Wednesday, December 21, 2022

365 Films Across 365 Days — December 21: Die Hard

This series is dedicated to matching memorable movies with the signature day each year upon which I could watch them forever. Somehow in keeping with my fixation on the 21st day of the month, we come to the unlikely film that heralds in the season in only the way that it can. A day always reserved for…

Die Hard (1988, 20th Century Fox, John McTiernen)

It's no mistake that the film begins with a scene of a person's hand tightly gripping while seated. This, too, shall be you upon first and likely subsequent viewings. Die Hard is a pure action vehicle. In many ways, it reinvented the action genre and forever put its stamp on how such movies should be made. However, it wisely begins by establishing the stakes (rather than in action-packed Shakespearean fashion): a family trying to come together over the holiday. Granted, the movie takes place on Christmas Eve, it doesn't feel right to watch it then, so I hedged and decided within 5 days of Christmas is about right (given that that's analogous to how much time left on a ticking bomb is dramatic or not). Die Hard may not be a "Christmas movie," but it's arguably the best at getting one to feel excited for the season. And it handily wraps all the gritty action up in tidy Yuletide trappings.

Die Hard is SO thoroughly 80s. It's dated. But in a good way. CDs, VHS, Japanese companies headlining America, the soundtrack, Bruce Willis. The man practically emerged in the 80s out of Moonlighting fame. But the story ultimately benefits from all these things. If it had been told in any other era, it simply wouldn't have worked.

Having been married for 9 years now, the conversation in the beginning between John and Holly about their marriage is solid in its accuracy. Accurate in how quickly a nice, warm conversation can turn to bitter tongue lashing in no time. Marriage isn't defined by moments like those, but it definitely highlights how we can become so easily cross at the ones we love the most when they appear to disappoint us.

The quick and cold-blooded way that Hans's men come in and kill really sets the tone. It's nicely coupled with a wicked playfulness exhibited by a few of the terrorist members, in particular Theo, as they stride and vault about with ease and comfort. These early scenes depict more than a few vulgar moments, too. It's that cold-blooded playful vulgarity that is one of the series' hallmarks, and never done better than in the first film.

Alan Rickman's cinema debut is in this film. That's actually quite a surprise to me. It doesn't come off as if he's never been in front of the camera before. I'm not going to say it any better than others have before me, but Rickman's Hans is the quintessential executive baddie. He's in the same vein and better than most (if not all) Bond villains.

The way Karl moves (played by a famous Russian-American ballet dancer) is clearly different than the others. He has a dangerous bounce in his step, and in his long blonde locks.

The scrape between John and Tony (the first German to die) is messy and brutal. Just the way a fierce grapple for life between desperate combatants should be!

It's hella Californian of McClane to be walking around at Christmastime barefoot and in a wife-beater! (Really puts his earlier statements on California on trial here, doesn't it?)

This movie works best when watched after 9 PM. Those nighttime rooftop scenes are completely ruined if you watch it during the day.

In my own head canon, Reginald VelJohnson's character in this movie is the same guy from Family Matters. Far as I'm concerned, he moved his family back to Chicago after the Nakatomi Tower incident, and changed his name to "Carl," in memory of the German he guns down at the end.

The scene where McClane climbs down and nearly falls to his death in the glossy metal air shaft still makes my sphincter tighten to watch it.

That is the dirtiest wife-beater you'll ever see in a movie.

"Welcome to the party, pal!" in a New York accent is good for use at any time of year. Even when someone just nonchalantly walks through the door.

"Yippee-kai-yay, motherfucker!" is legendary. If it hadn't been written it would have had to been ad-libbed. Amazingly, it's both!

I love how long Willis pauses before he says, "…cigarettes." John is clearly sorting through stuff, and he'd have to be extra attuned to the slightest noise in the building since he's gunned down several at this point. Perfect.

The subplot with William Atherton's character is only valid for showing us John and Holly's kids, which brings all the family members into focus.

Great writing to have Holly's name change shield her from harm when she has her first encounter with Hans.

Willis's character takes on full form from the scene when he talks to Dwayne, the deputy police chief, via the radio. It's at that point that you start to see the aggravated, partly manic and mouthy McClane that we've all come to know and love.

The scene where Hans meets John is such a fun twist. Hans's social intelligence and wit are matched only by John's supreme cool and streetwise confidence.

It's kind of interesting how this movie's weakest link is probably its soundtrack. For as awesome an action flick as it is, the music doesn't ever really reach a thematic high note. It's sort of average action movie fare, but doesn't detract from the whole.

The "glass shards in the feet" scene is still one of the most painful and teeth-gritty to watch. It's almost entirely due to Willis's delivery when he's talking to Al on the radio, which neatly captures the agony of what that would be like.

John's "bad feeling speech" is maybe one of the most natural and plain spoken monologue's in film history.

Love the sound of the blows in the brawl between John and Karl.

Hans's state of cool becomes as unraveled as does Holly's blouse as the movie goes on.

Gotta love, too, McClane's little squeals, chirps, and expressions as he readies to do or recovers from having done something really stupid!

The end is satisfying and completely earned, even if Karl's brief resurrection is a bit cliché. Too bad the only worthy follow-up to the original is Die Hard with a Vengeance. Makes a good duology, though.

December 21 — 4 of 365 logged

Saturday, December 3, 2022

Sunday, October 30, 2022

Random Thought of the Day: No is a knife.

