and hasn't done very well since. 

I do get spells, though! Let's check 'em out.

Well, I'm on the run, so food and water is probably a concern. I'll assume I can catch food, but I'll take Spring so I can call up water. I want an offensive spell, so I'll take Shock (lets me touch someone and stun them), and I'll take Bearings so I can avoid getting lost. 

Details! Let's name my guy Wilryn. His family name is "Just", but he's stopped using that since the whole "driven away" thing. Let's generate physical characteristics randomly, why not. 25 years old, 6'1", black hair, grey eyes. 

And then we've got 10 questions to flesh out the character. I'm game. 
  1. Where are you from? Wilryn is from a small town on the Bretonnian border (which is why he speaks their language so well). Herding, hunting, some farming, big enough population that traveling merchants stop by.
  2. What is your family like? Wilryn's family has historically been village leaders, judges, and other folks in charge, hence the "Just" surname. He's the only one who's ever demonstrated any magical talent. 
  3. What was your childhood like? A bit of pressure to live up to, but nothing he couldn't handle. Wilryn was shaping up to be personable and clever, and his father was thinking about taking him into Bretonnia next season just to see what things were like.
  4. Why did you leave home? Wilryn started demonstrating magical ability, and that might have led to him going to college for Magick, and then that fucking Priest of Morr did the ritual and said he was doomed to be burned as a witch! Leaving seemed better than burning.
  5. Who are your best friends? Wilryn had close friends in town, including a girl (Luxee) from Bretonnia whose family settled in town. Probably never going to see her again, dammit. 
  6. What is your greatest desire? To go home. Maybe if he could become a great hero. Or, hell, actually become a wizard? But that's gonna cost money he doesn't have.
  7. What are your best and worst memories? Wilryn went hunting with this father and they got stuck in a storm, so they huddled up in a shelter they made, cooked foraged mushrooms over a fire, and sat there quietly listening to the rain. Wilryn came away from that experience with a respect for his father he couldn't explain; he'd always seen him as this even-handed but severe judge, and seeing him testing a mushroom to see if it was overdone just...softened him somewhat. That's his best memory. His worst, obviously, is fleeing his home.
  8. What are your religious beliefs? Probably did venerations to gods of hunting and plenty, maybe occasional prayers to others as necessary, but if you'd asked him pre-banishment he'd have said he wasn't a priest. Now...he's not sure whether the gods want to hear from him.
  9. To whom, or what, are you loyal? Wilryn is still loyal to his family and town. He doesn't blame them for driving him away. Secondarily, Wilryn tries to be a good and fair person, because it's what his father would expect. 
  10. Why are you adventuring? We've covered this; Wilryn is trying to find a way to fix his doom and go home. 
Wilryn strikes me as the poster child for "meet your destiny on the road you take to avoid it." He'd be interesting to play. 

Movie #965: Monkey Man

Monkey Man is an action/revenge flick starring and directed by Dev Patel, and co-starring Sikander Kher, Pitobash, Makarand Deshpande, Ashwini Kaleskar, Vipin Sharma, Sharlto Copley, Sobhita Dhulipala, Adithi Kulkunte, and Jatin Malik. 

Our protagonist and hero, just credited as "Kid" (Patel, Malik as a child) works an elaborate ruse to infiltrate a rich asshole club run by Queenie (Kulkunte), so that he can get close to Police Chief Rana Singh (Kher) and blow his fucking head off. Singh was responsible for the destruction of Kid's village years before, and the rape and murder of his mother more directly, so this starts off as a revenge flick. But what's interesting is that it starts off (well, within the first 30 minutes or so) with Kid confronting Rana, nearly having his revenge, but then getting his ass kicked and chased through the city streets until he winds up getting shot, dropped into a river, and picked up by the hijra (not a term I knew before this) in a temple dedicated to Ardhanarishvara (also not something I knew about). The leader there, Alpha (Sharma) nurses him back to help and helps him clarify what exactly he's trying to do. 

(As a side note, very often a character like Alpha would advise letting the anger go and realizing that revenge doesn't help. Here, Alpha gives a different piece of wisdom: sometimes you have to destroy something to make room for something new. Actually, Kid does get told to let the anger go and renounce violence, but we'll get to that.)

