Sunday, January 5, 2020

Character Creation: After the War

This makes two this week, if we don't count Sunday as the beginning of a new week, I suppose.

The Game: After the War
The Publisher: Genesis of Legend Publishing 
Degree of Familiarity: Not much. I played it at Metatopia some years back, though I don't know how close that version is to the published one. I've played Spark, which is kinda the base game engine
Books Required: Just the one.

 

After the War (I came back to New York, a-after the war...dammit, every time) is a sci-fi game about people moving on from the horror of war. Said war involves a memetic virus called the Song, and a counter-measure to that malicious earworm that turns people into monsters. Anyway, here we all are on Polvo, a little planet where people (and aliens) are trying to start over. I should mention that one of the races you can play is the Ursa, who are indeed bear-like, and they arrange themselves into quads, I think only because it allows a "four bears" pun.

Anyway, character creation. This consists of six Traits, two Beliefs, and a name. Simple enough.

My first Trait is my Origin, which can be Terran, Martian, Belter, or Alien. Let's see. I don't want to play an Alien, I don't think. I've been interested in more street-level, hardscrabble stories of late, so I'll go with Belter. I was raised in the asteroid belt, aboard a ship, and grew up in zero-G. Next step is one of the options, which in this context means what my background as a Belter really is. I'm drawn to either Transporters or Wanderers, either people who delivered stuff and correspondence or folks who were out in space searching for their own meaning. I'll go with the latter and just lean into the sadness today, why not.

Next, War Story, basically which phase of the war I was involved with. I want Overture, so my character was right there at the beginning. I like the idea of him being one of the people saying "hey, this is going to be a problem" and no one really listening because, like, whatever, he's a Belter, they're always saying crazy stuff. For my option here, I'll take Bashton's Children. I was on the USS Endeavour when it was overrun by the Song, and held out and escaped with a dozen other folks. I figure that his experience navigating zero-G might have come in handy for prepping an escape pod or something sci-fi like that, but I also think he doesn't talk it up. After all, any Belter knows how to do that shit in their sleep.

Next up, Profession. I definitely like Builder, and for the option, I'll take Salvager. It's not that he wants to live off-planet again, but working in low orbit feels familiar, and that's nice when everything else has been yanked away or ground to dust.

And now, Beliefs. I need two. They're meant to be philosophical and controversial, things that my character agrees with but could in theory change. Let's think.

My character is from the Belt, and he was used to getting looked down on and ignored because of his position. At some point he wound up on the Endeavour, and I think that applying for that gig was a matter of real risk for him, so it was a big validation when he got it. Getting out of battle with the Song alive should have been another validation, but I think he's got a lot of survivor's guilt bound up in that moment, which makes it interesting that he chose a pretty dangerous job one Polvo. I'm gonna say that his first Belief is People Are Only Honest in a Crisis; when things are dangerous, people show who they really are. For the second one, I'll say We Owe the Dead Nothing. Once you're gone, you're gone. Get rid of the body after stripping anything of value out. No graves, no funerals, remember the dead on your own time.

Last thing is a name, and a little title to go with it. I'll say his name is Art Cullenden, the Bone-Picker. Art is in his 40s, balding, with wide blue eyes and a weird resting face (almost looks like a sneer). He's got multiple Belter tattoos on his arms, and he's missing his left little finger (salvage accident). He's muscular and fit, and is accustomed to training because if you're strong in zero-G, you're really strong, and if you're strong in high gravity, at least you can walk. He always carries a tool kit and a sturdy leather bag in case he finds something worth taking.

And that's it!

The Strange: Terrible Black Oubliette

Alexa, play "Strange".

Last time, the characters got noshed by ghouls, met a Five-Headed Thing, and decided to explore a bit.

Edward, Roxanne, and Arnauld head to the House on the Hill. They enter the wrought-iron gate and ring the doorbell (which screams, of course), and find it answered by a small, shriveled person whose mouth has been sewn shut. They inquire about meeting Hazel Jenkins and the rooms for rent, and the creature shows them in. Hazel herself enters the room, and greets them graciously. She tells them rent is one candy per night, and the characters each pay up, if nervously. She has the creature escort them upstairs.