"No" is the most valuable word in the English language. In any language. It's the sharpest, too. It is a knife. It cuts off the unnecessary parts. It removes the pieces that shouldn't be consumed. It sets boundaries and protects. It's also the primary agent of freedom.

"The primary agent of freedom?!? What are you saying? That's YES!"

No. It's NO. Without No, how can one resist? If all one can say is 'yes', then all you can do is obey. Without No, we're just puppets. If all one can say is 'yes', then you live in a fascist state. Without No, freedom is simply programing.

No is the guiding principle of design and sound thinking. It is the birth of originality. It is a staple of scientific theory. It gives agency to the weak, and checks the strong. 

No is law and order.

No is the key to parenting.

No is the basis of the Ten Commandments.

No is how you know you've had enough.

No is taking off the auto-pilot.

No is the guardian of consent.

No brings you to the point.

No is a knife.

Friday, October 21, 2022

365 Films Across 365 Days — October 21: Back to the Future

This series is dedicated to matching memorable movies with the signature day each year upon which I could watch them forever. Precisely one month after our last entry we come to October 21. A day always reserved for…

Back to the Future (1985, Universal/Amblin Entertainment, Robert Zemeckis)

For it was on that day in 1985, as the story goes, that Martin Seamus "Marty" McFly traveled back in time to save his and his parents' and siblings' present selves from permanent temporal erasure. And it was that same day in 1985 that Dr. "Doc" Emmett Lathrop Brown discovered the secret to time travel when he fell off a toilet and saw an image of the flux capacitor in his mind's eye.

There are great movies that have been remade and held firm, regardless of the remake's merit, and then there are greater movies that should forever remain as they were and never be remade for any reason whatsoever. Back to the Future is one such movie. 

The most succinct way to describe how Back to the Future is so good is simply to say that it checks all the boxes. It's funny. It's sad. It's heartwarming. It's irreverent. It's cool. It's zany. It's effects driven. And it's character centered. From the opening scene, the music is iconic and indelible. I can hardly think of Huey Lewis and the News without picturing moments and feels from the film. And Alan Silvertri's soundtrack deserves to be honored among those (John Williams, Hans Zimmer, or Howard Shore) whose trilogy soundtracks often make more headlines. The casting is (ironically) unmistakable. There is no other actor on earth that can truly ever replace those that firmly live in the memory where this movie is concerned. It IS the vehicle by which the defining roles for both Michael J. Fox and Christopher Lloyd will always be most remembered—actors both who before and since have gone on to have many other successes. The DeLorean time machine is easily one of the most iconic and cool on-screen vehicles ever committed to celluloid (right up there with the Batmobile, KITT, Ecto-1, and the "Turtle Van"). The script and dialogue are instantly recognizable:

"Great Scott!" 

"Whoa! This is heavy!" 

"What are you lookin' at, butthead!" 

"1.21 gigawatts!" (said [JI-ga-watts]; slight mispronunciation intact) 

"The Enchantment Under The Sea Dance." 

"Silence, Earthling! My name is Darth Vader. I am an extra-terrestrial from the planet Vulcan!" 

And the list goes on. Each one of those lines has a callback or serves some greater purpose in the overall plot and arc of the film (and, in fact, the whole trilogy!), and thus stand as more than just great one-liners. There are SOOO many little details and moments that carry importance and payoff across the film and its sequels. The original script, by Bob Gale and Zemeckis, is often exampled in film studies classes at the university level on how to write "a perfect screenplay." Is it perfect? Well, nothing is. But this movie and the '80s-rific trilogy it spawned will always stand tall on my Mt. Rushmore of greatest film series.

It's incredible when you watch the scene at Twin Pines Mall that occurs at 1:21 AM. Doc and Marty stand in the line of the car as it races toward them, building up to 88 mph. Based on Doc's reaction after the car flashes into the future, it's fairly simple to see that Doc is quite surprised and elated at the result. It's not clear whether Doc had practically tested the time machine prior to this event—though he probably had done at least some conceptualizing and miniature testing like he is shown to do later on—so I have to conclude that he wasn't 100% sure of the outcome. I mean, what if the time machine hadn't jumped through time and harmlessly disappeared in front of them? Instead, they both would have died from the collision! Given this, I think I have to agree somewhat with Principal Strictland's earlier estimation of Doc Brown's relative sanity. (S'ok though, Doc. There's a little crazy in every genius out there.)

My dad (a former Ag teacher) and I (an American FFA Degree recipient) have always admired the fact that the 1955 Hill Valley town square has a billboard that features the Future Farmers of America on it. A very minor but very real detail for anyone who ever grew up in rural America.

The cafe scenes with Biff are always entertaining. Comedian/actor Tom Wilson is pitch perfect in one of the all-time great villain turns that gets better and deeper with each movie in the series.

I love Doc's interpretation of the future stuff Marty brings/shows to him at his house. The radiation suit Doc is wearing in the video explains the nuclear wars, of course! In 1955, the specter of nuclear war would have been a very real danger. And his take on Marty's camcorder as being the reason why America elected an actor as president in the 1980s is such a rich slice of social commentary and dry humor. It all works so well without being hammy or forced. Like it was meant to be. (Maybe latter 20th century history happened the way it did so that Back to the Future could be made when it was! Right?!)

Doc's exchange with Marty about his parents when they're discussing their plan for how to ensure his parents' relationship turns out the way it should is easy to miss but great:

Doc asks, "What are their common interests? What do they do together?"

