Showing posts with label scifi. Show all posts
Showing posts with label scifi. Show all posts

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

Sunday, September 1, 2019

NYC's Very Own Boys in Gray

The Ghostbusters (and Slimer) get the d20 treatment.

Dr. RAYMOND “RAY” FRANCIS STANTZ, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 3/Dedicated Ordinary 1/Fast Hero 1/Smart Hero 1/Field Scientist 2; CR 7
Medium-size Humanoid (height 6’ 1”, weight 220 lb.); Age 25

Init +0; Senses (core) Listen +3, Search +6, Spot +3; Senses (house) Listen/Spot +7, Search +14
Languages Akkadian (read/write only), Ancient Greek (read/write only), Ancient Hebrew (read/write only), English, Latin (read/write only), Sign

Defense (core) 19, touch 19, flat-footed 16; Defense (house) 19, touch 14, flat-footed 16; (+3 Int, +6 class)
hp 36 (8 HD); Mas 13
Fort +5, Ref +4, Will +2
Action Points 9

Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal, 20) or
Melee by weapon +3
Ranged (touch) proton stream +1* (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +1* (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options none
Special Qualities none
* Ray only takes a -2 non-proficiency penalty because he co-invented the proton packs.

Abilities Str 11, Dex 10, Con 13 (12), Int 16 (15), Wis 9, Cha 14
'(-)' indicate original ability scores.
Allegiances the Ghostbusters, paranormal studies, good, NYC; Rep +3; San 46
Feats Gearhead, Open Minded (see Dark*Matter), Simple Weapons Proficiency, Studious, Surface Vehicle Operation (powerboat)
Skills (core) Computer Use +12, Craft (electronic) +11, Craft (mechanical) +9, Decipher Script +10, Disable Device +6, Drive +2, Investigate +8, Knowledge (arcane lore) +14, Knowledge (behavioral sciences) +6, Knowledge (current events) +8, Knowledge (earth and life sciences) +8, Knowledge (history) +9, Knowledge (physical sciences) +10, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Knowledge (technology) +8, Knowledge (theology and philosophy) +7, Listen +3, Navigate +5, Pilot +2, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +11, Research +14, Search +6, Speak English, Spot +3
Skills (house) Computer Use +12, Craft (electronic) +12, Craft (mechanical) +10, Deduce +13 (+2 on Decipher Script), Disable Device +6, Drive +2, Knowledge (arcane lore) +15, Knowledge (behavioral sciences) +6, Knowledge (current events) +8, Knowledge (earth and life sciences) +8, Knowledge (history) +9, Knowledge (physical sciences) +10, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Knowledge (technology) +8, Knowledge (theology and philosophy) +7, Navigate +5, Perceive +7, Pilot +2, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +11, Research +14, Speak English
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Knowledge [arcane lore])
Talents (Field Scientist) Scientific Improvisation, Smart Defense
Starting Occupation Paranormalist (+1 on Knowledge [arcane lore], Research; see Dark*Matter)
Possessions (carried weight 42 lb.) uniform (jumpsuit; 2 lb.), proton pack (see below; 30 lb.), ghost trap (see below; 5 lb.), PKE meter (see below; 1 lb.), paragoggles (as night vision goggles, except they grant the wearer a chance to see incorporeal creatures with a special +4 equipment bonus on Spot checks when checking for them only; 3 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +11

NEW Equipment Proton Pack [unique item]
Designed and built by Stantz and Spengler, the proton pack is a backpack-like wearable gadget with an attached particle thrower (“neutrona wand”)—vaguely resembling a flamethrower. Before use, a proton pack must be powered up, which takes a full round. The nuclear accelerator housed in the pack charges ambient proton particles which can be emitted through the thrower as a beam of erratic orange energy wreathed in streams of purple-pink. Attacks made with the proton stream require a successful ranged touch attack roll. Anything the stream touches takes 2d8 fire and force damage (thus anything immune to fire effects still takes half from the force effects, and vice versa). Any creature or object that takes damage from the stream may be “wrangled” with a successful grapple check as a reaction. You gain a special +2 bonus on grapple checks if the stream deals damage equal to or greater than the creature’s massive damage threshold, or the creature’s current hit points are less than one-quarter (25%) their maximum. Any creature or object thus wrangled is considered grappled, and you may use the “damage your opponent” action to instead move the creature or object a number of feet equal to the damage rolled (though no actual damage is dealt that round).

Proton packs consume no ammunition (technically, they have a power pack, the half-life of which is ~5000 years), but must be recharged in a wall socket each day for 2 hours between periods of use. Building your own proton pack requires a successful DC 22 purchase check, a DC 20 Craft (mechanical) check and a DC 30 Craft (electronic) check, and 60 hours work. Succeeding on the mechanical check grants a +2 competence bonus on the electronic check. Proton packs weigh 30 lb.

Note: Wielding this device without penalty requires the Exotic Firearms Proficiency (proton stream) feat, though Personal Firearms Proficiency reduces the non-proficiency penalty to -2.

Object           Size      Wt      Purchase DC      Restriction      Dmg      Type           Rng      Crit
Proton Pack    L           30 lb.  — (26)               Illegal (+4)       2d8       Fire/Force   30 ft.    20

NEW Equipment Ghost Trap
Designed by Stantz and Spengler, a ghost trap is a small box-rectangular gadget that can act as a temporary containment device for captured ghosts. It is fitted with small wheels on the bottom, and can be rolled up to 20 feet away from you with a move action. It is activated using a cable-attached foot switch as an attack action. An activated ghost trap immediately opens a 15-ft cone of effect directly upward from its position. Any creature with the incorporeal subtype that is pinned over an opened trap’s cone effect will be sucked inside and effectively trapped, completely immobilizing and neutralizing it against escape. Grapple checks using a proton stream within the 15-ft cone of the trap receive a +2 circumstance bonus. The trap has no overt effect against corporeal creatures, though staring at an opened trap for 30 seconds or longer risks permanent blindness unless a DC 20 Fortitude save is made.

Ghost traps can hold up to 10 HD of creatures. Traps are reusable, but if full they must either be emptied into a proper containment system or be opened again, which will naturally release the ghost into the environment in a hostile state. Building your own ghost trap requires a successful DC 16 purchase check, a DC 15 Craft (electronic) check and a DC 25 Craft (mechanical) check, and 24 hours work. Succeeding on the electronic check grants a +2 competence bonus on the mechanical check. Traps weigh 5 lb. and are colored in a hazard pattern (alternating yellow and black stripes).

NEW Equipment PKE Meter
Many types of paranormal entities give off an energy similar to that of psionic emissions. The Psychokinetic Energy Meter, which is a tiny hand-held device about the size of a walkie-talkie, is able to detect these emissions. Abberations, constructs, elementals, fey, magical beasts, oozes, outsiders, and undead may all be detectable by their PKE signatures. When active, the PKE Meter will flash, blink, and wave its antennae in the general direction (in front of, behind, left of, or right of you) if a creature belonging to one of these types is within 60 feet of the device. Every additional 60 feet away from the device increases any requisite DC by 5 (see below). Generally, PKE signatures radiate out in all directions, ignoring most barriers such as man-made walls or pavement. Especially dense obstacles (a solid rock face, fallout shelter), or places full of competing radiation sources (massive satellite dish, nuclear power plant, etc.) may block signals entirely. Furthermore, the PKE Meter will only operate at normal efficiency for up to 10 rounds in any given location (though these rounds need not be consecutive) before the PKE background levels or some other radiological energy interferes with the sensitive device. You must make a Computer Use check (typically DC 10, 15, or 20, depending on relative power and rarity) to identify what is being detected. Succeeding on the check by 5+ may also grant you more information on the entity detected.

Building your own PKE Meter requires a successful DC 16 purchase check, a DC 25 Craft (electronic) check, and 24 hours work. The device runs on batteries that last for a month and can be replaced with a DC 5 purchase check. It weighs 1 lb.