Meanwhile, India is gearing up both for Diwali and for a national election, in which a dude named Adesh Joshi (Vijay Kumar) is standing as the candidate from the "Sovereign Party", so you can kinda guess his politics. The real power, though, is Baba Shakti (Deshpande), a spiritual guru who's been whipping up the crowds with nationalist and religious fervor (where have I heard this before?), and pushing for Joshi's election. And of course it was Baba who really cleared Kid's village. 

So, beat-for-beat, it's not too far off movies like John Wick or The Crow or Peppermint. But there are a few things that really make Monkey Man stand out. The transgender warriors rolling in to kick ass during one of the last fight sequences was one, that wasn't something I was expecting, but it was amazing. But also, Dev Patel manages to neatly straddle the line between Kid being broken, silent, and nearly blank and being a badass. He's lean - skinny, even - but "Bruce Lee shredded" as he says in one of the featurettes. And he doesn't come across as perpetually angry or unstoppable, he comes across as traumatized, but with flashes of the loving child he used to be (one of the recurring bits is that his hands are badly burned, and we're expecting to learn that Singh did it deliberately, but actually Singh set his mother's body on fire and Kid tried to put it out). 

The action scenes are likewise amazing. The fight choreography starts off choppier as Kid is less focused, and then we get longer and longer shots as he trains and becomes clear in what he's trying to do. There's a violence here that seems intense without being gratuitous, also a hard needle to thread. Again, didn't know I needed a car chase with a souped-up tuk-tuk, but here we are. 

About my only real criticism is that the sound mixing is such that understanding some of the dialog can be hard. Other than that, I don't have a lot negative to say about it.

I rather suspect I'd appreciate the movie on a deeper level if I knew more about the cultures it was reflecting, but I can definitely appreciate a good revenge story, and armed government goons going after minorities is also pretty damned relatable. Over all, kinda regret not watching this sooner; it was on my radar and then just kind of slipped off. 

My Grade: A- 
Rewatch Value: Medium-high

Next up: Murder by Decree

Friday, August 21, 2026

Character Creation: They Came From Beneath the Sea!

Sure, why not, not like my mental health has been rocky the last few days.

The Game: They Came From Beneath the Sea!
The Publisher: Onyx Path Publishing
Degree of Familiarity: It's complicated
Books Required: Just the one


They Came From Beneath the Sea! (hereafter abbreviated to TCFBTS) is kind of akin to It Came From the Late, Late, Late Show in that it's modeled on bad sci-fi horror movies that one might have watched on network TV at midnight if one were of a certain age. It's a comedy game, but it's one that actually pays mechanical attention to how one might be funny at the table, rather than just writing the game in a wacky sort of voice (to wit, characters have Quips that they can use during play to gain bonuses). 

Now, the aquatepillar in the room: TCFBTS was my last writing gig from Onyx Path before they entirely cut ties with me. They violated their contract with me and never sent me my free copy (I got this PDF in a bundle), though they did pay me, and they hired other people to go in, "rewrite" my stuff (what they actually did was change out the flavor text and revise the sentence structure, much as a freshman comp student might copy from Wikipedia before AI would do it for them), and then made noise about how they were going to do that with all of the other work I'd done for OPP. That is, of course, ridiculous; even if I thought anyone involved with OPP knew exactly what parts of any given book were mine, between WW and OPP I have something like 2 million words of game stuff to my name. At OPP's extremely crappy pay rates (.02 cents a word for new hires, last I knew, though of course my info is cold) that's still $40,000. It is, as they say, to laugh. And they've lost the rights to pretty much everything I ever wrote for them, so it's moot now anyway.

And that all kind of sucks, because frankly, I had a good time working on this book. The writing team was great, we had some lively discussion about various aquatic monsters (which I don't seem to have anymore because it was through a Google Group and I don't think my email archived it), and it was so different from anything I'd written before. I was particularly proud of Uriah Herrmann, the mad scientist (whom they cut entirely) and the Thaumocs (which they didn't), but both of those were mine originally. You can still see the original draft with all of my stuff intact here.

For reference, here's the flavor quote and opening paragraph I wrote:


And here's what was actually published:


Anyway, that's what I mean by "it's complicated." Let's make a character for this fun and not at all problematic game! 

(No, seriously, the game is fun, I played it at a con, and to my knowledge there's nothing actually problematic about it, now that my name's off it.)