To which Marty replies, "Nothing."

It's funny, yes, but at it's core it's a scathing picture of the American marriage. People who were high school sweethearts and sort of did what everyone expected of them, got married, found a home in suburban "heaven," had 2.5 kids, and really don't love each other (anymore, at least). The earlier scenes at the McFly house fully illustrate this. That's real life comedy.

For a movie that can be seen as a "family film" by today's standards, it definitely has more than a few "damns," "shits," and "son of a bitches" exclaimed by various characters throughout. The movie's target audience is probably pre-teens up through any and all of those who have a sense memory of 1950s America. That's a pretty broad level of appeal, and it's not a movie that necessarily appeals more to males than to females.

The interplay between Marty and his dad, George, really makes the heart of the film. It's because of Marty's advice and persistence with George that his family is ultimately not only saved but made better by the end. This is Marty's growth from the tardy, guitar-playing-band-contest-reject "slacker" to the more mature and altruistic version of himself. George goes from a weak-spined, doormat doodler of a father to a confident, respected, and accomplished public figure and novelist. All because of a punch. Well, maybe not all because of a punch, but it's George's KO left cross to Biff that embodies his emergence from a peeping-tom "proto-incel" nerd to the more macho lover that he again becomes when he shoves the guy who cuts in on him and Lorraine during the dance. Through a modern lens, it may be a bit reductive to suggest that every red-blooded male must exhibit these same "high school football player-type" violent behaviors to realize their full potential. Maybe I'm getting a little too much into the weeds here as I don't think that's what the movie is trying to say. Needless, from a filmic storytelling standpoint, it's never not satisfying to watch George deck Biff like that.

Back to the Future is one of those rare movies that climaxes twice! The first is during and leading up to when Marty plays "Johnny B. Goode." The second is during the lightning storm/clock tower scene. They both feel deserved, not a bit redundant, and help to redeem all the doomed characters in the present (1985). The little setbacks and obstacles Doc and Marty have to hurdle to "catch that lightning in a bottle" are all paced and staged perfectly. You can be on your 20th viewing of this scene and still find it delightfully unsure whether Doc and Marty are going to make it! It's like watching a Rube Goldberg-esque ticking time bomb as it plays out. That's a classic.

You gotta love the confidence of the filmmakers to hang the story on the prospect of a sequel before the movie had even performed at the box office. "To be continued…"! Sequels like this one would go on to spawn, even in the day it was made, were not a foregone conclusion. It's almost as if Spielberg, Zemeckis, and Gale knew they had something special on their hands. It's almost as if they knew the road they were heading down.…

"Roads?! Where we're going, we don't need roads!"

October 21 — 3 of 365 logged

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Wednesday, September 21, 2022

365 Films Across 365 Days — September 21: (Indiana Jones and the) Raiders of the Lost Ark

This series is dedicated to matching memorable movies with the signature day each year upon which I could watch them forever. When I was in college, I started school each year around the third week of September. I wanted to be Indiana Jones. The third Monday of August in 1936 was the 21st, and so…

Indiana Jones and the Raiders of the Lost Ark (1981, Paramount/Lucasfilm, Steven Spielberg)

This places the film right at the end of summer. It's still warm and bright in the northern hemisphere, but days are getting shorter and darker. The plot of the film, and even each sequence, generally starts on a warmer or brighter note and gradually becomes darker in tone, and the heroes have less and less time to forestall their doom. The movie is shot in glowing tones that have a touch of age which gives it a slightly antique look. Raiders feels like it perpetually lives in a late summer afternoon, and I think it's best viewed at that time, with the blinds mostly drawn to create that long, dusty shadow effect on the adjacent walls.

Indiana Jones easily has the most iconic look and sound of any character in film history. The fedora. The leather jacket. The bullwhip. The five-o'clock shadow. Harrison Ford's lop-sided grin. The John Williams theme ("Raiders March"). Even the sound of the punches! Nothing else checks that many boxes. Indy is born fully and wonderfully from the landscape of this film. And while he was inspired by James Bond and the Republic adventure serials of the 1930s and 40s, it's easy to see how there are no other characters (only poor imitators) like him!

The reason for the fertility idol's placement and the giant rolling boulder trap make almost no sense, but they are perfect expressions of pulp fiction adventure storytelling, and you have to lean into that. (Subsequently, if you lean into that enough, all the events that the characters experience in the later films—from hand-plucked out hearts, to fighter planes skating through tunnels, and nuked fridges, etc.—are all easily digestible pieces of pop culture.) Sometimes life doesn't make a lot of sense either, but if we face it with the same level of pluck and tenacity that Indy does, we can do a lot worse!

How dare you, Satipo! Had he not betrayed Indy and helped him escape the temple, it's interesting to think how the Belloq scene would have played out. He was probably doomed either way. Had Satipo been there beside Indy when Belloq took the idol, they probably both would have died stumbling over each other. So, in fact, thank you, Satipo!

This very much is an adult-oriented film, whereas Star Wars was more marketed for youth. Both approaches are valid, and both audiences can enjoy the other, but the "talky" parts of Raiders are more mysterious, cerebral, and plot-driven, seeding for events to come. For example, the whole conversation at Marshall College with the government agents and the history and significance of the Ark is key to the movie's central plot. You might think it's a boring exposition scene, but when you actually listen to how the characters speak and the weight of what they're suggesting (i.e., a doomsday scenario if Hitler gets ahold of the MacGuffin!) is quite compelling.