Vehicle “Ecto-1” (converted 1959 Cadillac Fleetwood mounted with Futura Ambulance/Hearse Combination)
Crew: 2; Pass: 3; Cargo: 1,000 lb.; Init: -3; Man: -3; Speed: 165 (16); Def: 8; Hard: 5; hp: 32; Size: H; Purchase DC: 30; Res: Res (+2)
          Accessories: Ecto-1’s ambulance/hearse conversion extends the length of the base model to 6 squares, and allows for extra storage space on roller racks that must be ratcheted into place by a second crew member. The car holds a full team supplement of proton packs (4), paragoggles (4), PKE Meters (4), and a slew of traps (up to 12).

NEW Vehicle 1959 Cadillac Fleetwood (full-size sedan)
Crew: 1; Pass: 4; Cargo: 600 lb.; Init: -2; Man: -2; Speed: 185 (18); Def: 8; Hard: 5; hp: 34; Size: H; Purchase DC: 28; Res: Lic (+1)

The Cadillac Fleetwood is a four-door family sedan with white-wall wheels and massive finned twin bullet taillights. It sports a 4-speed automatic transmission and a 390 V8 under the hood. The Fleetwood is all bulk at 2 squares wide and 5 squares long.

Ghosts in the Ghostbusters Universe
By far, the largest number of paranormal foes that one would expect to face in the Ghostbusters universe are “ghosts," or more accurately spirits, as detailed in Urban Arcana starting on page 234. Animating, frightful, groaning, possessing, and weakening spirits are all present to varying degrees, though the GM should feel free to add additional spirit types, such as the devouring spirit (spook) given below, as needed. Some spirits in Ghostbusters may even combine two or more types of spirit to make a new type. The new creature trait “ectoplasm” is also a common difference among most spirits in Ghostbusters.

While spirits should comprise at least 50% or more of encounters in any Ghostbusters game, other likely d20 Modern/Urban Arcana* creatures encountered in-universe may include (but are not limited to): ash wraith*, changeling*, dryad*, demonic auto*, fiend, gremlin*, invisible stalker, living dumpster*, mummy, roach thrall*, skeleton, terrestrial effluvium, toxyderm*, tooth fairy, vampire, vivlor*, zombie, zombie (liquefied)*.

Sample Ghost:
Eleanor Twitty “The Grey Lady” (Librarian Ghost): Medium Advanced (7 HD) Groaning Spirit; CR 8; hp 45; BAB +3 (+2 on all attacks); +1 on all saves; +8 skill points (+2 on any 4 skills); +1 feat (Dodge); add “ectoplasm” to her special qualities; frightful moan (DC 18)

Dr. PETER “PETE” CHARLES VENKMAN, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 2/Charismatic Ordinary 2/Fast Hero 1/Charismatic Hero 3; CR 7
Medium-size Humanoid (height 6’ 2”, weight 185 lb.); Age 30

Init +1; Senses (core) Listen +1, Search +1, Spot +3; Senses (house) Listen/Spot +5, Search +9
Languages English

Defense (core) 17, touch 17, flat-footed 16; Defense (house) 17, touch 12, flat-footed 16; (+1 Dex, +6 class)
hp 28 (8 HD); Mas 10
Fort +3, Ref +5, Will +3
Action Points 9

Speed 30 ft.
Melee unarmed strike +4 (1d3 nonlethal, 20) or
Melee by weapon +4
Ranged (touch) proton stream +0 (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +0 (grapple, 30 ft.) or
Ranged by weapon +4
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options Coordinate, Heroic Surge (2/day), Point Blank Shot
Special Qualities none

Abilities Str 12, Dex 12, Con 10, Int 13, Wis 11, Cha 16 (14)
'(-)' indicate original ability scores.
Allegiances the Ghostbusters, himself, good, NYC; Rep +4; San 59
Feats Confident, Deceptive, Educated (behavioral sciences, popular culture), Heroic Surge, Simple Weapons Proficiency, Point Blank Shot
Skills (core) Bluff +12 (+3 when lying), Computer Use +5, Diplomacy +9 (+3 when lying), Disguise +7, Drive +5, Gamble +3 (+3 when cheating), Gather Information +8, Intimidate +9, Investigate +5, Jump +1, Knowledge (behavioral sciences) +8, Knowledge (current events) +3, Knowledge (popular culture) +8, Knowledge (streetwise) +4, Knowledge (technology) +5, Move Silently +3, Perform (stand-up) +6, Read/Write English, Research +5, Search +5, Sense Motive +3, Speak English, Spot +3, Swim +3
Skills (house) Athletics +5, Computer Use +6, Deduce +9, Disguise +7, Drive +6, Gamble +3 (+3 when cheating), Gather Information +8, Knowledge (behavioral sciences) +9, Knowledge (current events) +3, Knowledge (popular culture) +8, Knowledge (streetwise) +5, Knowledge (technology) +5, Perceive +5, Perform (stand-up) +6, Persuade +14 (+3 on Bluff, Diplomacy when lying, +2 on Bluff, +3 on Intimidate), Read/Write English, Research +5, Sneak +3, Speak English
Talents (Fast Hero) Evasion
Talents (Charismatic Hero) Coordinate, Fast-Talk
Starting Occupation Paranormalist (+1 on Knowledge [behavioral sciences, popular culture]; see Dark*Matter)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +9

NEW Creature Devouring Spirit (Spook): Treat as “Frightful Spirit (Apparition)” (see Urban Arcana, p.235) except replace the “horrific appearance” special quality with “swallow whole,” and add the new qualities “ectoplasm” and “stench” (detailed below).

“Slimer” (‘Class 5 Full Roaming Vapor’ in Tobin’s Spirit Guide); Advanced (5 HD) Devouring Spirit; CR 6; Medium undead; HD 5d12; hp 32; Mas —; Init +6 (+2 Dex, +4 Improved Initiative); Spd fly 30 ft. (good); Defense 13, touch 13, flat-footed 11; Dodge (+2 Dex, +1 deflection); BAB +2; Grap —; Atk +3 melee touch (1d6 corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, ectoplasm, invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft., scent, stench (DC 12), swallow whole; AL eating, the Sedgewick Hotel; SV Fort +1, Ref +2, Will +5; AP 0; Rep +0; Str —, Dex 14, Con —, Int 12, Wis 12, Cha 11.
          Skills: Bluff +4, Diplomacy +4, Hide +15, Intimidate +5, Listen +15, Search +15, Sense Motive +8, Spot +15
          Feat: Dodge, Improved Initiative
          Advancement: 3-5 HD (Medium); 6-9 HD (Large)
          Swallow Whole (Ex): Unlike normal with this trait, a devouring spirit may attempt to swallow any object or creature that is equal to its size or smaller.

NEW Creature Trait Ectoplasm
Spirits that interact with the corporeal world often leave behind a trail of their essence in the form of ectoplasmic residue—slime of viscous consistency, often green, yellow, red, black, or clear in color. Different colors of slime may hold different properties depending on the spirit from which they come, and the spirit’s disposition, etc. A spirit that passes through an object or creature, with a successful melee touch attack resolved as part of the movement that does not provoke attacks of opportunity, may optionally leave the object or creature covered in ectoplasm if the object or creature is equal in size or smaller than the spirit.

Objects that are covered in ectoplasm become slimy and gooey to the touch, and those objects with sensitive or delicate components may become inoperable until cleaned (consult the GM).

Creatures that are covered in this way are considered “slimed.” Slimed is a new type of condition summary. Slimed creatures that rely on four or fewer legs to stand must succeed on DC 10 Ref saves when moving are fall prone until aided by another or cleaned of the slime. Physically interacting with other objects or creatures may require a successful DC 10 Dexterity or Sleight of Hand check to avoid fumbling or losing grip on the object or creature, and runs the risk of giving the interacting object or creature the slimed condition also. Furthermore, any spirit receives a +1 conditional bonus on attacks and certain checks made against an object or creature with the slimed condition. Creatures thus slimed may often report feeling “funky,” and likely embarrassed, but otherwise emotionally undamaged.

Special Note: All spirits in Ghostbusters should have this trait added to their special qualities.

NEW Creature Trait Stench
When a creature is within 5 ft of a devouring spirit it must make a Fort save with a DC equal to the spirit’s Charisma score + 1 or become nauseated for that round. A devouring spirit may launch its stench in a 15-ft line effect centered on it as an attack action.

