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!)