Major Toht is a super underrated villain. Very methodical. Very scary. At times a bit funny. Great voice and delivery by Ronald Lacey.

It's interesting how the Pam Am Clipper Indy takes from the US to Nepal departs from San Francisco. Historically, that's accurate. But I guess Indy must have taken another plane or train across country to the Pacific Coast, because his academic activities are all based out of New Jersey. Also, the Golden Gate Bridge wasn't complete in 1936. Goes to show: You don't have to get everything right to make a classic piece of Americana.

I am not at all bothered or convinced by the woke claims of recent that Indy is some kind of sexual predator or is an "old world" misogynist. Did he have an "inappropriate" relationship with an underage girl—Marion—when they were younger and dumber? Seems highly probable. Did either of them think it was a bad idea, or that they were doing something wrong at the time? Almost certainly not! "You knew what you were doing," Indy tells her, a bit dismissively. Sure, Marion is hurt. She had her heart broken. That's understandable and wholly valid. And completely believable and human. For both of them. Heroes can make mistakes. Indy sometimes makes a lot of them. And that's a small part of why we love him.

John Rhys-Davies's Sallah is one of the most wholesome and heartening sidekick characters to appear on film. The opening scene on Sallah's veranda overlooking Cairo is such a departure from the cold, dark confines of Marion's bar environs in Nepal, and these scenes really help to illustrate the globetrotting tone of the Indy movies.

Indy's "boss fight" with the sword-wielding Arab is one of the most inspired action encounters in movie-making history. It's a laugh out loud moment if you've never seen it, and perfectly encapsulates "don't bring a knife to a gun fight" without making our hero seem like a cold-blooded killer.

Indy's sorrowful chat with Belloq at the bar is a superb example of how to stage a confrontation without any shots fired or punches thrown. Neither man will concede to the other, and the scene ends in a stalemate (luckily for Indy). Gotta love Indy's line: "You want to talk to God? Let's go see Him together. I've got nothing better to do!"

This line creates a very interesting question in the mind of the discerning viewer. Does Indy believe in God? There is evidence enough in all the films to suggest he may or he may not. I personally think he does, but he wrestles with the idea throughout his life, and in Raiders, he clearly shows a more agnostic approach. Before departing on the adventure, Indy assures Brody that he is not a superstitious fellow, suggesting that he doesn't put a lot of stock into the Biblical lore behind the Ark. This is more bravado than careful thought, on Indy's part. By the end of the third movie, Indy has reconnected more fully with his faith, not surprising given he was raised by a God-fearing father.

That bastard Capuchin monkey got everything that was coming to it when Indy and Sallah visit the old man to decipher the medallion. (Monkeys, next to cats, are some of the most bastardly animals that are also generally regarded as cute and cuddly on the face of the earth!)

There are Bond girls, and then there are Indy girls. To date, Karen Allen's Marion is the best Indy girl. She's tough but cute, full of salt but capable of being sweet, and her chemistry and backstory with Jones makes her the perfect combination of sidekick and damsel-in-distress. Take the drinking scene between Marion and Belloq, for example. It is one of the best comedic scenes in the whole series. It fits perfectly with their characters and there's plenty of motivation for both of them to do what they do in the scene. Toht's whole "three-section nunchaku" which actually turns out to be his coat hanger bit always lands.

The special effects in the Map Room scene are perfect. Amazing that this movie was made years before the advent of computer-generated effects in film.

The entire action sequence from escaping the Well of the Souls, to battling the bald mechanic on the German wing's tarmac, to commandeering the army truck on horseback, to surviving being thrown through the windshield and sliding back under the truck to retake it is easily one of the greatest action sequences. Of. All. Time. One of these days I'm going to make a Youtube video breaking that action sequence down in RPG terms, detailing a round-by-round analysis of the dice rolls and the damage dealt throughout the whole set of scenes. It would be so worthy of that. One of these days.

"It's not the years, it's the mileage." I often use this line myself in real life. Classic.

During the scene when the German U-boat prepares to depart and submerge, I always used to think that the officer in the white hat and the straight black collar who comes into frame near the beginning was Indy. In the novelization (a deleted scene in the film), it explains how Indy clings to the conning tower when the U-boat submerges, and that's why he arrives still wet and without having alerted any of the German sailors during the short voyage. He had to have been holding on for a few hours, at least. If you buy everything else that's happened up till that point of the movie, this part is easy. Besides, it's true that U-boats didn't dive very deep during operations, especially when searching for land by periscope.

I love the exchange between Captain Katanga and his crew member after Belloq and the Nazis make off with Marion and the Ark: 

"Can't find Mr. Jones, Captain. I've looked everywhere." 

"He's got to be here somewhere. Look again." 

"I found him." 

"Where?" 

"There!"

That's action script poetry. And then the music swells! So. Damn. Heroic.

I love the symmetry in Indy's journey throughout the story. Belloq steals a golden artifact Indy found in Peru at the beginning of Raiders; Indy loses a golden artifact to Belloq outside of Cairo later on. And so begins the pattern of Indy acquiring an artifact only to part with it at a critical moment.

You absolutely feel Indy's conflict when he's aiming the bazooka at the Ark near the end. He was never going to go through with it. It was just a desperate ploy to save Marion. Belloq's words to him in that scene are some of the most profound in the whole film. Good writing.