Dr. EGON SPENGLER, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 2/Dedicated Ordinary 2/Smart Hero 1/Techie 3; CR 7
Medium-size Humanoid (height 6’ 2”, weight 190 lb.); Age 27

Init +1; Senses (core) Listen +5, Search +4, Spot +5; Senses (house) Listen/Spot +9, Search +11
Languages English, Sign, Swedish

Defense (core) 15, touch 15, flat-footed 15; Defense (house) 15, touch 11, flat-footed 15; (+5 class)
hp 34 (8 HD); Mas 13
Fort +5, Ref +2, Will +8
Action Points 9

Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal, 20) or
Melee by weapon +3
Ranged (touch) proton stream +1* (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +1* (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options none
Special Qualities none
* Egon only takes a -2 non-proficiency penalty because he co-invented the proton packs.

Abilities Str 11, Dex 11, Con 13, Int 18 (16), Wis 13, Cha 8
'(-)' indicate original ability scores.
Allegiances paranormal studies, the Ghostbusters, good, NYC; Rep +3; San 54
Feats Aircraft Operation (helicopter), Builder, Educated (behavioral sciences, earth and life sciences, physical sciences, technology), Simple Weapons Proficiency, Studious
Skills (core) Computer Use +15, Craft (electronic) +17, Craft (mechanical) +17, Decipher Script +9, Demolitions +6, Disable Device +12, Drive +3, Investigate +8, Knowledge (arcane lore) +9, Knowledge (behavioral sciences) +11, Knowledge (earth and life sciences) +13, Knowledge (history) +10, Knowledge (physical sciences) +15, Knowledge (technology) +15, Listen +5, Read/Write English, Read/Write Sign, Read/Write Swedish, Repair +10, Research +17, Speak English, Speak Swedish, Spot +5
Skills (house) Computer Use +15, Craft (electronic) +17, Craft (mechanical) +17, Deduce +11, Demolitions +6, Disable Device +12, Drive +3, Knowledge (arcane lore) +9, Knowledge (behavioral sciences) +11, Knowledge (earth and life sciences) +13, Knowledge (history) +10, Knowledge (physical sciences) +15, Knowledge (technology) +15, Perceive +9, Read/Write English, Read/Write Sign, Read/Write Swedish, Repair +10, Research +17, Speak English, Speak Swedish
Talents (Smart Hero) Savant (Computer Use)
Talents (Techie) Extreme Machine, Jury-Rig +2
Starting Occupation Paranormalist (+1 on Computer Use, Knowledge [physical sciences]; see Dark*Matter)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +10

WINSTON RAMSEY ZEDDEMORE
(circa Ghostbusters, 1984)
Male Human Tough Ordinary 3/Smart Ordinary 1/Fast Hero 1/Dedicated Hero 2; CR 6
Medium-size Humanoid (height 6’, weight 200 lb.); Age 31

Init +0; Senses (core) Listen +5, Search +1, Spot +5; Senses (house) Listen/Spot +10, Search +1
Languages English

Defense (core) 17, touch 17, flat-footed 17; Defense (house) 17, touch 13, flat-footed 17; (+7 class)
hp 50 (7 HD); Mas 14
Fort +6, Ref +2, Will +6
Action Points 7

Speed 35 ft.
Melee unarmed strike +4 (1d4+1 lethal/nonlethal, 20) or
Melee by weapon +4
Ranged (touch) proton stream +0* (2d8 fire and force or special, 20, 30 ft.) or
Ranged (touch) proton stream grab +0 (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options none
Special Qualities none
* Since he’s gained a level as a Ghostbuster, Winston’s Personal Firearms Proficiency reduces the non-proficiency penalty to -2.

Abilities Str 13, Dex 10, Con 14, Int 12, Wis 14 (13), Cha 10
'(-)' indicate original ability scores.
Allegiances good, the Ghostbusters, NYC, paranormal studies; Rep +3; San 68
Feats Combat Martial Arts, Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation (heavy-wheeled), Trustworthy, Vehicle Expert, Weapon Focus (proton stream)**
** Winston retrained from Weapon Focus (autoloaders) to this.
Skills (core) Climb +4, Diplomacy +3, Drive +10, Gather Information +3, Knowledge (current events) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Knowledge (theology and philosophy) +5, Listen +5, Pilot +3, Read/Write English, Repair +5, Research +4, Sense Motive +4, Speak English, Spot +5, Survival +6, Swim +5, Treat Injury +6
Skills (house) Athletics +8, Drive +10, Gather Information +3, Knowledge (current events) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Knowledge (theology and philosophy) +5, Perceive +10, Persuade +1 (+2 on Diplomacy), Pilot +3, Read/Write English, Repair +5, Research +4, Speak English, Survival +6, Treat Injury +6
Talents (Fast Hero) Increased Speed
Talents (Dedicated Hero) Skill Emphasis (Drive)
Starting Occupation Military (+1 on Drive, Swim as permanent class skill; Personal Firearms Proficiency)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +6

Friday, August 23, 2019

A Gen Con Virgin No More

And so it stretched. At times the full length of the convention center in Indianapolis, and right out the doors! For me though, this is where it begins, not where it ends. My first outing to Gen Con, an event for which the Pure Steam Dev Team has been playing since 2013. It did not disappoint. But why did I not have to stand in line, I hear you ask…
This is why! I worked the con. 20+ hours, to be exact. Gamemaster, son. Been gamin' and masterin' since the summer of '95. Upwards of 25 years under my belt. And I can roleplay you, your grandma, and your next door neighbor under the table, any diggidy-dang day of the week.
Ok, check. So, dungeons? Who's got the dungeons?
Oh Batman, when are you NOT present where geeks gather? Riddle me that!
Fleets of tables sporting CCGs were on display.
Some with incredible meters-wide displays themselves, catering to everything from the nostalgia-hungry manchild, to the anime-maniac, to the casual player, to the grognard, young and old!
Star Wars nerds were definitely full in force, packing impressive tabletop war-gaming sets.
Most impressive.
And here's what we hoped would most impress: our very own in-house RPG product, the Pure Steam Campaign Setting (now with that new 5th Edition scent)! 
This year's con also reintroduced me to Warhammer 40k… 
…courtesy of those who actually knew how to play, and took no small amount of pleasure in placing us n00bs out in front of the action like so many hapless pawns!
A view of the battlefield from our perspective.
And one from theirs.
Here's where the battle turned, though: when Adam C., our project lead, plopped his space marines in by drop pod and proceeded to cue his victory music! (I guess even the boss is allowed to have some fun, too!)
The highlight for me, though, had to be the 20+ hours of Pure Steam RPG sessions that I hosted (in a Doc Holiday as played by Val Kilmer voice) over 3 days. Above, you can see my table in medias res
We even had our multi-award winning cosplayer, Chris, stop by with his newest self-made look. (I'm just sorry I couldn't get a better shot of him as I was in the midst of a session!)
And it's safe to say I made some fast friends and fans on my first gig. "Your table was the highlight of the con for me," the fan, pictured above in a cap and his arm over my shoulder at center, said. Other team members pictured from left to right: Adam C., Chris, Benton, Adam S., Bryan, Paul, and Brennan. Let's do it again, guys!
My #1 fan even brought his freshly purchased product of ours to be signed by the whole team. Now there's a collector's item! Congrats, my man, and all the best to you in the future!

Sunday, July 28, 2019

“Dresden’s Crossing: Goeth(ite) Yonder, And Free Thy Fortune O Ye Finders o’ the Hidden!”

An excerpt from chapter 3 of The Alchemist's Folly, the final installment in a Pure Steam trilogy of novellas due out in the not-too-distant (one would hope) future! Read book 1 here.

* * * * *

“Shoot, Olson!” the broad-shouldered, mustachioed man in the grey calvary coat bellowed. “Brand me a shave tail if’n I haven’t tasted a finer vintage this side o’ the Heartwater!”

