Wednesday, January 29, 2025

King of Atlantis

AQUAMAN, KING ORIN (Atlantean name), ARTHUR CURRY (human name)
Male Unique Half-Atlantean Legendary Strong Hero 3/Fast Hero 2/Tough Hero 3/Charismatic Hero 2/Helix Warrior* 8; CR 22; LA +6
Medium Humanoid (aquatic, mutant) (height 6’ 1”, weight 325 lb.); Age late 30s
* See Future
Experience ~280k


Init +5; Senses (core) Listen +5, Search +1, Spot +4; Senses (house) Listen/Spot +10, Search +1
Languages Atlantean, English

Defense 27, touch 26, flat-footed 24; Defensive Martial Arts, Dodge (+3 Dex, +13 class, +1 gear)
hp 253 (18 HD); Mas 29; DR 12/— (DR 22 vs depth pressure)
Fort +18 (+2 vs poisons, diseases, radiation; +4 vs. hot/cold environments, suffocation/drowning/depth pressure), Ref +11, Will +8
Action Points 14


Speed 30 ft., swim 305 ft. [30] (good)
Melee unarmed strike +27/+22/+17 (1d6+12 lethal/nonlethal, 20) or
Melee unarmed strike +25/+20/+15 (1d6+12) and
Melee unarmed strike +25 (1d6+6, two-weapon) or
Melee +1 keen harpoon hand +27/+22/+17 (1d10+13 piercing, 19-20) or
Melee +3 trident of Neptune +30/+25/+20 (2d6+15 piercing, 20)
Melee by weapon +26/+21/+16 or
Ranged +1 keen harpoon hand +19 (1d10+13 piercing, 19-20, 60 ft.) or
Ranged +3 trident of Neptune +22 (2d6+15 piercing, 20, 20 ft.)
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +26 (+8 under water)
Atk Options 2d6 base unarmed damage under water (–2 on atk/Def), Coordinate, Power Attack, Two-Weapon Fighting
Special Qualities ability drain = ability damage, action point roll is 4d6 (take highest), Atlantean traits (see below), carrying/lifting cap = Str +4 and as large creature, electricity resistance 8, conditions lasting less than 1 rnd are ignored (durations 2+ rnds halved if cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, or stunned), darkvision 120 ft., immunity to cold/depth pressure damage (see trident below), legend traits (4), Listen checks take no penalty while asleep

Abilities Str 32 (18), Dex 16, Con 26 (18), Int 12, Wis 15, Cha 14
'(-)' indicate original ability scores.
Allegiances good, Atlantis, justice, the ocean, chaos, the Justice League; Rep +5; San 70
Feats Animal Affinity, Archaic Weapons Proficiency, Armor Proficiency (light), Athletic, Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Endurance, Far Shot, Improved Damage Threshold**, Mobility, Power Attack, Simple Weapons Proficiency, Tough Plus (x2**; Cold/Electricity Resistance, Robust, Second Wind [11 hp, 5/day]), Two-Weapon Fighting, Ultra Immune System, Weapon Focus (trident)**
** Bonus feats acquired from the Legend template.
Skills (core) Balance +5, Climb +15, Concentration +10, Diplomacy +5 (+10 toward aquatic animals w/spell-like ability), Gather Information +5 (+10 toward aquatic animals w/spell-like ability), Handle Animal +10 (+10 toward aquatic animals w/spell-like ability), Hide +5***, Intimidate +8, Jump +12***, Knowledge (arcane lore) +5, Knowledge (current events) +3, Knowledge (history) +4, Knowledge (tactics) +4, Listen +5, Move Silently +5***, Navigate +7, Read/Write Atlantean, Read/Write English, Ride +10 (+10 toward aquatic animals w/spell-like ability), Sense Motive +5, Speak Atlantean, Speak English, Spot +4, Survival +7, Swim +13***, Tumble +5***
Skills (house) Athletics +19*** (+2 on Climb, +2 on Swim), Control +12, Handle Animal +10 (+10 toward aquatic animals w/spell-like ability), Gather Information +5 (+10 toward aquatic animals w/spell-like ability), Knowledge (arcane lore) +5, Knowledge (current events) +3, Knowledge (history) +4, Knowledge (tactics) +4, Perceive +10, Persuade +11 (+10 on Diplomacy toward aquatic animals w/spell-like ability), Read/Write Atlantean, Read/Write English, Ride +10 (+10 toward aquatic animals w/spell-like ability), Speak Atlantean, Speak English, Sneak +8***, Survival +7, Tumble +5***
*** –1 armor check
     Note: Swim has a –4 due to gear weight.
Talents (Strong Hero) Extreme Effort, Melee Smash
Talents (Fast Hero) Increased Speed
     Note: Aquaman elected to apply this increase to his swim speed.
Talents (Tough Hero) DR 2/—
Talents (Charismatic Hero) Coordinate
Talents (Helix Warrior) Darkvision (120 ft.), Haul (Str 4 pts higher for carrying cap), Light Sleeper (Listen checks take no penalty while asleep), Strong as an Ox (carrying capacity as large creature), Superior Conditioning (condition durations lessened), Survivor (add extra d6 on action point roll)
     Note: As a member of the Justice League, Aquaman’s Strong as an Ox ability also allows him to wield weapons as if he were a Large creature. This is his membership perk.
Starting Occupation (core) Adventurer (Intimidate, Knowledge [arcane lore] as permanent class skills; Archaic Weapons Proficiency)
Starting Occupation (house) Adventurer (Knowledge [arcane lore], Persuade as permanent class skills; Archaic Weapons Proficiency)
Possessions (carried weight 23 lb.) +3 trident of Neptune (large-sized weapon, see below; 8 lb.), +1 harpoon hand (see below; 7 lb.), Atlantean pauldron & bracer (worn on the right shoulder and arm, grants the protection of a light steel shield; –1 armor check penalty; 6 lb.), scaled & finned leggings (grant +4 on swim checks; 2 lb.)
Wealth Bonus +27 (most kept in deep sea treasure troves and Atlantean vaults)