Again, the special effects are second-to-none in Raiders. The swirling spirits when the Ark opens sells even to this day. My kids were fully convinced. This big kid, 40 years on, is still convinced.

Indy basically loses in the end. The bad guys don't really "win," but our hero certainly comes up mostly empty in the final tally, short of having survived to tell the unlikely tale. Except, of course, his relationship with Marion. He wins big there. And so do we the viewers.

September 21 — 2 of 365 logged

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Monday, September 12, 2022

Legion of Doom

ALEXANDER “LEX” JOSEPH LUTHOR
Male Human Legendary Strong 3/Smart 6/Charismatic 5/Mastermind* 5; CR 19; LA +1
Medium Humanoid (height 6' 2", weight 210 lb.); Age early 40s
* See Urban Arcana

Init +1; Senses (core) Listen +7, Search +12, Spot +5; Senses (house) Listen/Spot +24, Search +28
Languages English, German, Japanese, Latin, Spanish

Defense 19, touch 19, flat-footed 19 (+1 Dex, +8 class); 28, touch 28, flat-footed 28 (-1 size, +5 Dex, +8 class, +6 equipment, in warsuit); Defensive Martial Arts, Dodge
hp 90 (19 HD), 190 (in warsuit); Mas 12
Fort +9, Ref +8, Will +14; +8 on Fort vs fire/heat in war suit
Action Points 14

Speed 30 ft.
Melee unarmed strike +11/+6 (1d4+2 nonlethal/lethal, 20) or
Melee warsuit slam +18/+13 (1d8+9 bludgeoning, 20) or
Melee by weapon +11/+6
Ranged “Avalanche” energy bolts +14/+9 (10d6 energy, 20, 150 feet) or
Ranged guided energy bolt +15 (10d6 to 16d6 energy, 20, 250 feet) or
Ranged by weapon +11/+6
Space 5 ft. by 5 ft. (10 ft. by 10 ft. in warsuit); Reach 5 ft. (10 ft. in warsuit)
Base Atk +10; Grp +11
Atk Options Power Attack, Two-Weapon Fighting
Special Qualities legend traits (4)

Abilities Str 12 (28 in warsuit), Dex 12 (20 in warsuit), Con 12, Int 22 (18), Wis 17, Cha 18
‘(-)’ indicate original ability scores.
Allegiances himself, money, LexCorp, science, evil, Metropolis; Rep +9; San 72
Feats Aircraft Operation (helicopters), Alien Weapons Proficiency* (from Future), Armor Proficiency (light*, medium*, powered*), Builder, Combat Martial Arts, Defensive Martial Arts, Dodge, Educated (earth and life sciences, physical sciences), Gearhead, Iron Will, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Surface Vehicle Operation (powerboat), Two-Weapon Fighting, Windfall (x2)
Bonus feats acquired from the Legend template.
Skills (core) Bluff +21, Climb +6, Computer Use +20, Craft (electronic) +20, Craft (chemical) +15, Craft (mechanical) +20, Decipher Script +15, Demolitions +12, Diplomacy +16, Disable Device +14, Drive +5, Forgery +14, Gamble +9, Gather Information +16, Intimidate +15, Investigate +15, Jump +6, Knowledge (arcane lore) +10, Knowledge (art) +10, Knowledge (business) +18, Knowledge (civics) +11, Knowledge (current events) +19, Knowledge (earth and life sciences) +14, Knowledge (history) +11, Knowledge (physical sciences) +16, Knowledge (streetwise) +11, Knowledge (technology) +16, Knowledge (theology and philosophy) +10, Listen +7, Navigate +8, Perform (keyboards) +8, Pilot +5, Profession (industrialist) +10, Read/Write English, Read/Write German, Read/Write Japanese, Read/Write Latin, Read/Write Spanish, Repair +14, Research +19, Search +12, Sense Motive +18, Speak English, Speak German, Speak Japanese, Speak Latin, Speak Spanish, Spot +5, Swim +6, Treat Injury +5
Skills (house) Athletics +14, Computer Use +22, Craft (electronic) +22, Craft (chemical) +15, Craft (mechanical) +22, Deduce +28, Demolitions +12, Disable Device +15, Drive +5, Forgery +14, Gamble +9, Gather Information +16, Knowledge (arcane lore) +10, Knowledge (art) +10, Knowledge (business) +18, Knowledge (civics) +11, Knowledge (current events) +22, Knowledge (earth and life sciences) +16, Knowledge (history) +11, Knowledge (physical sciences) +18, Knowledge (streetwise) +12, Knowledge (technology) +18, Knowledge (theology and philosophy) +10, Navigate +8, Perceive +24, Perform (keyboards) +8, Persuade +26, Pilot +5, Profession (industrialist) +10, Read/Write English, Read/Write German, Read/Write Japanese, Read/Write Latin, Read/Write Spanish, Repair +16, Research +22, Speak English, Speak German, Speak Japanese, Speak Latin, Speak Spanish, Treat Injury +5
Talents (Strong) Extreme Effort, Melee Smash
Talents (Smart) Exploit Weakness, Savant (Knowledge [current events]), Savant (Research)
Talents (Charismatic) Captivate (DC 19), Charm (females), Favor
Talents (Mastermind) Equipment Connections, Exceptional Minions, Imposing Reputation, Minions, Plan X, Uncanny Dodge 1
Starting Occupation Entrepreneur (Bluff as permanent class skill, +1 on Knowledge [business])
Possessions (carried weight 3 lb.) formal outfit (business suit; 3 lb.)
Wealth Bonus +21 (LexCorp +45)

