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

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