ATLANTEAN
     Species Traits
Atlanteans are a subset of humanity that adapted to live under the waves in a quasi-extra dimensional space called Atlantis (a megacity located on Earth). They possess a number of special adaptations and superhuman qualities that set them apart from normal humans. Some of these abilities are due to their unique heritage, while others are a result of the high science/magic nature of their home. All Atlanteans share the following traits, which are all supernatural in nature unless otherwise noted.
     Atlanteans speak their native tongue of Atlantean, though many of them learn to speak the native tongues of the land-dwellers closest to their borders.
     Type: While humanoids, Atlanteans all have the “aquatic” subtype also.
     Ability Modifiers: Atlanteans receive racial bonuses of +8 to Strength and +6 to Constitution.
     Size: Medium. As medium-size creatures, Atlanteans have no special modifiers due to their size.
     Speed: Atlantean speed is 30 feet on land. In water, their base swim speed is 150 feet with a good maneuverability.
     Damage Reduction: Atlanteans are particularly hardy and receive DR 5/—. This DR is 10 against depth pressures when under water.
     Water Breathing (Ex): Atlanteans can breathe water as a fish would (with neck gills). They can also adjust to breathing air (through their noses), but this often requires succeeding on DC 15 Fortitude save (during which they begin the first round of suffocating) that they must retry every round until they’ve succeeded or passed out due to lack of oxygen.
     Xenophobia: Atlanteans are inherently xenophobic toward outsiders and land-dwellers, hampering their ability to reason or get-along with others outside their own. Atlanteans suffer a –5 circumstance penalty on any interaction Cha-based checks they make toward outsiders. Furthermore, when Atlanteans first encounter any outsiders by surprise, they must succeed on a DC 20 Will save or succumb to the cowering condition unless they opt to instead immediately attack the target of their surprise.
     Challenge Rating: +2.
     Level Adjustment: +3.