Luthor’s Warsuit
Large Heavy Assault Mecha (PL 6)
PDC: 46
Features: +16 equipment bonus to Str (bonus +8 from booster mod), +8 equipment bonus to Dexterity (mod), -1 on attacks/Defense, +100 bonus hit points, -4 on Hide, slam attack 1d8 base, move/fly 30 feet (poor maneuverability), reach 10 feet
Equipment Slots (10 total): 1 helmet, 1 back, 1 each left/right arm, 1 each left/right hand, 1 shoulders, 1 torso, 1 boots, 1 bonus (right leg)
Armor: Heat diffusing armor (PL 6) adds +6 equipment bonus to Defense, -5 armor check penalty, +8 equipment bonus on all saves vs fire/heat; PDC 34
Modifications: Maneuvering Thrusters (improves maneuverability 1 step; PL 6, 2 slots: torso, boots; PDC 21), Laser Painter (provides range increment 100 feet, ranged touch attack at 1,000 feet against single target; PL 6, 1 slot: helmet), Sensor Baffler (-10 on Computer Use checks to use sensors against the mecha; PL 6, 1 slot: back), SatCom (mecha sensors boosted to 1,000 miles; PL 6, 1 slot: shoulders), “Avalanche” Variable Charge Energy Weapon (10d6 base energy damage, range increment 150 feet, full round to charge adds +2d6 damage [max charge 3]; PL 7, 2 slots: l/r hand, PDC 26), Nuclear Power Core (+1 bonus slot: right leg, PDC 21), Dexterity Booster (+8 equipment bonus to Dex; PDC 19, 1 slot: right leg), Strength Booster (+8 equipment bonus to Str; PDC 17, 2 slots: l/r arm)

DEATHSTROKE, “THE TERMINATOR,” SLADE JOSEPH WILSON
Male Human Legendary Strong 3/Fast 3/Smart 3/Dedicated 1/Soldier 9/Tracer* 5; CR 25; LA +2
Medium Humanoid (height 6' 4", weight 225 lb.); Age mid-40s
* See Future

Init +11; Senses (core) Listen +11, Search +9, Spot +10; Senses (house) Listen/Spot +28, Search +15
Languages English, Hindi, Italian, Japanese, Latin (read/write only), Mandarin, Russian, Spanish

Defense 33, touch 31, flat-footed 33; Defensive Martial Arts (+5 Dex, +16 class, +2 equip)
hp 240 (24 HD); Mas 21
Fort +15, Ref +19, Will +12
Action Points 18

Speed 40 ft.
Melee unarmed strike +24/+19/+14/+9 (1d6+8 lethal/nonlethal, 19-20) or
Melee ballistic staff +25/+20/+15/+10 (1d6+15 bludgeoning, 19-20) or
Melee ballistic staff +23/+18/+13/+8 (1d6+12 bludgeoning, 19-20) and
Melee ballistic staff +23 (1d6+9, two-weapon) or
Melee katana +25/+20/+15/+10 (2d6+8 slashing, 19-20) or
Melee katana +25/+20/+15/+10 (2d6+11 slashing, 19-20, two-handed) or
Melee by weapon +23/+18/+13/+8
Ranged ballistic staff +22 (2d10 ballistic, 19-20, S, 30 ft., 1 cyl.) or
Ranged sniper rifle +23 (2d10 ballistic, 20, S, 5 box) or
Ranged assault rifle +22/+17/+12/+7 (2d8 ballistic, 20, S/A, 30 box) or
Ranged by weapon +22/+17/+12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +17; Grp +24
Atk Options Blind-Fight, Burst Fire, Combat Expertise, Double Tap, Improved Feint, Point Blank Shot, Streetfighting, Swift Strike +2d6, Tactical Aid, Two-Weapon Fighting
Special Qualities enhanced Str, Dex, Con & Int (+3 each), legend traits (5)

