Posts Tagged ‘ movies ’

The Eye Creatures! (for OSE)

Inspired by Larry Buchanan’s awful The Eye Creatures, which was a rip off of the less-than-good Invasion of the Saucer Men, which was inspired by Paul W. Fairman’s short story “The Cosmic Frame”, today for Old-School Essentials I present a grade-B alien menace.

Hailing from some distant space void or strange dimension, the bizarre eye creatures travel in saucer-shaped flying vehicles of unfathomable construction and operation. Highly intelligent and dispassionate, these alien beings view other forms of life as inferior and suitable for a wide range of horrifying experiments. Bright light is fatal to them.

Eye Creature

AC 7 [12], HD 2+2 (11 hp), Att 2 x claws (1d4) or 1 x ray gun (2d6), THAC0 17 [+2], MV 120′ (40′), SV D12 W13 P14 B15 S16 (2), ML 7, AL Chaotic, XP 500, NA 2d4 (1d4), TT V

Detachable Hands: Hands detach (even after death). Hands move at half speed, have 3 hp each, and make melee attacks.
Infravision: 120′.
Light Vulnerability: Take 2d10 damage from contact with bright light. Save versus breath weapon halves the damage.
Ray Gun: Requires two hands. Fires a bolt of electricity. 120′ range with no range modifiers. Battery is good for 6 shots.

January 25th, 2023  in RPG No Comments »

Zero Charisma

Well, poo.

I had planned on an twelfth day of Christmas post, perhaps writing a bit about Twelfth Night celebrations involving wassail, wassailing, and special cakes. Obviously, that didn’t happen. Say, “La vee.”

Over the weekend, my son Christopher and I watched Zero Charisma, starring Sam Eidson as Scott Weidemeyer. (N.B. That link is to the trailer.) I’ll avoid spoilers for those who’ve not seen this 2013 independent film, but I’ll offer my two coppers after the still of a scene from the movie.

Zero Charisma is not a bad movie. It’s not a particularly good movie either, in part because it can’t seem to make up its mind what kind of movie it wants to be. Is this a parody? Sort of. Is it a comedy? Sort of. Is it a melodrama? Yeah, it’s kind of that too. Who am I supposed to be rooting for? It’s hard to tell. Most of the characters are pretty unlikeable, especially Eidson’s Scott. At times, it seems I’m supposed to pity Scott, but other times he’s so horrible that he merits scorn. The same is true for several of the supporting characters.

Scott is not a nice guy. He rains on parades. He’s dictatorial. He’s verbally abusive. He’s dishonest. He’s got a hair-trigger temper. He is, in his own estimation, a loser, and he embodies all the worst stereotypes about gamers: overweight, socially awkward, stuck in a menial job, intimidated by pretty women, and resentful of those better at things he wishes he was good at.

While watching Zero Charisma, uncertain about what the movie’s conflicting tones expected of me, I was reminded of a guy I gamed with for a short time. Let’s call this guy C.A.

Shortly after I left the Army at the end of 1992 and moved back to Houston, I got together with a few of the folks I gamed with in high school. We also roped in some new players, including C.A., who answered an ad thumbtacked to the gamer board at Nan’s Games and Comics Too. At the time, we were playing Champions, and C.A. via phone conversation seemed an enthusiastic player.

We met a Fred’s house to play. C.A. showed up, dropped off by his mother, which didn’t really raise eyebrows despite C.A. being roughly our age (that being mid-20s). Fred’s mother lived with him, and another player, Ben, lived with both his mother and grandmother, whom he helped care for. The first thing I noticed about C.A. was how familiar he looked, but I figured he might have one of those faces, so I left it alone.

It didn’t take long to figure out C.A. was a bit off kilter. His insistence on the letter of the law regarding the rules extended mostly to other characters, but not his own character (which was a sort of martial artist rubber man in the vein of Bruce Lee meets Mr. Fantastic). During non-game talk, C.A. seemed a bit too eager to either one-up the experiences of others, or else he made claims that were simply bizarre and untrue (such as his claim that he knew for a fact that H.P. Lovecraft based the Necronomicon on the “real Necronomicon”, which C.A. had read). I chalked C.A.’s behaviors up to either nervousness in a new situation or to a rather dry sense of humor that we didn’t know him well enough to quite get.

And so we gamed about once a week, and we had fun. C.A. was quirky, to be sure. He showed signs of being a bit volatile when he didn’t get his way, but can’t anyone have a bad day? He wasn’t abusive. He wasn’t violent. He more intense and stubborn, and I’m hardly one to condemn someone for being stubborn. That is a level of hypocrisy to which I do not aspire.