The thin-nosed, bristle chin-bearded dwarf in workman’s leathers and a hard jack smirked at his honored drinking companion. “‘Tain’t a problem, my flouncy tallman friend,” he said. “What with the company you keep.” He lifted his fluted glass to the others assembled in the courtyard of the stately hachenda crowning a hill at the center of town. The white clay-and-straw brick fortified home played guest to over three dozen gathered under the strung ambience of gas-lamps and the din of suppertime revelry. Dusk clawed at the sky leaving streaks of orange and pink as a ‘V’ of geese honked overhead, winging their way back north after the long winter.

“Anything less than legendary hospitality and I’d have reason to shoot ya dead where ya stand, friend dwarf!” Landing ribbed with a wink and a nod.

The dwarf unleashed a nasally laugh at the jest as Landing swept a hand toward them and four guests stepped up to join them on the low dais before the assembly. Other guests continued to hobnob and graze on the silver-plate wielded fare: all finger foods of the breaded crawdad and candied yam variety. A long table on the dais behind them sat strewn with steaming soup vats, whole legs, and flanks, and heads of animals on platters, plates topped with many-layered gelatinous desserts, and a small crystal fountain that spewed forth continuous waterfalls of peach-colored liquor.

“Mister Dresden,” Landing began with a flourish. “Let me introduce you to some special guests this evenin’. Not all the way—like I came—but clear across from Crowning Junction by way of Savig airship! May I present Misters Edgar Marlby and Bigby Dolan, ‘longside Madams Penelope Marshall and Annalyn Farlee. Sons and daughters of the good ole FSU!”

Lyn reached back to scratch her butt and make a face as much at Landing’s comment as to relieve herself of the bunching her new sapphire dress caused.

Marlby and Bigby, too, were dudded up in finer clothes and new boots. Poppy wore her usual tasteful attire.

“Welcome to my home,” the dwarf said. “Olson Dresden. This be the community of our making.”

“Why it’s just a real pleasure, Mr. Dresden,” Marlby said, taking the dwarf’s hand. “Meeting you both, that is!” Marlby turned and took Landing by the other hand, turning the three of them into a pretzel of affectation.

“Alright, boy, alright!” Landing said, patting Marlby on the shoulder. In truth, Landing wasn’t much older than Marlby, and was even a few years Bigby’s junior—owing to Bigby’s gnomish blood—but everyone looked and sounded younger who stood in that man’s sights.

“A pleasure to meet you both,” Poppy said, tilting her head to their hosts in turn. “Art, and Olson.”

“First name basis, eh?” Dresden perked. “Like her already.”

Poppy smiled prettily.

“This is about as fine a stay as we’ve enjoyed outside of back home,” Bigby said.

“And whereabouts would you call home, Mr. Dolan?” Landing said.

Somehow, Landing’s words made Bigby have to shake off a momentary echo of dread before he responded. “Never much had the roots to put down for a home, Mr. Landing. I tend to wander.”

“You’ve wandered far afield from friendly confines, Folk friend,” Dresden stated. “The Disputed don’t play kind to those unfamiliar.” Dresden looked down at Marlby’s legs tellingly.

“And don’t pay him no mind,” Landing chuckled. “He’d be happier still if the kingdom’s borders were a few miles west as east of him.” Landing made reference to the fact that Dresden’s Crossing sat closer to the unsettled middle country of the continent than many other locales in Rausch, the kingdom they now inhabited.

“Not closer than Holy Faith,” Dresden corrected. “Or did all that travel addle your sense of time and space?” the dwarf joked.

“Curious thing that you would bring up matters of time and space and mention of that Rauschite bordertown,” Bigby said. “The very one which by your labors you intend to bridge the Disputed with a railroad, if I’m not mistaken, Mr. Landing? Mr. Dresden?”

“Far as Gom Shao, if the fates align,” Landing confirmed.

“That’s what we came to learn, as well,” Bigby said, nodding to Marlby. “But you won’t be getting there without us.”

Dresden shot Landing a look.

“I see they caught your attention like they caught mine,” Landing confessed.

Dresden smirked. “Not the most public place to be making threats, but I’ll remind you—”

“Not a threat,” Bigby said. “A promise. And this.” He slid the bronzed rod out from the rigid roll of fabric on the dickey that sat bunched under his chin. The alchemist’s key seemed to buzz with a bronze halo of light that limned all who surrounded it with a soft glow separate and apart from the party ambience.

“What’s that?” Dresden asked, nonplussed.

“A key to locked locales that make a bridge across time and space to where you need to go,” Bigby alluded. “Alchemy is my trade. I know now what this rod can do. It’s taken me halfway across Ullera to figure it out, at the expense of nearly all our resources and this good man’s legs.” Marlby shifted at Bigby’s side. “But we can’t continue to do this on our own. We need your sponsorship and the protection your expedition will provide. In return, we’ll provide you a legitimate cover story, and equal shares in anything we discover through this. We just ask that you permit us the freedom to do all the discovering we can along the way.”

The two rich “entrepioneers” looked mildly amused.

“What’s your story, alchemist?” Dresden said.

Lyn patted Bigby’s chin and waltzed over to the table where the food sat and began picking at the assembled fare.

Bigby gestured to Poppy.

“We are seekers on a pilgrimage to the holy lands,” she said, glowing and confident at every word. “The Godhead has summoned us here to help strengthen the homeland. By laying new rail and discovering the sacred places here that call to us, we ensure that others too will come to know the truth and commune more closely with the Godhead.”

“Godhead. You speak of the hunk o’ statuary the Brelonites bow down and pray to?” Landing ventured.

Dresden nodded for them. “The very same that elves and dwarves long ago wrought for their own purposes. Pfah!” he spat and shrugged at the notion.

“And, if the legends are to be believed, the very same that dragons enchanted before they left these lands,” Bigby added.

“We are not religious men,” Landing said. “We are men of action. And science.”

“As am I!” Bigby agreed. “But this story will appeal to the throne’s sensibilities, if ever it gets back to them! You won’t curry favor in Rausch proudly denouncing all they hold dear. This way you can hide your rail in plain sight and Rausch will tend to see it the way we sell it: a vehicle to take the good news into heathen lands!”

“People don’t tend to do much of anything ya like,” Dresden reminded, shaking his head at Landing.

Landing stared at what Bigby held in his hands. “And this here rod? How’s it factor into all this?” he said, extending his open hand to the gnome.

Bigby paused, then laid the alchemist’s key in Landing’s palm. “If you’re willing, tomorrow morning, we’ll accompany you to a place not far—maybe 20 miles or less—where I can show you.”

Bigby let go of the rod and it immediately dimmed to nothing in Landing’s hands.

Everyone staring at the rod flinched, giving Bigby a screwy glance.

“I didn’t know that either, until recently,” Bigby said, eyeing the rod. “This is the first time it’s been out of my reach since,” he looked up at Poppy, “…since I was given this key. It’s no thing of magic. But it is still a thing of mystery. A mystery, too, I would share you with, dear hosts, if you would have us?”

Landing and Dresden took deep, steadying breaths simultaneously.

Landing chewed his tongue and quirked his brow at his dwarven business partner.

“It’s been awhile since something truly unanticipated and intriguing has crossed my table,” Dresden said. “Be ready an hour after dawn. I’ll arrange the away party to join us. Until then,” he added at length, sweeping an arm out in front of him, “please, enjoy!”

Saturday, November 3, 2018

Optimus Prime

The leader of the Autobots gets his d20 due!