Now, this is weird. There are two examples of character creation. There's one in sidebars accompanying the steps, and then another one at the end of the chargen section. Wonder what happened there.

Well, anyway, Step One: Concept. Hmm. You know, although the titular creature in The Blob didn't come from beneath the sea, the tone of the movie fits pretty well (I mean, it's better quality than a lot of the movies this game is aping, but still). The lead character, played by a young Steve McQueen, is a kind of hooligan/greaser sort of character, but stands the hell up at the end when it's time to be the hero. I think that's not a bad start. Let's name my greaser Arnold Cadwell, but everyone calls him "AC" (won't go so far as to call him "Ace," that's a bit much).

And then I need three Aspirations (two short, one long), but the twist here is that they're my Aspirations for the character, not the character's Aspirations in-game. I...think I like that better, actually, especially for a game like this that's more than a little meta. Well, if I were actually playing AC, I'd want him to try to tell the authorities what was happening and be shut down. I'd also like him to take part in a drag race. Long-term, I'd want him to stand up and be a hero. 

Step Two: Path. This is...involved, but not in a bad way. Basically there are three facets to Path (Archetype, Origin, Ambition), and they all contribute to the character's, well, path, but also do mechanical things like give you Cinematic powers and what not. Let's start with Archetype.

Hmm. Of the ones listed, I guess AC is mostly an Everyman, but I kinda wish there was one more specific to "greaser." Or maybe that's something I could squeeze into Origin? Yeah, that actually makes sense, and I don't want this to take all day (or else I'd make my own Path; there's actually instructions on doing so). 

Anyway, I get to associate four Skills with my Archetype. Let's pick...Athletics, Pilot (since that's what you'd use to drive), Command, and Integrity...no, I think I want to save Integrity for Ambition. Let's make my last one Survival. 

So then we do the same thing for Origin and Ambition. For Origin, I'll pick Larceny, Close Combat, Aim, and Culture, and for Ambition, we'll take Integrity, Enigmas, Persuasion, and Empathy. 

Now I get 3 dots for the Skills in each of these Paths (ah, the Capitalization is Nostalgic). I'll distribute them thusly:

Athletics 1, Pilot 1, Command 1
Larceny 2, Close Combat 1
Persuasion 2, Enigmas 1

Step Three: Skills. I get six dots to put anywhere. Neato. Let's put...one more into Close Combat and Athletics. Two more into Pilot (I want AC to be a kickass driver). One into Humanities (he goes to class sometimes), and the last one into Integrity (I want the seeds of heroism). 

Step Four: Attributes. The usual Physical/Social/Mental breakdown, but also an axis of Approach (Force, Finesse, Resilience). You get a favored Approach, which bumps the three Attributes in that row up a dot, and you get 6/4/2 to distribute in the others by prioritized category. 

Well, for AC, I think Physical/Social/Mental is the obvious choice. Let's just spread the Physical dots evenly (given me 3 across the board), we'll put two into Presence and one each into Manipuation and Composure, and then for Mental we'll put one each into Cunning and Resolve. I think AC's favored Approach is probably Force, which bumps up Intelligence, Might and Presence by one.

Step Five: Trademarks. These are basically Aspects. Well, kind of. I don't know if they get used against you in the same way. But either way, they're attached to Skills or Attributes, and you get a bonus when they apply. I get two for Archetype and one each from Origin and Ambition. 

Well, for Origin, I give AC "From the Bad Side of Town" and tie it to Larceny. From Archetype, I'll take "Natural Driver" and tie it to Pilot, and "Underestimated" and tie it to Composure. And for Ambition, I'll take "Natural Leader" and tie it to Command.

Step Six: Relationships would require a group, which I ain't got, so skipping it.

Step Seven: Finishing Touches. There's a weird amount of mechanical stuff in this step; normally it's just wrap-up. Well, whatever. I get three Tropes, two from Everyman and one from wherever. Just a moment. 

Well, from Everyman, I'll take Grit & Determination and Elbow Grease. A lot of these are a little more grown-up than I think is right for AC, but those two work. I'll definitely take Spotlight from the Mouth Archetype. 

And finally, I get Quips. These get drawn from various decks. As an Everyman, I get one from Vows, Defiance, and Tough Talk and one from Quit Your Griping, and then one from a deck of my choice. Just a moment. There are 19 of these in a deck (weird), so I'll just roll a d20 and ignore "20." 