The characters are leery about entering a room by themselves, but they check out their accommodations and then split up: Arnauld stays upstairs and Edward and Roxanne head downstairs to talk with Hazel about witchcraft and whatnot. Hazel is very pleasant and chatty, but Roxanne is a spinner and adept at conversation. She realizes that Hazel is fishing, trying to learn more about them, and Roxanne is very careful to avoid revealing that they're not from Halloween. At this point, Hazel becomes less interested; Edward figures she doesn't find them interesting enough to lie to.

Upstairs, though, things get gruesome. Arnauld cuts the stitches on the servant's mouth, and he begs for help, claiming to be from Earth. Arnauld promises to help him, and tries to get more information out of him, but the poor guy has a hard time talking. And then his eyes widen and he yells says something that Arnauld doesn't quite understand...

Downstairs, a little black cat with human hands and feet instead of paws jumps up on Hazel's lap. She introduces it as Black Posie, her familiar, but then cocks her head and says that something has come to her attention. Roxanne, thinking quickly, uses her Enthrall power and keeps Hazel listening, while Arnauld, throwing caution to the wind, changes into his werewolf form, scoops up the unfortunate servant, and leaps out a damn window.

Edward and Roxanne slowly back toward the door. The Enthrall falls, and Hazel throws a spell at them to enslave them, but they both manage to shake it off and run for the gate. All three recursors clear the fence, but Hazel reminds them that she's not bound by this territory and she's perfectly free to come get them. Roxanne proposes a deal, and Hazel agrees to a challenge: If they can escape the grounds, she'll let them and her slave go. Edward proposes that she also let all enslaved recursors go, and Hazel smiles and says "Done."

She says they have until the clock in her house strikes thirteen, but they can start whenever they want. They decide to come back later, and head for Reaper's house to rest a bit.

Meanwhile, Carmen and Alex are trick-or-treating. They decide to head to some of the minor neighborhoods and see what those are like. They find a signpost pointing to the Pumpkin Patch and the Corn Maze, and spot a lonely bridge in the distance. Neither of them is sanguine about the maze, so they head to the Pumpkin Patch.

It's as advertised: A big pumpkin patch tended by goblins. At the far end is a pumpkin the size of a house, and when they approach, it turns, revealing a jack-o-lantern face. "I DON'T LIKE GOLEMS," it booms, glaring at Alex.

Carmen tries to talk to it a little, but seems pretty stuck on not liking golems, so they trick or treat and get some candy from the goblins, and then leave. They decide to head to the bridge, and find that it's a long, lonely thing that leads across a gorge filled with fog. They start on the bridge and presently hear hoofbeats behind them, and find they've been joined by a skeletal rider.

Carmen says "trick or treat," but the Rider notes that her candle is out - it's too windy on the bridge for a candle to stay lit. Carmen, knowing when not to push her luck, pays the bridge toll that the Rider asks, and then they keep walking. The Rider, once the toll is paid, is a pleasant enough fellow, and tells them that the Bridge doesn't get much traffic. It leads to the Forest Hills, but you can get there through the Hollows, too, and this way is expensive. Carmen asks about the mysterious James, and the Rider says that he's seen James multiple times - he always pays the toll, and seemed interested in exploring all of Halloween. In fact, the last time he saw James was crossing the Bridge into Forest Hills, but he never saw him return.

Back in town, Roxanne, Edward, and Arnauld rest at the cobbler's. Roxanne tries to understand what's happened to the servant they've "rescued," and realizes that his soul is missing, probably still kept in the House. He's already getting sick, and without it he'll die. They talk about strategy - they figure they could get into the house and then translate home, but they aren't sure they can take the stranded recursors with them. Roxanne figures they might be unable to translate home by themselves precisely because their souls are being kept hidden.

In the end, they decide they'll just have to play her game. They've already paid for a room, so Arnauld takes the servant and heads back to the House, heads up to his room, and, communicating in writing, has the servant write down everything he knows about the house and the grounds that might be of use.