Abilities Str 23 (18), Dex 20 (15), Con 21 (17), Int 18 (15), Wis 17 (16), Cha 10
‘(-)’ indicate original ability scores.
Allegiances the hit, the Society, law, his family, evil; Rep +9; San 67
Feats Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Blind-Fight, Brawl, Burst Fire*, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Double Tap, Exotic Melee Weapon Proficiency (katana), Improved Combat Martial Arts, Improved Feint*, Improved Initiative, Lightning Reflexes*, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Streetfighting, Track, Two-Weapon Fighting*, Urban Tracking, Weapon Focus (katana)*, Weapon Focus (sniper rifle)
* Bonus feats acquired from the Legend template.
Skills (core) Balance +12, Bluff +6, Climb +16, Computer Use +11, Demolitions +14, Disable Device +12, Disguise +5, Drive +13, Escape Artist +13, Gather Information +10, Hide +13, Intimidate +13, Investigate +11, Jump +14, Knowledge (current events) +9, Knowledge (history) +8, Knowledge (streetwise) +15, Knowledge (tactics) +19, Knowledge (technology) +11, Listen +11, Move Silently +13, Navigate +11, Pilot +11, Read/Write English, Read/Write Hindi, Read/Write Italian, Read/Write Japanese, Read/Write Latin, Read/Write Mandarin, Read/Write Russian, Read/Write Spanish, Repair +5, Research +9, Search +9, Sense Motive +16, Speak English, Speak Hindi, Speak Italian, Speak Japanese, Speak Mandarin, Speak Russian, Speak Spanish, Spot +10, Survival +9, Swim +12, Treat Injury +5, Tumble +11
Skills (house) Athletics +30, Computer Use +11, Control +12, Deduce +15, Demolitions +14, Disable Device +12, Disguise +5, Drive +13, Escape Artist +13, Gather Information +10, Knowledge (current events) +9, Knowledge (history) +8, Knowledge (streetwise) +15, Knowledge (tactics) +19, Knowledge (technology) +11, Navigate +11, Perceive +28, Persuade +19, Pilot +11, Read/Write English, Read/Write Hindi, Read/Write Italian, Read/Write Japanese, Read/Write Latin, Read/Write Mandarin, Read/Write Russian, Read/Write Spanish, Repair +5, Research +9, Sneak +21, Speak English, Speak Hindi, Speak Italian, Speak Japanese, Speak Mandarin, Speak Russian, Speak Spanish, Survival +9, Treat Injury +5, Tumble +11
Talents (Strong) Improved Melee Smash, Melee Smash
Talents (Fast) Improved Increase Speed, Increase Speed
Talents (Smart) Plan, Savant (Knowledge [tactics])
Talents (Dedicated) Skill Emphasis (Sense Motive)
Talents (Soldier) Greater Weapon Specialization (staff), Improved Critical (staff), Improved Reaction, Tactical Aid, Weapon Focus (staff), Weapon Specialization (staff)
Talents (Tracer) Swift Strike +2d6, Target Species (human), Uncanny Stealth (full speed), Urban Tracking
Starting Occupation Military (Knowledge [tactics], Survival as permanent class skills; Personal Firearms Proficiency)
Possessions (carried weight 36 lb.) mastercraft [+1] ballistic staff (forged from promethium so its hit points and hardness are triple that or normal; fires a single shot ballistic blast; 4 lb.), mastercraft [+1] katana (6 lb.), sniper rifle (16 lb.), assault rifle (8 lb.), promethium armor (equal to light undercover shirt; the armor is poisonous to anyone without a Con score of 20+, and its hardness and hit points are triple that of normal; 2 lb.), various personal items
Wealth Bonus +18

Thursday, September 1, 2022

Random Thought of the Day: Being on time is not the pinnacle of professionalism.

How is it said? "If you want to be professional, be on time."

In my experience, consistency and honesty is more important and professional than simply obeying the clock. Buses, planes, and trains ought to be on time; people ought to be given the time they need when circumstances demand it.

To be on time is to be professional. Right? Sure, it's simple and elegant. It's measurable. Were you on time? Yes/No. Thus, are you professional? Yes/No. But being on time isn't about professionalism at all. Being on time is about who can arrive at an agreed upon destination with the fewest obstacles to navigate. It's really almost a point of discrimination. And it's entirely about control. If you have kids, or a spouse, or a clunker of a car, or a longer route, or even the barest hint of conflicting agendas, you might be a redneck … er, I mean, you might not be professional material. What else is keeping you from being on time? Get with the program, or get another job!

And whoever has the fewest obstacles to navigate generally sets the rules. Get the picture? Being on time will always be easier for some, and infinitely harder for the rest of us. Do I fall into that category? I don't have a problem with arriving on time. I do have a problem, though, with those who consistently arrive on time but also consistently deliver a lower quality of work than that "level of professionalism" would otherwise seem to dictate. And work should always be about quality, not quantity.

If you're more interested in doing more rather than doing better, by all means, strictly obey the clock. That certainly isn't the pinnacle for me. (Not even sure if it would be in the top 3!)

Monday, August 29, 2022

365 Films Across 365 Days — August 29: Terminator 2: Judgment Day

This series is dedicated to matching memorable movies with the signature day each year upon which they should be observed. To be honest, a somewhat contrived means to watch my favorite films and provide a running commentary/review. But, these are some of the things blogs were made for, so…!

Terminator 2: Judgment Day (1991, Carolco Pictures/Pacific Western Productions/Lightstorm Entertainment, James Cameron)

This movie has always had a summer time feel for me. I first watched it in the summer. It was a summer blockbuster. And while the story is set in Los Angeles (which feels like summer year-round), many of the scenes have a "hot summer night" or "late desert afternoon" feel to them. And, of course, August 29th is "judgment day" (aka, the end of the world), so it's fitting that this day belongs to T2.

Many of the most critical scenes in the movie happen at night, and I feel like this movie plays best when started around 9-10p, after the sun goes down.

The opening bar scene is an all-time great character reveal. The naked arrival and on-site procurement equipment means are solid hallmarks of the series, but never done better than here. This is the best Arnold Schwarzenegger ever looked in a movie and his best movie.

Robert Patrick not blinking while firing his Beretta is such a solid add to the character. Hard to achieve but makes perfect sense.

In the first scene where we're introduced to Dyson, doesn't that long-blonde-haired, eyeglass-wearing dude look like Langly from The X-files! He walks past our view from right-to-left as the inflatable dinosaur comes into frame. Makes sense for the timeline, even if it doesn't make sense for the production dates.