I get: "Like the math whiz said, count me in." (I like that for AC.) "I like drinking water alright, but fighting in it is something entirely different..." (Not bad, though a little wordy). I'll draw my last one from Why so Glib?: "Don't look now, but we've got dinner guests!" 

Sounds good! I picture AC as about 17, appropriately greasy black hair, leather jacket, oil-stained white t-shirt. 

Movie #964: Beverly Hills Chihuahua

Beverly Hills Chihuahua (sigh) is a comedy starring Piper Pierbo, Jamie Lee Curtis, Manolo Cardona, José Maria Yazpik, and with the voices of Drew Barrymore, George Lopez, Andy Garcia, Cheech Marin, and Edward James Olmos. 

Chloe (Barrymore) is a tiny white chihuahua who lived a ridiculously pampered life among the other tiny dogs of Beverly Hills. Her owner, Vivian (Curtis, who doesn't seem entirely sure what movie she's in), has a full schedule of pampering and outfits every day, which is all the more remarkable as Vivian is also a cosmetics maven. She goes on a business trip and leaves Chloe in the care of her niece, Rachel (Pierbo), who isn't, like, mean or anything, but pretty irresponsible and (quite rightly) feels that this dog is being spoiled. 

So Rachel pisses off to Mexico with Chloe in tow, Chloe scampers out of the hotel and promptly gets kidnapped to be used as a bait dog in a dog-fighting ring what the fuck. But you know, in a cute way. Like, she's put out to fight Diablo (Olmos), a terrifying Doberman, but it's funny because she's tiny and scared!

Another fighting dog, Delgado (Garcia), rescues Chloe and they embark on a whirlwind tour of Mexico to try and get Chloe home, culminating in a whole herd of chihuahuas, led by Montezuma (Plácido Domingo), rescuing them from mountain lions that make noises like scared kitties. 

Anyway, in the end they are all reunited, largely thanks to Vivian's gardener (landscaper) Sam (Cardona) and his chihuahua Papi (Lopez), who's been smitten with Chloe forever. Papi and Chloe, it is implied, make puppies. Happy ending! 

So, ugh. I was kind of hopeful that this movie might surprise me because it was directed by Raja Gosnell, who also directed Scooby-Doo, but it turns out that the reasons I enjoyed that movie were the cast and James Gunn's script. This...man, one of the effects of Toasty giving me some truly awful movies is that something like this is more watchable. So, taking as read that it's silly in a dumb way, let's go back to something I said before about the dog fighting.

We never see any of the ugly parts of dog fighting (like, um, the actual fighting or bait dogs being killed or whatever). It's all very sanitized, but other than an excuse to have our aggressively evil bad guy Cortez (Yazpik) and his supernaturally tenacious dog Diablo chasing our heroes, why is it there at all? Likewise, at one point Chloe gets put on a train to head home (or somewhere, I don't know, this movie would have benefited from an Indiana Jones-style red line to show us where in Mexico we are) and Delgado arranges this with a coyote. Now, here it's a literal coyote (Ed F. Martin), but in real life, a "coyote" is someone who smuggles people across the border and, again, that's a seedy and dangerous world to be mirroring in a stupid movie about talking dogs. 

I might be inclined to chalk this up to casual racism from the screenwriters and/or directors, but it might just as easily be studio interference, who knows. It's actually the most interesting thing about the movie (not "interesting" in a good way, just "interesting" in a "everything else is pretty bland" way). Except that a large part of the cast is Mexican (except for Domingo, who's Spanish, playing a Mexican character named after...you know what, it doesn't matter). I suspect this may fall into the "you're thinking about this more than the filmmakers, Matt" area.

So: Piper Pierbo is charming and the best of the human cast. She has very little time with Cardona's Sam, which is good because their chemistry kinda isn't there. Drew Barrymore's chops are, shall we say, not as a voice actress, but George Lopez does a good job (and indeed, he's the only one that came back for the sequels). I was all set to note that the movie at least doesn't CGI the dogs, but then it did CGI a rat (Marin) and an iguana (Paul Rodriguez), and it's ugly and distracting, so fnah. 

My Grade: D+
Rewatch Value: IINSIAIFWT

Next up: Monkey Man