Some time after meeting and gaming with C.A., I figured out why he looked familiar. He had been a student at Spring Branch Senior High School at the same time I was there doing as little as possible to earn my high school diploma. I still remember the first (and possibly only) time I noticed C.A. It was in the morning in the cafeteria. He was sitting facing my direction several tables away from where I was sitting. He was reading a comic book. Two of the high school’s many third-rate thugs sauntered up to him, took the comic away, and tore it in half before laughing and walking off to congratulate each other on being jack asses. I remember feeling bad for C.A.

C.A. was a student in special education. Back then, circa 1984-1985, most students identified as needing special education services were segregated from the main student population. There were several temporary buildings (called T-shacks) behind the main school building where students in special education received instruction. From what I remember, most of the students were obviously developmentally delayed. Children with Down Syndrome, for example, seemed more common three decades ago.

C.A. was not developmentally delayed, at least not intellectually. He was a bright guy. Looking back through the lens of years of experience as a teacher, I can say with a degree of confidence that C.A. was some shade of autistic. High-functioning, to be sure, but socially quirky enough to have been identified as “disruptive to the general education learning environment” (as was the public school thinking back then).

But back to our Champions game, which was interrupted by my wedding and honeymoon. I don’t remember if we invited C.A. to the wedding. If we didn’t, that might explain what happened while my bride and I traveled to El Paso, Texas, to visit my aged grandmother who could not travel. If we didn’t, we should have. It might have made a difference (but maybe not).

We’d been out of town for a couple of days and our regular game day rolled around. A very irate C.A. called Fred. He yelled at Fred, demanding to know why I wasn’t answering the phone. Fred explained I was out of town. C.A. demanded to know when Fred was coming to pick him up for the regular game. C.A.’s mother wasn’t available for transportation, and C.A. assumed this meant Fred was responsible for picking him for the game. Fred explained there was no game because I, the GM, was out of town. Fred wasn’t much of a gossip, but he let me know enough about C.A.’s phone call that day to understand that C.A. went from very irate to verbally abusive at the top of his lungs.

We never gamed with C.A. again after that incident, and watching Sam Eidson as Scott Weidemeyer in Zero Charisma reminds me of why. But it also makes me a little sad.

January 11th, 2022  in RPG No Comments »

Day 11 – The Skis of Travail

Merry Eleventh Day of Christmas!

Ug. I’m tired. Today was my first day back on campus after Christmas vacation (which, the observant among you will have noticed, once again ended early as there are still Days of Christmas left). I like to make a big splash after an extended time away from school, so my students got class/homework, reading assignments, and a new poem to memorize. Huzzah.

So, if you’ve not seen The Last King, you owe it to yourself to watch it. It’s a hoot, and it has without a doubt the best scenes involving good guy medieval warriors on skis fighting to save the baby heir to the throne from bad guy medieval warriors on skis. Seriously. Check out the trailer at this link.

And now a new magic item.

Skis of Travail
Wondrous item, rare (requires attunement)

These finely crafted wooden skis are each about five feet long. It requires an action to don or doff the skis, and the magic of them makes poles unnecessary. While wearing the skis, you not only treat ice and snow as normal terrain, but you gain a +10 foot bonus to your speed. You also enjoy these abilities:

  • You can use your bonus action to Dash across ice and snow.
  • When using the skis to move across ice and snow, foes make opportunity attacks against you with disadvantage.
  • As part of your move when skiing across ice and snow, you can jump three times the normal distance, but no farther than your remaining movement would allow.
January 4th, 2022  in RPG No Comments »

The Brain (for Mutant Future)

Among the many reasons I’m thankful for Canada, my national neighbor to the north, is the gleefully awful movie The Brain. The plot, such as it is, revolves around the evil machinations of Dr. Blakely (B-movie icon David Gale), the host of television’s Independent Thinkers, a pseudo-religious self-help program that serves as an alien brain’s platform for world domination. Fortunately for the people of Earth, high-school prankster Jim Majelewski (played by then 23-year-old Tom Bresnahan) can resist the Brain’s hypnotic powers. Unfortunately, resisting the Brain’s hypnotic powers causes bizarre hallucinations, which for prankster Jim often involve a topless nurse.

Brilliant!