Edward and Roxanne decide to look for cyphers. Edward feels something Strange in the pub, and in the lost and found they discover a syringe of red liquid that, Edward figures, would de-age anyone it was injected into. Roxanne notices Gomez Snake in the back of the room, and talks with him about Hazel and James. Snake says that if Roxanne can provide concrete proof that Hazel is responsible for the pumpkin golems, he'll tell her all about James.

Back in the woods, Carmen and Alex exit the bridge and enter the Forest Hills. They are almost immediately set upon by a coven of witches with blue circles smeared on their heads, the Blue Circle Coven. This coven, they're told, is made up of the remains of a prior coven and some castoffs from still others, and they get the sense that coven membership changes pretty regularly. Covens fall, form, argue and fight, and someone is always the Power of the Night for the Forest Hills, but it's never constant for too long. They talk about James and learn that he romanced several witches in various covens, and seemed to make things worse and more fractious while he was here.

They continue on their way and meet up with a member of the Rusted Knife Coven (the one that's presently the Power). Carmen asks about James again, and learns that he's interested in magic, particularly flesh- or skin-magic, which might be why he was focused on the Tattooed Woman. They head back into the Hollows, and meet up with Roxanne and Edward.

They talk a little about the challenge they've made, but still figure that having Alex anywhere near Hazel is unwise. Instead, Edward and Roxanne will continue this challenge and Carmen and Alex will go to the Midnight Circus and see if they can talk with the Tattooed Woman.

Edward and Roxanne head back to the House, and Hazel welcomes them (and brings Arnauld downstairs). She shows them a contract, which states that she can choose where in the house they start, they win if they escape the grounds before the clock strikes thirteen, and if they win they get to take enslaved recursors with them. She also states that neither she nor her familiar will interfere with their attempts to escape. Roxanne has her clarify that taking the recursors means their souls, too, and Hazel rewords it slightly. 

The characters sign it: Arnauld as "Dusk," Edward as "Inkheart," and Roxanne as "Rowan." Hazel cackles, and they all disappear, waking up in pitch darkness.

Meanwhile, Carmen and Alex visit the Circus, and are admitted to see Her Inked Majesty. Carmen starts off trick-or-treating, and the Woman gives her candy, but then Carmen asks about James, and the Woman calls her out: If you're investigating, you're not trick-or-treating and you're in violation of the Vow of Begging. The Woman tells them that James is dangerous, and that he wanted something from her, some tattoo, but is reluctant to say which one. She also lays a curse on them: They're banished from the Circus until they solve the Corn Maze.

They're escorted out, and Carmen reflects that it could have been much worse. They decide to give the Corn Maze a go, though both of them are concerned.

Back in the oubliette (see, we got there), Roxanne puts on a pair of cypher glasses that allow her to see in the dark. This room has no obvious exits, and they all kind of kick themselves - if they're stuck here, they can't escape. Roxanne finds a trap door in the ceiling, and after multiple attempts, Arnauld in werewolf form manages to punch through it. They crawl out and find that they're in a basement, with stairs that lead up into a pantry. Arnauld starts gulping everything in the pantry, but Roxanne and Edward each manage to find a cypher before everything is broken (a jar of green paste and a funny pair of glasses, respectively). They leave the pantry and find themselves in the kitchen.

Back at the Corn Maze, Alex and Carmen see a sign saying WARNING: LOST IS LOST. They enter the maze, and realize that no matter where they are, they can see a scarecrow on a hill ("that's the Power here," muses Carmen). They have to spend several hours at it, but they manage to solve the maze, and when they're back at the beginning they find the Scarecrow waiting. He doesn't speak, but he has a little crow who speaks for him, and tells them that James also solved the maze ("How?" asks Carmen. "Quickly" says the crow). They also mention he wore a silver star inside his coat, a star in a circle. It didn't look right...just didn't "fit" with Halloween.

In the kitchen, the characters find an immense stew pot that smells yummy, but they've all heard what (and who) Hazel puts into that stew. Arnauld upends it, spilling it everything, and Hazel appears and throws fire at him. She misses, but the message is clear: She won't interfere if they're trying to escape, but they need to respect her house. She tells them to clean it up, and they do, though it takes some time.