OPTIMUS PRIME
Male Cybertronian Transformer Legendary Strong Hero 1/Smart Hero 1/Dedicated Hero 2/Field Officer 10; LA +2; CR 31
Huge-size Robot [Mecha] (height 22’, weight ~9 tons); Age over 9 million years
* See Future

Init +3; Senses (core) Listen +14, Search +12, Spot +14; Senses (house) Listen/Spot +22, Search +23
Languages Cybertronian, English

Defense (core) 25, touch 15, flat-footed 25; Defense (house) 25, touch 11, flat-footed 25; Defensive Martial Arts (-2 size, -1 Dex, +10 armor, +8 class)
hp 346 (29 HD); Mas 40; Hrd 20
Fort +20, Ref +2, Will +16
Action Points 14

Speed 40 ft. (50 ft. in vehicle mode)
Melee slam +36 (2d6+16 bludgeoning, 20) or
Melee huge energy axe +37/+32/+27/+22 (8d6+16 slashing/electricity, 18-20) or
Melee by weapon +36/+31/+26/+21
Ranged mastercraft huge ion cannon +21/+16/+11/+6 (12d6 fire/ion, 20, S, 225 ft.) or
Ranged by weapon +20/+15/+10/+5
Space 15 ft. by 15 ft.; Reach 10 ft.
Base Atk +23; Grp +48
Atk Options Action Trust, Combat Expertise, Commanding Presence, Dead Aim, Great Cleave, Oathbound, Power Attack, Strafe, Tactical Mastery, Uncanny Survival
Special Qualities construct traits (except no immunity to critical hits, see below), legend (9), transform (see below)

Abilities Str 40 (38), Dex 8 (6), Con —, Int 24 (17), Wis 22 (17), Cha 22 (17)
'(-)' indicate original ability scores.
Ability Upgrades Strength, Dexterity, Intelligence
Allegiances freedom, good, law, Autobots, Earth, Cybertron; Rep +11; San 95
Feats Advanced Firearms Proficiency, Alertness, Cleave**, Combat Expertise, Combat Throw**, Dead Aim**, Defensive Martial Arts**, Far Shot**, Great Cleave**, Improved Initiative, Oathbound (freedom; from Future)**, Personal Firearms Proficiency, Power Attack**, Renown, Simple Weapons Proficiency, Strafe**
** Bonus feats selected from the Legend template.
Skills (core) Computer Use +18, Decipher Script +12, Diplomacy +21, Disable Device +12, Gather Information +16, Intimidate +18, Investigate +13, Jump +18, Knowledge (arcane lore) +17, Knowledge (earth & life sciences) +15, Knowledge (history) +22, Knowledge (physical sciences) +18, Knowledge (streetwise) +14, Knowledge (tactics) +23, Knowledge (technology) +18, Knowledge (theology & philosophy) +12, Listen +15, Navigate +17, Read/Write Cybertronian, Read/Write English, Research +19, Search +12, Sense Motive +17, Speak Cybertronian, Speak English, Spot +15
Skills (house) Athletics +18, Computer Use +19, Deduce +23, Disable Device +12, Gather Information +16, Knowledge (arcane lore) +19, Knowledge (earth & life sciences) +16, Knowledge (history) +23, Knowledge (physical sciences) +18, Knowledge (streetwise) +15, Knowledge (tactics) +25, Knowledge (technology) +18, Knowledge (theology & philosophy) +12, Perceive +24 (+2 on Listen/Spot, +3 on Sense Motive), Navigate +19, Persuade +27, Read/Write Cybertronian, Read/Write English, Research +19, Speak Cybertronian, Speak English
Talents (Strong Hero) Melee Smash
Talents (Smart Hero) Savant (Computer Use)
Talents (Dedicated Hero) Skill Emphasis (Sense Motive)
Talents (Field Officer) Action Trust, August Leadership, Commanding Presence, Tactical Mastery, Uncanny Survival

New FX Item Autobot Matrix of Leadership
This vaunted Autobot artifact bestows several benefits to the one deemed supreme commander of Autobot forces. First, it adds +4 each to the Autobot’s Intelligence, Wisdom, and Charisma. Second, it bestows 2 virtual levels in the field officer advanced class, such that the Autobot receives the requisite HD, BAB, save, defense, and reputation bonuses, skill points, and class features appropriate. Prerequisites for the field officer advanced class need not be met. These virtual levels do not provide attribute increases or feats based on total level, however. Should the Autobot begin to take levels in field officer, consider the Autobot’s total level in that class as 2 higher than normal when calculating the above benefits. Once an Autobot has maxed out levels in field officer, the added virtual levels no longer hold any value. The Matrix also grants the Autobot at least 1 action point per day, even if all others have been spent.

Merging with the Autobot Matrix of Leadership requires the Autobot to install it in its chest cavity, taking up 1 mecha equipment slot. The merging process takes 1 minute. Should a Decepticon or other robot attempt to merge with the Matrix, the Matrix rejects the installation, granting no benefits of any kind, and immediately bestows 2 negative levels that remain for 1 month or until after the robot has received special repairs to negate the condition.

When not installed, the Matrix floats on its own power in midair at eye-level to an average transformer (i.e. 15-25 feet off the ground). It weighs 25 lb. independently.

New Mecha Weapon Energy Axe (PL 8)
The energy axe is a concealed one-handed weapon that matches the size category of the mecha wielding it. Its damage is dependent on the size of the mecha wielding it: Large 4d6, Huge 8d6, Gargantuan 12d6, Colossal 16d6. As a mastercraft item, it grants +1 on attack rolls. When not deployed, the stored energy from the axe reinforces the wielder’s slam strikes, causing them to ignore hardness or damage reduction belonging to mecha types with similar or lesser superstructures.
          Equipment Slots: 1, must be hand (or arm if Large).
          Activation: Attack action.
          Range: Personal.
          Target: Single target within reach.
          Duration: Instantaneous.
          Saving Throw: None.
          Purchase DC: 18 + 1/4 the mecha’s base purchase DC.
          Restriction: None.

New Mecha Weapon Ion Cannon (PL 7)
The ion cannon is a powerful blaster weapon that can deliver small barrages of fire with its semi-automatic setting (taking advantage of a mecha’s full attacks) that deal 12d6 damage. The blasts deal half fire damage, half ion damage. Should the weapon deal enough damage to surpass the target’s massive damage threshold, the target must make a separate save against the ion effect that the blast delivers: DC 10 plus half the ion damage dealt, with a failure causing the target to become stunned for 1 round. Creatures that are immune to electricity damage are immune to ion damage.
          Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor. (Note: This weapon can be used detached also, like a personal firearm, allowing the user to switch between attack modes without wasting an action, though the weapon still counts for the slots it is assigned even when detached.)
          Activation: Attack action.
          Range Increment/Range: 150 feet.
          Target: Single target within 1,500 feet.
          Duration: Instantaneous.
          Saving Throw: None, or DC equals 10 + half ion damage dealt.
          Purchase DC: 25.
          Restriction: Military (+3).

New Robot Cybertronian Transformer
Transformers function like robots with added mecha features. A transformer is treated as having a biomorph’s frame, by size, but with a bioreplica’s mental ability scores (i.e. Int, Wis, and Cha base 10; see Future for more). For every additional hit die beyond the default up to the maximum for the robot’s size, add +1 each to the robot’s mental ability scores. Ignore the extra hit points provided by the robot’s frame, and instead use the added stats granted by the robot’s mecha features as determined by size.

Transformers have all the same immunities and are not subject to various damage types just as constructs are. They are, however, subject to critical hits and the effects of massive damage, just as bioreplica robots are, and they must take Fortitude saves when necessary, with such saves modified by their Strength score instead.

Transformers also feature a unique robot ability called “transform.” Each transformer can transform into a single alternate vehicle mode determined at character creation. The alternate vehicle mode has the same stats as the default vehicle would allow, except in areas where the transformer’s robot features would replace them (e.g. hit points, defense, hardness, etc.), or as determined by the GM. Transforming from one mode to the other requires a full round action. When in vehicle mode, the transformer is virtually indistinguishable from others of its type, gaining a +20 inherent bonus on Bluff or Disguise checks to remain inconspicuous. While in vehicle mode, the robot retains all of its normal means of communication, and may even be able to incorporate mecha scale weapons in vehicle mode as detailed in its description. All other vehicle stats are determined by type. This feature adds +1 to a transformer’s challenge rating.