Alien Brain

Number Encountered: 1
Alignment: Chaotic
Movement: 90′ (30′)
Armor Class: 4
Hit Dice: 12+12
Attacks: 1 (tongue-tacle or bite)
Damage: 1d6 tongue-tacle or 4d4 bite
Save: L10
Morale: 8
Hoard Class: XIX
XP: 4,400

Mutations: Mental Phantasm (unique), Neural Telepathy, Possession (unique)

An alien brain has remarkable Intelligence and Willpower (20 and 18, respectively). In melee combat, it lashes out with its barbed tongue-tacle, which has a range of 15 feet. If the tentacle hits, it grabs the victim and draws him 10 feet per round toward the alien brain’s huge, tooth-filled mouth. There is a 2 in 6 chance to break free from the tongue-tacle, modified by Strength, and the attempt counts as an attack. The alien brain swallows its prey whole on a roll 4 higher than the needed number, or if the alien brain rolls a natural 20. It can swallow anything the size of a man or smaller. A swallowed victim suffers 2d8+2 hit points of damage per round inside the alien brain’s digestive tract. The damage stops if the alien brain is killed.

The alien brain’s most insidious attack is its unique possession mutation. If the alien brain’s psionic energies are broadcast and received via technology, the Brain can affect dozens (or even hundreds or more!) of intelligent creatures at once. It can broadcast a simple instruction to all affected creatures, or it can specifically take over one creature, as normal for the possession mutation. A creature who resists the alien brain’s mental control is automatically subjected to mental phantasms, the nature of which are drawn from the victim’s subconscious.

November 16th, 2021  in RPG No Comments »

Feral Zombies

In the competition for most done-to-death horror movie genre, the battle between zombie survival and found footage has probably been won by found footage, much to the detriment of movie making. My hypothesis is that movies are like books in terms of quality. Most books aren’t all that bad, but they’re not very good either. Many books, a week or so after I’ve read them, I’ve pretty much forgotten them. Same too with movies, especially, it seems, horror movies.

Thus, Feral, starring Scout Taylor-Compton and Lew Temple, along with several others who mostly serve as a combination of plot point and monster food. There’s nothing original in Feral. Zombie virus? Check. Grizzled cabin-dweller with a dark secret that’s revealed as a prologue? Check. Stuck-up girlfriend? Check. Spurned ex-boyfriend with a chip on his shoulder? Check. Zombies that growl and pose before attacking? Check. Hackneyed moral dilemma explored via characters screaming at each other? Check. Unsurprising surprise ending? Check.

Et cetera, et cetera.

Taylor-Compton almost delivers a strong performance, but the script holds her back. So too with Temple. The earlier parts of the film work better than the climax and ending. Taylor-Compton’s Alice manages to be determined and strong, and Temple’s Talbot comes across as haunted and regretful. Then the script degenerates into “Do it!” “I won’t do it!” repetition while the zombies alternate between lightning quick stealth and plodding stomach growls.

Feral is a mess, and a minimally entertaining one at that.

Zombie, Feral
Medium undead, unaligned

Armor Class 12
Hit Points 22 (3d8+9)
Speed 30 ft.

Ability Scores STR 16 (+3), DEX 14 (+2), CON 17 (+3), INT 7 (-2), WIS 10 (+0), CHA 9 (-1)

Damage Resistances bludgeoning, piercing, and slashing
Skills Athletics +5, Perception +2, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages it knew in life but can’t speak
Challenge 1 (200 XP)

Aggressive. As a bonus action, the feral zombie can move up to its speed toward a hostile creature that it can see.

Critically Hit. The feral zombie’s damage resistance does not apply to critical hits.

Daylight Torpor. The feral zombie gains a level of exhaustion when it starts its turn in sunlight.

Keen Sight. The feral zombie has advantage on Wisdom (Perception) checks that rely on sight.

Pounce. If the feral zombie moves at least 20 feet straight toward a creature and then hits with a claws attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the feral zombie can make one bite attack against it as a bonus action.

Actions

Multiattack. The feral zombie can make up two attacks, using its claws and bite one time each.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected. The target gains a level of exhaustion and can’t regain hit points. Its hit point maximum decreases by 5 (1d10) for every hour that elapses. Each hour, the target must make a DC 13 Constitution saving throw or gain another level of exhaustion. The target dies if this effect reduces its hit point maximum to 0 or it reaches 6 levels of exhaustion. The infection can be removed by a lesser restoration spell or other magic.

A humanoid that dies while infected rises 4 (1d8) hours later as a feral zombie, unless the humanoid is restored to life or its body is destroyed. The new feral zombie is not under the control of the feral zombie that created it.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that is prone, grappled by the feral zombie, incapacitated, or restrained. Hit: 7 (1d6+3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends.

December 31st, 2019  in RPG No Comments »