When they're done, they leave through a door that Roxanne is sure was there all the time that seems to lead outside. But then they're through it, and the grass withers, and the door disappears behind them. A voice behind them chuckles, and when they mention that they're trying to get out and that Hazel can't interfere, he says that that doesn't apply to him: He pays for his room here.

"And who are you?" asks Edward. "Why," it replies, "I'm the Boogeyman."

Saturday, January 4, 2020

Blue Rose: Exams, Diving, Brawls, and Fungus

Last night was Blue Rose, here's last time, don't think there's really much more set-up that I need.

The characters are each kind of doing their own thing. Kisha is studying for her exams. She's got not quite two months until Midsummer, so she spends the better part of a week studying for her history test and passes, and then gets working on the literacy portion.

Dobbin decides she'd like a better bow - hers is getting a little worn. Since she's now part of the Finest, she has access to some facilities to make one, but she doesn't know much about doing so. She meets a bowyer named Tessam, who helps her to get started. It's hard work and she isn't sure if it's going to bear fruit, but she's learning.

Arlen visits the Temple of the Eternal Dance and speaks with the priests there. He learns that priests in Aldis don't have the same political authority they do in Rezea; they're still respected, but being a priest by itself doesn't confer any legal power. Arlen is asked whether he plans to enter the priesthood, but he declines - he feels like carrying Selene's word and mark is enough for him. He takes an assignment riding a circuit through the farmlands to get out of the city for a while.

Whirlpool moves into a community of sea-folk on the shores of Lake Vash. The apartments there are built partly above the water, but the lower floors open into the lake itself. Once he's moved in, the locals throw him a welcome party, and he makes stew and charms folks. One of the locals, though, a woman named Aleta, teases him a bit, saying that his appointment to the Finest was more a political gesture on the part of the Queen rather than something he earned. Whirlpool is able to keep up with her taunts, however, and even spars with her (she's also a trident expert) in the water. But then she challenges him to swim to the bottom of the lake, and he can't quite make it.

We move into the third week of the month of Hiathon. Kisha takes her literacy test, but doesn't do well (fortunately, an applicant's "passing" of the tests is a matter of their marks on all five, not each one individually, so you can bomb one as long as you do well on the others). Dobbin works on her new bow, but just can't seem to make any good progress. Whirlpool continues his competition with Aleta, but despite using Water Shaping to assist him, he never quite makes it to the bottom before he has to return for more air.

Arlen rides out into the farmlands and comes across a farmer burning his wheat. When he asks why, the farmer shows him - there's black fungus on the shafts, and it's spreading. Arlen investigates, and the farmer tells his daughter Pek to show Arlen where it started.

Pek is standoffish and curt, and doesn't initially provide much information. But then Arlen uses his magic to heal the wheat fields, and Pek becomes much more interested. Arlen talks with her and coaxes out the truth - she's been practicing sorcery, and she used it to nudge her father away from making her do work or asking her questions. Of late she's been dreaming of something dark whispering to her, and she's afraid.

Arlen councils her to be honest with her father, tell him what happened, and then accompany him to the Temple in Aldis to get some help with this (Arlen is familiar with the long-term effects of Corruption, but doesn't really know how to purge it). Pek agrees and talks with her father, and then rides out with Arlen.

Meanwhile, in Aldis, Dobbin is patrolling the Middle Ward and happens upon a brawl. She investigates and sees a night-person and a human shoving each other, and yells at them to stop in the name of the Queen. It takes a couple more tries (and having Pansy bark at them) before they calm down, and then she questions them both and finds that it started when the human (Dreel) spat at the feet of the Night-Person (Traev). She takes them into a tavern for drinks and snacks so they can talk about what happened - they're both going off of experiences they had in Kern, but this isn't Kern.

During all this, Dobbin meets a Rose Knight named Solven, who doesn't interfere, but watches and then tells Dobbin he's impressed with how she handled this, and says that he'll be seeing her.

All in all, things are going all right - and then tragedy.