All Cybertronian transformers need a special kind of fuel called “energon” to remain active. Energon is a glowing purple-pink energetic liquid that can be converted from other energy sources. Substantive amounts of energy must be used to create enough energon to fill a single energon cube, or similar container, equaling the smallest unit by which energon is consumed. The following types and amounts of energy are sufficient to create a single cube’s worth of energon: a drum of oil, a tank of natural gas, a wheelbarrow of precious stones, a gallon of rocket fuel, 10 minutes of hydroelectric power, or 1 minute of nuclear power, or as determined by the GM, etc. A transformer must consume enough energon in cubes equal to their size category (Medium or smaller being 0.5, Large 1, Huge 2, etc.) times 1/5 their HD, rounded down, per month (minimum of 1 energon cube/month). For example, Optimus Prime must consume 10 energon cubes (29/5 = 5 [rounded down] x 2 [huge]) per month. Failure to do so forces the transformer to revert to a “powered down” state, preventing them from transforming into robot mode, negating all energy based attacks (including those from personal weapons), and halving their current hit points. Vehicle mode consumes less energon, thus a transformer that operates solely in vehicle mode over long periods can last twice as long on the same amount of energon.

Energon is particularly volatile, however, and if it suffers 10+ points of damage from any source it will explode dealing 1d10 damage per cube to all within 5 feet for every two cubes involved (up to a maximum of 20d10 damage to all within 50 feet). Any energon adjacent to or within the area of exploding energon will automatically detonate. All damage caused by exploding energon ignores any hardness and damage reduction possessed by characters, transformers, or other vehicles or robots caught within the blast, but not that of inanimate objects or structures.

Optimus Prime’s Autobot Mecha Bonuses
Size: Huge (-2)                            Bonus Hit Points: 200
Superstructure: Living metal      Hardness: 20
Armor: Crystal carbon                 Bonus to Defense: +10
Armor Penalty: -8                       Reach: 10 ft.
Strength Bonus: +8                     Equipment Slots: 11 (helmet, visor, back, left arm/hand, right
Speed: 40 ft.                               arm/hand, shoulders, torso, belt, boots) 
Note: Living metal permits a robot to gain heroic levels, skills, and feats like a flesh-and-blood character would.

Optimus Prime’s vehicle mode 
Crew: 1; Pass: 1; Cargo: 80,000 lb.***; Init: -4; Man: -4; Speed: 50 (5); Def: 16; Hard: 20; hp: 346; Size: G; Purchase DC: n/a; Res: n/a

Optimus Prime’s trailer detaches when he transforms. The trailer can act semi-independently from Optimus, transforming itself into a small mobile operations platform (equipped with a class-V sensor system and a Talon missile launcher; see Future) and repair station (provides an additional +10 bonus on repair checks). The trailer shares Optimus’s defenses, but has only half his hit points (independent of his own). The trailer can also deploy “Roller,” a small 6-wheeled scout vehicle that can communicate with other robots and carry human-sized passengers (providing one-half cover). Roller’s vehicle stats are the same as Optimus’s vehicle mode stats, except add +3 each to its passenger limit and initiative and maneuver modifiers, double its speed, and reduce its cargo limit to 50 lb., its hit points to 34, and its size to Medium. If either the trailer or Roller are destroyed, Optimus loses 10% of his maximum hit points. If Optimus is destroyed, both the trailer and Roller are destroyed along with him.

The trailer takes up 3 of Optimus’s equipment slots (back, torso, and belt), and Roller takes up 1 slot (boots).

New Vehicle Freightliner FL86 (tractor trailer)
Crew: 1; Pass: 1; Cargo: 80,000 lb.***; Init: -4; Man: -4; Speed: 50 (5); Def: 6; Hard: 5; hp: 80; Size: G; Purchase DC: 32; Res: Lic (+1)
*** Towing and/or hauling capacity

The Freightliner FL86 is a cab-over-engine semi-truck that was used extensively starting in the late 1970s. Though not quite as spacious as a Peterbilt, its well-known design allows for tighter turns without sacrificing torque and pulling power. The FL86 is similarly equipped as the Peterbilt (see Urban Arcana), with space that is 6 squares wide and 5 squares long, and a cab 2 squares long. The cab provides three-quarters cover to its occupants, while being inside the trailer provides full cover.

Friday, October 5, 2018

Star Wars is NOT science-fiction!! (Or, Star Wars IS fantasy!!)

Full stop.

This may seem antithetical to some, but it's really never been a paradigm shift for me (or many others for that matter; just Google it and see). Call me discerning. Or a snob—if it makes you feel any better. Honestly, though, the issue is made clear in writing from the start.

"A long time ago, in a galaxy far, far, away.…"

That's how they all begin. It's a riff on, "Once upon a time…" which is the traditional opening of a fable or fairytale. Such stories are firmly in the purview of fantasy, not science-fiction.

The simplest distinction that can be drawn between fantasy stories and science-fiction ones is when they happen. Generally speaking, fantasy stories take place in the past; science-fiction stories are often set in the future. Of course, exceptions to this exist, but there are exceptions to every rule. And the rule here is simple. "A long time ago," after all.

Getting warmed up? (I know I am.) Alright then! Now, for the meat and potatoes. Star Wars features ample tropes and archetypes the likes of which are far more often seen in fantasy than they are in science-fiction. Legion are the fantasy stories that concern young squires led by knights into saving princesses held by dark lords in their impregnable fortresses. The first Star Wars, later re-sub-titled Episode IV: A New Hope, is mainly about a young farm boy who goes off with a Jedi Knight to save a certain Alderaanian princess from the clutches of a Dark Lord of the Sith in the bowels of the Death Star. Pretty striking similarity, no? And it goes well beyond simple naming conventions. (Speaking of which, Skywalker is a surname you'd expect to find in fantasy, right alongside Greybeard, or Hawkwinter, or Brightblade, etc.). The fact that the Jedi wield lightsabers like broadswords (fantasy!) and use the Force like they're casting spells (fantasy!) and fight Sith lords clad in heavy armor or crowned in demon horns (fantasy!) is a central hallmark throughout ALL the films (not to mention books, comics, games, and TV shows)! Take any of these key components away and, by extension striping out the fantasy too, Star Wars becomes something else entirely!

Here's something else entirely: Star Trek! If you didn't know any better, both "Wars" and "Trek" would seem to travel in the same circles. And while the dueling fandoms often bicker over which is better, there are some definite differences that should be noted. Chiefly, Wars is (more) fantasy/Trek is (more) sci-fi. How much more? 70/30 split for Wars, 30/70 for Trek (at least), I'd say. Wars is more swashbuckling, pulpy adventures in space (fantasy!), whereas Trek is more humanistic, social adventures in space. Wars is couched more in mythology; Trek in philosophy. That doesn't make one inherently better than the other, but it does make them distinct: Trek as science-fiction with fantasy sprinkled in, and Wars a fantasy with touches of science-fiction.

"Wait!" you say. "Did you just concede that Star Wars has science-fiction in it?! Isn't that the opposite of what you're trying to prove!?"

No. Star Wars IS a fantasy. A fantasy with science-fiction elements. And dramatic elements. And comedic elements. Lots of fiction includes different elements. Virtually no where does a book, film, or TV show stick to one storytelling element to the exclusion of all others. Dramas can be funny, action can be thought-provoking, and romance can be scary. That's called creativity!

So, what are the science-fiction elements in Star Wars? Well, starships, lasers, droids, space stations, and midi-chlorians, to be precise. (Lightsabers are just "frozen-laser" tech, by the way! Shocker!) None of these things are essential to Star Wars storytelling. Star Wars is essentially a meditation on family, destiny, and rebelling against one or both. For something to be science-fiction, the story most often explores the relationship between its characters and the technological marvels they employ. Science-fiction is more at-home meditating on how we can or can't coexist with the technology in our lives. You could just as easily replace the technological marvels in Star Wars with horses, magic wands, familiars (or golems), sky fortresses, and mana (or "magical essence") and tell the exact same stories (minus the science-fiction elements).

(To say nothing of the fact that the technological marvels in Star Wars all make an awful lot of noise in space. Nothing science-fiction-y about that at all.)

How about the Death Star? That's a pretty big technological marvel with variations that are featured in many of the movies. The Death Star is to Star Wars, as the One Ring is to the Lord of the Rings: an object to be destroyed. Doesn't really matter what that object is. The technological marvels in Star Wars are just that: objects. Objects vs subjects. None of the technological marvels in the Star Wars films really form the subject of its storytelling.