This is arguably the greatest sequel of all time. That case is made a bit stronger if we're talking about the extended version, with Michael Biehn's return as Kyle Reese in dream form. I'm generally a fan of extended editions, and T2's comes highly recommended.

Sarah's entire escape scene from the mental hospital is one of the smartest, most taut, and suspenseful action sequences in film history. Nothing is wasted, and the characters earn every moment that they participate in.

I love the idea of the Terminator as a surrogate father for John given what's happened up till that point, and in light of the first movie. Beautiful storytelling!

Sarah's assault on the Dyson house sparks a feeling of meta-narrative weight—which my wife even claims to have noticed on repeat viewings—and the scene feels like it echoes flashes of Die Hard and The X-Files to boot.

Sarah's line to Dyson after the silent alarm is tripped and he says they have to abort, "No. We go all the way." is so sad and scary. It means: "No. We're going to die here, if that's what it takes." And it will (for him).

Dyson's story is heart-wrenching. He has a loving family (whose wife is played by Reba the Mail Lady from Pee-Wee's Playhouse!), a great career, is part of a company on the cutting edge of shaping the future, takes pride in what he does, is good at what he does, and yet he has to destroy it all and himself to prevent judgment day. Even unto his death, he tries to do as little harm as possible, holding the detonator long enough for the police to evacuate. What a hero.

"I'll be back." Never have so few and so simple of words been so iconic.

T2 pulls no punches. The heroes take plenty of damage throughout the story, but are never made out to feel weak or overmatched by what challenges them. It's such a good, solid progression of small victories and setbacks that really keep you glued and unsure.

The Terminator goes all "10-10-7 decise" when he vaults onto the big rig and unloads with the assault rifle before toppling the rig and thwarting the T-1000's vehicular charge. Badass.

The final fight between the two Terminators is so well balanced. Arnie gives as good as he gets, he just can't "out-tank" the T-1000. And then, after he rescues Sarah again, he's simply taken too much damage (and lost an arm) to be effective. Note to self: Always carry liquid nitrogen and 'nades when battling a mimetic poly-alloy being!

The thumbs-up at the end is corny, but gosh darn, that whole ending scene can make a grown man get misty. This scene hits even harder now that I know what it's like to be a father. (People should really learn to go back and rewatch/reread things they love, rather than waiting for commercial efforts banking on nostalgia to repackage it for them. I'm sure we'll revisit this notion a lot as this series continues.)

The first two movies really are a duology. That's really all you need. BUT. If you must follow it with something, may it be the excellent Terminator: Sarah Connor Chronicles and nothing else.

August 29 — 1 of 365 logged

Go to next!

Thursday, August 25, 2022

Saturday, June 25, 2022

Ewan Conquers Kinder

 


Seated with his year's table mates.

The room abuzz with adult energy.






A parting picture with Mr. Xiong.

Bye, Table 1! Next up: 1st grade!

But first … a cool treat on a hot day!

Friday, May 27, 2022

The Battle of the Bay

Bowing in at the regional Taekwondo tournament at Santa Rosa High School held this past May 21.

Feet and fists went flying as black belt forms competition got underway.

"Fellow chucker, eh?!"

Followed soon by boys' weapons sparring...

while girls went at it in a separate ring.

Even the under 10s got into full-contact sparring. 

Followed much later on in the day with the adult black belt forms and sparring competitions.

But the main event for the color-belt kiddos came mid-morning.

Ewan sits peacefully ready to show his stuff!

And he seemed pretty happy with the result.

**cue applause**

But wait?! What did he even do to earn his place? Watch below!



Saturday, April 30, 2022

Feliz 67th a Mi Madre!

A cake fit for a queen (even if the same little mouse stole a slice or two the night before)!
 
Among those gifts to the queen was Horrified, a game based on the Universal Monsters she still so dearly loves! Can't wait to sit down for its inaugural playthru.

Thursday, March 31, 2022

Bike Racers

And … they're off!

Keeping it between the lines.

Little "Papers" on her balance bike.

Along a shady picket path.

For a time, we owned these roads.

"Wanna see us in motion!?"


Keep on rolling till the next outing.

Thursday, March 10, 2022

Two Museums We A-Went

 

Paige and Ewan point the way as we set foot into the California Automobile Museum.

Such lovely works of symmetrical art automobiles are!

Mugging at the hood of a custom 1964 Chevy Impala low-rider.

A car nut's playground!

You can really see the evolution from horse-and-buggy to the earliest cars. Small wonder all engines are measured in horse-power.

We took one for a scenic spin.

An old-timey ride.

Ready to deploy, sir!

Back in the days of full service.

Here's a real classic.

"Wanna ride? Hop in the back!"

Mommy will be your valet this evening.

"Go, Speed Racer! Go!"

Hot rods!

OG e-cars! (American on the left, Japanese on the right)

Run for your lives! It's the man-eating drag racer!

Gotta get back in time!

What I'll affectionately refer to as "old grandma cars."

World War II era automobiles.

The junk in the trunk of a low-rider.

"Can we have one for Christmas, pleeeeease!"

"Where we off to next, Papa?"

Heeerreee's your sign.

They knew right where to go for the milk.

Tractor trikes.

Thar be tractors a-plenty!

Dig this drill bit! (Err, snow tread.)

That's one heckuva hamster wheel!

Hook 'em up!

We be learnin' 'bout the wheat kernel.

The very hungry...

"Well, cowpokes, see ya next time!"