Whirlpool continues his daily competition with Aleta, and finally manages to swim to the bottom of the lake. There he sees something glittering in the much and grabs it, but it turns out to be the lure of a giant angler fish. Wanting a trophy, Whirlpool slices off the lure with his dirk and swims for the surface. He notices Aleta swimming after the fish, but doesn't stop her or pursue her.

He breaks the surface holding what is now a lump of flesh, triumphantly, but the other sea-folk who have gathered to watch ask about Aleta. Whirlpool doesn't know, so they dive down, but they are not able to find her. She never resurfaces.

Over the next few days, Whirlpool, ridden with guilt, doesn't leave his house. Arlen, Dobbin, and Kisha get together for lunch, but seeing that Whirlpool isn't there, they visit him. They've all heard about what happened (Whirlpool is a member of the Finest and gossip spreads), and so they talk to him, encourage him to find a way to make amends and examine what he did and why. Whirlpool decides he'd like to get out of the Lake Ward for a while, so he goes with Kisha to study for her ethics test, which she passes.

It's now the fourth week of the month of Hiathon. Kisha decides to take a break from her exams to do some patrolling, and the other three decide to join her. Next time, we'll see if anything interesting happens.

Thursday, January 2, 2020

Movie #542: Pitch Perfect

Pitch Perfect is a comedy starring Anna Kendrick, Brittany Snow, Anna Camp, Skylar Astin, Ben Platt, Rebel Wilson, and Adam Devine.

Beca (Kendrick) is a young woman intent on becoming a DJ and music producer, but her father (John Benjamin Hickey) insists she get a college education before embarking on what he sees as a frivolous career (he's a prof at said college, so it's not a totally stupid suggestion). Beca, in addition to being ambitious about her music, is a misanthropic sort, and only auditions for the Barden Bellas a capella group on campus because she needs something to do to please her father, and because Chloe (Snow) pressures her into it.

Beca is actually a talented singer, but the Bellas' hard-nosed leader Aubrey (Camp) refuses to entertain the notion of doing anything other than their tired, boring set ("The Sign," "Eternal Flame," and "Turn the Beat Around"), but is equally insistent that the Bellas not lose sight of the goal: Winning the a capella championships. Drama ensues, hijinks happen, the Bellas win, obviously, and there's a lot of very nice singing.

On balance, this is a movie I really enjoy. I like it because Beca has an actual arc. She learns not to be completely closed off and isolated over the course of the movie, opening up to the other girls, her father, and Jesse (Astin), the guy who's crushing on her. I find misanthropy really tiring in general, so misanthropic characters in movies (particularly ones who find everything "lame") are hard to root for, but Beca shows some vulnerability, sticks up for herself, and makes mistakes but then apologizes for them. (An aside: How many other romantic comedies have the girl not only being the focus of the action, but having to apologize to the boy?)

The rest of the cast is also a lot of fun. The Bellas don't all have arcs, but they all have personality traits that make them interesting, except for two seat-fillers, and the fact that they have virtually no lines is actually called out in the movie, so that's fun. The opposing group, led by Bumper (Devine) for most of the movie, seems like the "bad guys," but really it's just Bumper that's a douche and once he leaves, they're just honest competition.

There are some jokes that kind of make me cringe, mostly delivered by Rebel Wilson, and there are a couple of scenes involving a character vomiting that are no fun to watch, and it suffers from the same problem a lot of comedies do: They cut scenes and dialog that are actually kind of important (mostly in the riff-off scene), but overall those are minor issues.

My Grade: A-
Rewatch Value: High

Next up: Plan 9 From Outer Space

Board Game: Jaws

Beware the lurking cello.

The Game: Jaws
The Publisher: Ravensburger
Time: 45 minutes or so
Players: Me, Michelle, Cael, Aaron


Game Play: Jaws is a hidden-movement game involving a shark, so what's not to love? One player controls Bruce, the shark, and the other(s) control Hooper, Brody, and Quint, the trio of shark-hunters who go out on a not-big-enough boat to hunt the hungry fish. The game proceeds in two acts.