Let's explore this dichotomy a little more by examining how technological marvels in two famous science-fiction films form the subject of their narratives and differ from what is in Star Wars. First, Blade Runner. In Blade Runner, the replicants are the technological marvel, and the storytelling centers around how humans reconcile with the fact that replicants (synthetic humans) are virtually the same as the real thing. Who's to say that a replicant who has an identity, memories, and dreams of electric sheep isn't human? This is science-fiction. Now, The Matrix. In The Matrix, the technological marvel is the titular "matrix": a computer program that is used to simulate human experience so that those same humans' bodies can be used as a power source. The whole crux of the story is based on the battle between humans and machines in a fight for the future. Again, science fiction. Many great science-fiction stories explore this topic, from 2001: A Space Odyssey, to the Terminator series, to Avatar. This same storytelling lens is not applied to any of the technological marvels in Star Wars.

To wit, Star Wars is not science-fiction. (It's fantasy.)

Full stop.

(Read more about my personal stance on Star Wars here!)

Wednesday, July 4, 2018

Two of New Port City's Cyber Finest

d20 Modernized versions of the two main protagonists from Mamoru Oshii's adaptation of Ghost in the Shell, one of the truly greatest sci-fi films ever made!

Major MOTOKO KUSANAGI (circa Ghost in the Shell, AD 2029)
Female Human Unique Cyborg Strong Hero 1/Fast Hero 2/Dedicated Hero 2/Field Officer 6*/Tracer 5*; CR 16
Medium-size Humanoid (height 5’ 6”, weight 260 lb. [appears about 130 lb.]); Age mid-late 20s
* See Future

Init +7; Senses (core) Listen +6, Search +9, Spot +7; Senses (house) Listen/Spot +18, Search +17
Languages English, Japanese, Mandarin (speak only)

Defense 31, touch 28, flat-footed 26; Defensive Martial Arts, Dodge (+5 Dex, +13 class, +3 equip)
hp 89 (16 HD); Mas 18; DR 3/—
Fort +10, Ref +13, Will +10 (+2 vs. mind-affecting effects)
Action Points 13

Speed 40 ft.
Melee unarmed strike +19/+14/+9 (1d4+6 lethal/nonlethal, 19-20) or
Melee by weapon +19/+14/+9
Ranged CZ-100 autoloader +21/+16/+11 (2d6+5 ballistic, 20, 30 ft., S, 13 box) or
Ranged M22 carbine +21/+16/+11 (2d8+2 ballistic, 20, 70 ft., S/A, 50 box) or
Ranged by weapon +21/+16/+11
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +14; Grp +20
Atk Options Burst Fire, Kata Calculator (Offensive; +1 on weapon damage w/i 30 ft.), Point Blank Shot, Shot on the Run, Swift Strike +2d6, Tactical Expertise, Target Species (human; +2 on damage)
Special Qualities damage reduction 3/— (always suffers at least 1 point of damage), electricity vulnerability, immunities (disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below

Abilities Str 18 (14), Dex 20 (14), Con —/18 (14), Int 16 (15), Wis 15 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances her ghost, good, Public Security Section 9; Rep +5; San 65
Feats Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Combat Martial Arts, Combat Throw, Cybertaker (see Future), Defensive Martial Arts, Dodge, Drive-by-Attack, Gearhead, Improved Combat Martial Arts, Mobility, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Shot on the Run, Track, Urban Tracking (see Future), Weapon Finesse (autoloader)
          Note: As a member of Section 9, Kusanagi receives the Armor Proficiency (light) feat for free.
Skills (core) Climb +10 (–2 w/armor), Computer Use +22, Demolitions +5, Diplomacy +9 (+2 after 1 min.), Disable Device +14, Drive +12, Gather Information +5, Hide +12 (+20 when using thermoptic-camouflage, -2 w/armor), Intimidate +6 (+2 after 1 min.), Investigate +11, Jump +23 (–2 w/armor), Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Listen +6, Move Silently +13 (–2 w/armor), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Search +9, Sense Motive +10 (+2 after 1 min.), Speak English, Speak Japanese, Speak Mandarin, Spot +7, Survival +8, Swim +9 (-23 due to cyber body, -26 w/equip also), Treat Injury +3, Tumble +16 (–2 w/armor)
Skills (house) Athletics +18 (–2 on Climb w/armor, +10 [+12 w/o armor] on Jump, -3 on Swim w/equip), Computer Use +22, Deduce +15 (+2 on Search), Demolitions +5, Disable Device +15, Drive +12, Gather Information +5, Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Perceive +18 (+2 on Sense Motive after 1 min.), Persuade +14 (+2 on Diplomacy, Intimidate after 1 min.), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Sneak +18 (+20 on Hide when using thermoptic-camouflage, –2 w/armor), Speak English, Speak Japanese, Speak Mandarin, Survival +8, Treat Injury +3, Tumble +16 (-2 w/armor)
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Skill Emphasis (Disable Device)
Talents (Field Officer) August Leadership, Leadership, Tactical Expertise, Uncanny Survival
Talents (Tracer) Swift Strike +2d6, Target Species (human), Uncanny Stealth (full speed)
Starting Occupation Law Enforcement (Diplomacy as permanent class skill, +1 on Knowledge [tactics]; Combat Martial Arts)
Cybernetic Replacements Advanced Full-Body Prosthesis (w/artificial muscle & twitch fiber [see Cyberscape]; see below), Cyberbrain (includes mind screen & data archive [see Future]; see below)
Cybernetic Enhancements Feat Plexus (Acrobatic, Drive-by-Attack, Gearhead, Weapon Finesse), Initiative Implant, Jump Pistons, Kata Calculator (Offensive), Prosthetic Enhancer (4, both arms/legs), Skill Plexus (Computer Use, Demolitions, Disable Device, Search), Targeting Optics
Possessions (carried weight 19 lb.) fatigues (Section 9 urban issue; 3 lb.), CZ-100 (see Weapons Locker; 2 lb.), M22 (as “FN P90,” see Weapons Locker; 8 lb.), thermoptic-camouflage bodysuit (see below), blackout goggles (see Future Tech), bodycomp (incorporated into her advanced full-body prosthesis [unique]; see Future Tech), light combat armor (black, -2 check penalty, see Future; 6 lb.), various personal items
Wealth Bonus +12

New Cybernetic Replacement Advanced Full-Body Prosthesis (PL 8)
The recipient’s entire body, aside from its brain, is replaced with a cybernetic replica. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization.” Full-body prosthesis cannot be taken through elective surgery, but only in rare medical or emergency cases that warrant it. Cost and maintenance of the recipient’s body is prohibitive to only the most advanced and wealthy nations, corporations, or government agencies.
          Benefit: Base installation includes advanced prosthetic arms and legs (see Future) with head and torso replacements (incorporating a modified organ replacement to match the recipient’s original body by use of integrated cybernetics and inobvious gadget mods, see Cyberscape). Upgraded models may include any number of torso enhancements (a trauma router and artificial muscle fibers and artificial twitch fibers of the +4 variety are preinstalled; see Cyberscape), including up to a total organ replacement, adding +4 to the PDC below for each. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
          The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s effective Constitution score becomes 18 (when calculating cybernetic attachment limits, damage threshold, skills, saves, and other checks), though instead of receiving bonus hit points due to high Con, the body gains bonus hit points as a construct by size (small +5, medium +10, etc., plus an additional 150% of this bonus due to phenotype perfection in physiological design). She is immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect her human physiology or respiration, though she is still subject to critical hits. The recipient’s weight is doubled. If she should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
          Drawback: The new body requires constant upkeep, with a DC 39 wealth check required at each new level to prevent cumulative negative levels from increasing, and weekly (1 full day minimum) lab visits to ensure integrated systems are working correctly and aging properly.
          Type: External/Internal
          Hardness/Hit Points: 10/30
          Base Purchase DC: 49
          Restriction: Restricted (+2)