MUTANT ATLANTEAN “Hybrid Vigor” (Template)
     Template Traits
The only known mutant strand in the Atlantean line is made when a highborn, pureblood Atlantean mates with a land-dweller. “Hybrid vigor” is a unique term used to describe those special Atlanteans that enjoy mixed bloodlines. It describes their ability or more vigorous nature that often surpasses standard Atlantean powers (due to them being overly homogenous for generations upon generations). Of them, only Arthur Curry, called Aquaman by the outside world, is well-known.
     All hybrid vigor traits are extraordinary in nature unless otherwise noted.
     Challenge Rating: +2.
     Level Adjustment: +2.
     Type: His type gains the “mutant” subtype, which may change what other effects and spells will interact with him, etc.
     Special Qualities: Arthur retains all of his special qualities and gains the additional special qualities listed below.
     Movement/Speed: His swim speed increases to 300 feet per move action (that's a maximum of 240 squares at character scale/24 squares at chase scale, which is about 136 miles per hour, when moving at 4x speed).
     However, upon spending an action point Arthur can move at much greater speeds—10x or even 50x that of the maximum above—though for progressively shortened periods of time (days or even hours). These speeds are useful for traversing intercontinental distances by waterway (permitting travel from London to Hong Kong in little less than an hour-and-a-half). Moving at these incredible speeds is a full-round action.
     Communicate with Sea Creatures (Sp): As the spell speak with animals, except the effect is limited only to living creatures of the aquatic subtype, the duration is 1 min per day per point of Constitution modifier (8 min/day; this time need not be used all at once), the means is telepathic (no sound) with a range of 100 feet per point of Con mod (800 ft max), and it provides an empathic link to those same aquatic creatures which grants an added +10 bonus on Diplomacy, Gather Information, Handle Animal, and Ride checks. This ability requires a standard action to initiate and concentration to continue while conversing. The effect permits Arthur to establish and maintain relations with aquatic creatures, and even encourage favors, but it does not charm or otherwise control those animals.
     Damage Reduction: His DR is doubled for both the base (10/—) and against depth pressures (DR 20).
      Super-strength: When under water (submerged), Arthur gains the virtual size category of huge. While his space and reach remain unchanged by this, he receives a +8 bonus on grapple checks; can use improvised weapons of large/huge size (one-handed) or gargantuan size (two-handed); inflicts 2d6 base damage with unarmed attacks; can lift 4x normal carrying capacity; but incurs a –2 penalty on attack rolls/Defense.
     Water Breathing (Ex): As standard Atlantean, except Arthur can transition to air breathing without a Fort save.
     Xenoplatonic: Arthur was never raised xenophobic, and because of his dual heritage tends to favor and champion embracing both worlds.
     Allegiances: Loyalty to Atlantis may be included but is not required. In fact, due to their inherent xenophobia, many “true” Atlanteans may even regard any being of hybrid vigor as a “half-breed” or “mongrel.”
     Ability Scores: His hybrid vigor also grants Arthur an added +4 to Strength.
     Advancement: By character class.

NEW FX Item Trident of Neptune
This oversized (large) trident is made of rare green-gold Nth metal and imbued by the ancient god Neptune with magics sacred to the protection of Atlantis and its peoples. Nth metal behaves as cold iron would for hardness and hit point characteristics, ignores the damage reduction and disrupts the spellcasting (forcing a Concentration check) of fey, fiend, or native outsider creatures within 30 ft of it, grants the possessor immunity to cold and depth pressure damage, and permits them to extend those same protections and their water breathing ability to anyone they hold or take by the hand, and the trident’s metal also slows the possessor’s aging process to 1/2 what it would be normally. As the trident has traditionally been used to identify the rightful king of Atlantis, it is also an important mark of ancestry and rulership, and thus grants the possessor advantage on any Cha-based interaction checks with subjects and loyalists of Atlantis. It is a +3 enchanted weapon, and when under water also grants the wielder advantage on critical hit confirmations and checks or saves to inflict/prevent weapon loss or damage with or against it.
     To be considered a “possessor” of the trident of Neptune requires that it remain in the hands or on the person of the individual wielding it for at least a full 24-hour period. If, after that period, the wielder is of an evil persuasion, they must make a Fortitude and Will save DC 20 or be struck with paralysis (failed Fort) and/or blindness/deafness/dumbness (failed Will) until a remove curse (or similar) effect is cast on them.
     Type: Weapon (magic); Caster Level: 10th; Purchase DC: — (34); Weight: 8 lb.

NEW FX Item Arthur’s Golden Harpoon Hand
This is a refined version of the improvised harpoon hand Arthur had made for himself after the loss of his left hand at the wrist. It is made from the same green-gold Nth metal as the trident of Neptune, but lacks the added enchantments and rulership bearing. It is a +1 magic weapon with the keen quality.
     Type: Weapon (magic); Caster Level: 9th; Purchase DC: — (28); Weight: 7 lb.

Tuesday, January 21, 2025

365 Films in 365 Days – January 21: The Thing

This series is dedicated to matching memorable movies with the signature day each year upon which I could watch them forever. January 21st is about one month into winter. For those who hate winter, that places the date deep enough in the season to be ready for it to end (in the northern hemisphere, anyway), but not deep enough to hope that it actually will. This movie, too, is set in the earlier half of winter (ironically in the southern hemisphere given my premise), with the ultimate realization that too much of it remains for there to be any hope of surviving the ordeal. And since I'm unlikely to watch it south of the equator, I yield unto you this day:

The Thing (1982, Universal Pictures, John Carpenter)

This movie, Star Wars, and Predator all (vaguely) begin the same way. Ship screams into view as it approaches a nearby planet. That's the all-time great way to establish things. Start unfocused, writ-large and then narrow, narrow, narrow. Turn as many lights off as you can with this one and enjoy.

The original The Thing from Another World (1951) is quite a watchable gem of old school B&W cinema. It's very talky and fast and plays like a lot of vehicles of that sort from the era, but I can still watch it and enjoy it after seeing Carpenter's take. That said, this is definitely one of those times when the remake outpaces the original in almost every way. The plot, mystery, acting, effects, and ending all surpass the original without insult or injury. Admirable.