In Act I, the board shows Amity Island. Brody is stuck on land, but can rescue swimmers at the beach, and bring barrels from a shop in town to docks where Hooper and Quint can pick them up. Hooper can zip around the water faster than Quint, but he can't launch barrels. Quint, then, can fire a barrel into the water.


Bruce, meanwhile, swims around eating swimmers and trying to remain hidden. You get noticed if you bump a barrel and of course if you eat a swimmer, but those things only tell the players that you've been in an area. If Quint hits you with a barrel or Hooper uses his fish-finder on the right area, though, you're made. Act I goes until Bruce has two barrels on him or until he eats a certain number of swimmers, and then we progress to Act II.
Pictured: A shark.
In Act II, the action is set aboard the Orca, Quint's boat, and the shark is trying to destroy the boat and/or eat the people, while the people are trying to kill the shark with whatever's to hand. The hunters get more or less gear based on how many swimmers the shark eats in Act I, and likewise, the shark gets Shark Ability (or, as we kept saying, sharkability) cards the more people it nommed.

The odds are pretty much on the shark's side, here. Most gear is disposable and it goes fast. Melee weapons, of course, don't usually go away, but the shark can pop up in one of three zones, so you need to guess where he's coming, and even then he gets an "evade" rating (which subtracts from damage).
Aaron and Michelle face the prospect of being lunch.
In the end, we managed to kill the shark while literally clinging to one section of damaged boat, but it came down to one roll. Hard Aaron failed it, the shark would have destroyed the boat, no problem.
The boat at full health.
Opinions: I like pretty much everything about this game. Jaws is one of my favorite movies, I love sharks, and I love hidden-movement games. I was gracious enough to let Cael play the shark because he was enthused about it and I love my kiddos, but also I wanted to see how complicated it was, and the answer is "not very." Compare/contrast to Fury of Dracula or Letters from Whitechapel, which are much bigger spaces and have a lot more going on.

I think the game captures the feel of the movie pretty well, too, by splitting the action between Amity and the deep blue sea. The style of play changes between acts, but retains enough of a throughline that it doesn't feel like you're playing two separate games (though you pretty much are). All in all, I like this one a lot.

Keep? Yep.

Wednesday, January 1, 2020

Character Creation: SCUP

First character of the new year! Whee!

I had actually planned on making more characters before the yesterday, but I just couldn't muster the energy. I managed 71 characters in 2019, though (found myself with a lot of free time, I guess). Anyway, this year I'm gonna try to do 2 a week, for a goal of 100 characters. With that in mind:

The Game: The Sword, the Crown & the Unspeakable Power
The Publisher: Wheel Tree Press 
Degree of Familiarity: Never played this particular game, but it's PbtA and I know my way around that
Books Required: Just the one

 
SCUP, as it shall henceforth be known, is a fantasy game of politics and backstabbing and power grabbing and suchlike. The first thing that a group intending to play it would do is to create an underlying mythology, but since it's just me I'm not going to bother. For my purposes, that would really only matter if I were playing a character that deals with the titular Unspeakable Power, since that gets defined by the mythology. I am not going to play such a character, however, since I wish to make a character using the Black Hood class.

The Black Hood is a hired assassin, and I greatly enjoy video games that let me play as such (Assassin's Creed, Hitman, and so on), so I figure I'll lean into that today. I start off by giving my Hood a name. I shall call him Caress.

Next up, stats. I choose a set, and I should peek ahead a little at what secondary move I want high (Steady is always high for this class). Do I wish to be a poisoner? I think maybe I do. I shall take the second line, that give me a higher Sly but puts my Wily low. I'm not going to be great with persuasion, but I think that's OK for a stealth/murder focused character (plus, it's not that I can't use it, I'm just likely to fail).

Now for look. Caress is a man. He dressed in a flowing, black cloak (but I think they're disposable; he's prepared to drop the cloak if need be). He's got a peaceful face and bright, blue eyes, and he's very thin (he knows too much about poison to be comfortable eating much).