New Cybernetic Replacement Cyberbrain (PL 8)
The recipient’s entire brain, save for encased gray matter and transistor matter from the recipient’s original body, is replaced with a cybernetic replica. The cyberbrain also warehouses all the subject’s collected knowledge and personality. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization,” though such instances are rare and almost never elective on the part of the recipient.
          Benefit: Cyberbrains represent the highest in neural cyber tech. Base models incorporate a microcomputer (see Future), micro-aural communicator, and a neural computer link (both Cyberscape) through use of the integrated cybernetic devices gadget. Upgraded models may include a mindscreen implant and a data archive (see Future). In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
          Type: Internal
          Hardness/Hit Points: —/8
          Base Purchase DC: 44 (52, for upgraded model)
          Restriction: Restricted (+2)

New Gear Thermoptic-Camouflage (PL 8)
This nanotech engineered material of mimetic polycarbon renders the wearer invisible for a short period. Microsensors on the surface of the material detect surrounding imagery and project it on the opposite side, making the wearer appear as if they are not there. The material blends in with any background, and can be applied to a wide variety of surfaces, from land vehicles (up to gargantuan size), to cloaks, jackets, and skintight bodysuits (underneath which nothing else can be worn), with varying degrees of success.
          The material is particularly sensitive, however, and may malfunction as a result of contact with adverse atmospheric interference (e.g. extreme acrobatic movement, rain, falling debris, etc.). Material covering a vehicle has a 50% chance of failing under such circumstances, material used in clothing 25%, and a skintight bodysuit fails only 5% of the time under the effects described above.
          Activating or deactivating thermoptic-camouflage is a free action, and it functions for up to 1 minute (10 rounds) before exhausting its renewable energy cells, which recharge after 1 hour of no use. (In situations where the thermoptic-camouflage is not in motion, it will function for up to 1 hour before needing to be recharged.) Thermoptic-camouflage confers a +40 bonus on Hide checks if the object it covers is immobile, and a +20 bonus if the object is moving. Pinpointing the location of something that isn’t attempting to hide requires a Spot check (DC 40 if it is immobile or DC 20 if it is moving). Thermoptic-camouflage is light enough that it doesn't add appreciable weight to an object or person using it.

BATOU (circa Ghost in the Shell, AD 2029)
Male Human Cyborg Strong Hero 3/Soldier 6/SpecOp 3*/Tracer 3**; CR 15
Medium-size Humanoid (height 6’ 2”, weight 240 lb.); Age early 30s
* See Urban Arcana
** See Future

Init +3; Senses (core) Listen +5, Search +8, Spot +10; Senses (house) Listen/Spot +19, Search +9; Darkvision 60 ft.
Languages English, German (speak only), Japanese

Defense 26, touch 22, flat-footed 23; Defensive Martial Arts (+3 Dex, +9 class, +4 equip)
hp 134 (15 HD); Mas 18
Fort +13 (+4 vs hot/cold environments, suffocation/drowning, and see below), Ref +12, Will +7
Action Points 11

Speed 40 ft. (30 ft. w/armor)
Melee unarmed strike +18/+13/+8 (1d4+8 lethal/nonlethal, 19-20) or
Melee by weapon +18/+13/+8
Ranged Jericho 942 autoloader +18/+13/+8 (2d8+3 ballistic, 20, 30 ft., S, 9 box) or
Ranged ManPTDS +17/+12/+7 (10d8+1, 20, 80 ft., S, 8 int.) or
Ranged by weapon +17/+12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +18
Atk Options Burst Fire, Swift Strike +1d6, Tactical Aid, Target Species (human)
Special Qualities electricity vulnerability, immunities (blinding/light-effects, disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below

Abilities Str 20 (17), Dex 16, Con 18 (17), Int 13, Wis 14, Cha 9
'(-)' indicate original ability scores.
Allegiances Motoko Kusanagi, good, Public Security Section 9; Rep +5; San 58
Feats Advanced Firearms Proficiency, Armor Proficiency (light, medium), Athletic, Burst Fire, Combat Martial Arts, Cybertaker (see Future), Cybernetic Surgery, Defensive Martial Arts, Endurance, Exotic Firearms Proficiency (heavy machine guns), Exotic Firearms Proficiency (rocket launchers), Personal Firearms Proficiency, Oathbound (Motoko Kusanagi; see Future), Renown, Simple Weapons Proficiency, Stealthy, Surface Vehicle Operation (powerboat), Surgery, Track, Urban Tracking (see Future)
          Note: As a member of Section 9, Batou receives the Armor Proficiency (medium) feat for free.
Skills (core) Climb +13 (-2 w/armor), Computer Use +4, Demolitions +8, Diplomacy +1, Drive +8, Hide +10 (+2 in at least one-quarter concealment, -2 w/armor), Handle Animal +0, Intimidate +4, Investigate +9, Jump +11 (-2 w/armor), Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +11, Knowledge (all others [cyberbrain]) +5, Listen +5, Move Silently +12 (-2 w/armor), Navigate +4, Read/Write English, Read/Write Japanese, Repair +2, Sense Motive +8, Speak English, Speak German, Speak Japanese, Spot +10, Survival +10, Swim +11 (-12 w/equip), Treat Injury +4
Skills (house) Athletics +16 (+1 [+3 w/o armor] on Climb, -2 on Jump w/armor, -12 on Swim w/equip), Computer Use +4, Deduce +9, Demolitions +8, Drive +8, Handle Animal +0, Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +12, Navigate +4, Perceive +19, Persuade +6, Read/Write English, Read/Write Japanese, Repair +2, Sneak +11 (+2 [+4 in at least one-quarter concealment] on Hide, +4 on Move Silently, -2 on Hide/Move Silently w/armor), Speak English, Speak German, Speak Japanese, Survival +10, Treat Injury +4
Talents (Strong Hero) Melee Smash, Improved Melee Smash
Talents (Soldier) Improved Critical (unarmed), Tactical Aid, Weapon Focus (autoloader), Weapon Specialization (autoloader)
Talents (SpecOp) Hunt and Evade, Night Mover, Specialist (weapons)
Talents (Tracer) Swift Strike +1d6, Target Species (human)
Starting Occupation Military (Drive as permanent class skill, +1 on Climb; Personal Firearms Proficiency)
Cybernetic Replacements Advanced Prosthetic Arm (2), Advanced Prosthetic Leg (2), Cyberbrain
Cybernetic Enhancements Anti-Flare Implants, Feat Plexus (Athletic, Endurance, Stealthy, Surgery), Internal Organ Replacement (see below), Nightvision Optics, Prosthetic Enhancer (4, both arms/legs), Targeting Optics, Telescopic Optics
Possessions (carried weight 62.5 lb.) casual outfit (street attire; 3 lb.), IMI “Jericho” 942 .50 AE (see Weapons Locker; 3.5 lb.), ManPTDS (see below; 48 lb.), medium combat armor (black, -2 check penalty, see Future; 8 lb.), various personal items
Wealth Bonus +13

New Weapon Heavy Man-Portable Tank Defense System (ManPTDS)
Damage: 10d8; Critical: 20; Type: —; Range: 80 ft.; ROF: S; Magazine: 8 int.; Size: L; Weight: 48 lb.; Purchase DC: 22; Res: Mil (+3)

This Progress Level 7 semi-automatic heavy weapon is used primarily for mobile armored vehicle defense, firing shells capable of penetrating tank skin. Its shells are designed to ignore 10 points of hardness belonging to a vehicle, building, or object. While it can be handled by a single person, the weapon is clumsy and the user may not move more than a single move action per round when wielding the ManPTDS. Reloading the ManPTDS after exhausting its 8-round magazine always requires 1 round. The weapon requires the Exotic Firearms Proficiency (rocket launchers) feat.

New Cybernetic Enhancement Internal Organ Replacement (PL 7)
The recipient’s major internal organs, excluding his brain, are replaced with cybernetic replicas.
          Benefit: Due to the fact that, in part or as a whole, the recipient’s lungs, liver, kidneys, stomach, intestines, and even heart have been replaced with synthetic versions, he becomes immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect his human physiology or respiration, except for those that target the skin or other non-cybernetic parts of his body; he receives a +4 bonus against any such effects that target these areas. He is still subject to critical hits. If he should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
          Type: Internal
          Hardness/Hit Points: 0/6
          Base Purchase DC: 29
          Restriction: Restricted (+2)