The ensemble cast (including Keith David, Wilford Brimley, and Donald Moffat) is headed by Kurt Russell in hot-blooded but not hotly contested scenes—no one seems to try to upstage anyone else, and all the parts played are important and/or complementary to the whole. Carpenter's simple synth soundtrack is used for punctuation rather than to cover vast tracts of emptiness. And the "soundless" parts are just as necessary. If all you have of a thing is the thing itself, than do you really have anything at all? It's the quiet scenes that underscore and set up the louder ones.

Case-in-point: The original does a fine walk-around at the original crash site to determine what it is they're dealing with, but this remake really shows you what happened at "ground zero," and does a better job of foreshadowing what is to come for the current crew.

The scenes with the dog skulking and watching as proceedings take place are equally creepy and real. Who says you can't work with pets or kids?

Rob Bottin's work on the practical effects in this are top-notch. I actually thought it was Stan Winston's studio. Shame on me. Bottin probably kept Winston very honest in the 80s with outings like this. No room to cheat.

The scene where they all find the thing mid-transformation with the other dogs is pure nightmare fuel.

The great improvement this movie has over the original, though, is the introduction of doubt. After Blair's convo with Clark, you have to doubt whether anyone might be the thing. You doubt whether it's possible for anyone to even know who is or isn't the thing. The original never ventured into that territory. Is that a factor of a post-Nixon, post-Vietnam era storytelling versus one from before? There are absolutely better told stories from before this time and from before other remakes and retellings that would demand you take them more seriously than anything that came after, but again, here: '51 < '82.

I totally forgot that they make two trips back to the Norwegian encampment, or technically once to the camp and then a separate time to the dig site where the Norwegians found the 100,000-year-old ice where the ship was found. What a nice homage to the original. Clearly, Carpenter was a fan. 

The simple but effective object-that-you-thought-was-inert-a-moment-ago-moves-slightly-under-cover-when-you're-not-looking scene is quality horror. Not novel or unexpected, just quality.

Blair's character and situation might be the most damned of all. He knows what is going on, but has no chance of convincing the others of what he knows and how he knows he has to go about it. Summarily, he knows they've all got to die to ensure this thing doesn't spread to the rest of the planet. Or, at least the others think that's what he knows—or pretends to know—given that they can't trust whether he isn't already the thing himself! Just damned.

It's fun the way that everybody refers to each other by last name. I guess it's a military thing. Mac. Fuchs. Blair. Childs. Nauls. Windows. Names that immediately speak to their characters and live in the memory.

The scene where Windows goes to grab a shotgun and has a standoff with Garry goes absolutely nowhere (mostly)! Nothing significant happens other than the exchange of command. But it's a gripping scene that really establishes the emotional vulnerability of a bunch of grown men in a desperate situation. It's also notable for the set dressing and how they made the hallways up to be reminiscent of the way they were in the original: pretty bare and lined with boxes. Again, Carpenter was a fan.

The level of stress-born distrust is portrayed so convincingly it's almost stressful to watch. Mac's predicament is all a matter of distrust and it just about ends him by way of lynching. He's practically saved when Norris falls and stops breathing only for the doctor to show up and get his arms chomped off when the doc goes about using a defibrillator on the fallen man. Norris's thing-head then just casually slumps off the body, uses its whip-tongue to lash onto a nearby anchored object, and then grows spider-legs to crawl away. But not before a healthy dose of flame-thrower!

The hot needle blood-test scene is pure tension that leads to pure mishap. And the only part of the movie that really gets to me on a visceral level is the thumb-slicing shots. Good Lord! I couldn't even watch it as Windows did his own. Poor, poor Windows.

Best line in the whole mess is delivered by Moffat as Garry: "I know you gentlemen have been through a lot, but when you find the time, I'd rather not spend the rest of this winter TIED TO THIS FUCKING COUCH!" Everything up until the all-caps part is delivered with such calm sincerity. The all-caps part with utter face-vein bulging anger.

When all else fails, kill it with fire!

And then when Blair puts his hand through Garry's face you realize, "Yeah, he was damned. And damn him!"

The giant tentacle-dog monster that the thing reveals itself as at the end definitely deserves consideration to be put on the Mt. Rushmore of movie monsters.

The ending is rather bleak. But appropriately so. It doesn't cheat right up till the end. I'm not sure I can conceive of a better ending. If you showed them "paddling to shore" like Brody and Hooper at the end of Jaws, it would sort of rob your imagination of anything better, besides aping that classic too much.

January 21 — 10 of 365 logged

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