Gear-wise, I start a black, hooded cloak (duh), leathers, a small short-range weapon (dagger sounds good), a long-range weapon (darts, I think, maybe a blowgun), tools of my trade (lockpicks, garrote) and some various stuff worth 1 Barter (which is how currency works here).

Relationships would be next, but I'll skip that because it's just me. Entanglements? That'd be a GM call, so skip it. Moves, then! I get two off the Black Hood list, and I want Like a Shadow in the Darkness (which lets me disappear while being pursued) and Just a Spot of Indigestion (which lets me poison folks).

Next I think about my Patron, which is probably who pulls my strings and gives me targets. I'm going to call them the Coal Singers. These are a scattered group of underclass people who are secretly either assassins or lookouts for assassins, passing information and jobs and so on around. The leadership works mining and delivering coal, hence the name, but the group has grown since its inception and their members could be anywhere.

And finally, I create a Faction. I first pick a Kind. I don't want to double up with the Coal Singers, so I'll say it's a Herbalist Guild, folks who gather, buy, sell, and mix herbs for doctors, cooks, and poisoners. Caress is a member. Their social status is Common, and the benefits are Skill and Gossip.

Again, normally I'd have some stuff to do with PCs and their Factions, but it's just me, so I think I'm about done! I think Caress favors poisons that are absorbed through the skin, which he smears on special calfskin gloves and delivers with, as his name suggests, a gentle caress.


Movie #541: Pitch Black

Pitch Black is a sci-fi horror film directed David Twohy (who also gave us Below, which I don't own but should) and starring Vin Diesel in the role that really put him on the map, Radha Mitchell, Cole Hauser, Keith David, Lewis Fitz-Gerald, Claudia Black, and Rhiana Griffin.

A passenger spaceship carrying pilgrims, prospectors, forty other folks we never meet, and convicted murderer Riddick (Diesel) crashlands on a remote planet where night never seems to fall. As the survivors of the crash, including the pilot Fry (Mitchell), Riddick's jailer Johns (Hauser), and an imam (David) taking his three sons on Hajj, search for water and shelter, they find the remains of a human settlement, but no people.

Turns out that the planet is infested with flying, chirping monsters that burn in light, but wouldn't you know it, it's time for the eclipse! All three suns "set", and the creatures come out to play. Riddick has something of an advantage because he can see in the dark thanks to a "surgical shine job" on his eyes, but everyone else quickly gets panicky and turns on each other in the manner of sci-fi horror movies.

There's a lot to like about this movie. Diesel absolutely makes it (Riddick was supposed to die at the end, but audiences connected with the character and now we've got sequels! Whee!), but Mitchell brings some nice intensity as Fry and I enjoy Hauser being an absolute son of a bitch as Johns. Those three characters get the lion's share of the development and arcs. Keith David is always a great supporting player, but his character doesn't really do much except say wise-sounding shit and act as a moral center (which is perilously close to being a Magical Negro, as I think about). Likewise, Claudia Black is in the movie for a bit as a prospector, and while she doesn't have much of an arc before getting ripped in two by monsters, she does at least get to kick Riddick in the face.

Oh, right, there's Jack (Griffin). Jack is a girl disguised as a boy who immediately idolizes Riddick, shaves her head, and tries talking tough, but then immediately goes softer when Riddick outs her There is no discussion of her being trans, but then there wouldn't have been in 2000 in this kind of movie, I think. Anyway, she mentions that she pretended to be a guy because she was worried about them leaving her behind or something; I think that whole setup is just there so that we get the "reveal" of her being a girl because she's bleeding and the creatures can smell it.

Jack doesn't have much development, but I actually appreciate the character and the performance, because Jack is fucking terrified and acts very much like a kid might in this situation - latches onto whatever adult she feels might be able to help (first Black's character, then Riddick, then Fry). There's a lot of consideration to survival and what folks will do for it, as well as people having real feelings about the situation (minus Riddick, who is generally too hardened, but does open up to Fry and Imam slightly).

It's a good movie (though I have some questions about the ecology of this planet), and it deserved a better sequel than it got.

My Grade: A-
Rewatch Value: Medium-high

Next up: Pitch Perfect