Monday, June 13, 2011

Troll Hunter

I saw the Norwegian film Troll Hunter (Trolljegeren) this weekend--which was timely given all the recent blogosphere discussion related to 0-level characters and the heroicness (or nonheroicness) of adventurers. The film is a mokumentary supposedly made by a group of students setting out to do an exposé on a bear poacher, but instead recording their adventures with a lone troll hunter sanctioned by a secret Norwegian government agency.

Along the way we learn a bit about the naturalism of trolls. There are multiple varieties with different habits, but they all have a weakness to sunlight (exploited through the use of UV radiation) and they can smell Christians (though not Muslims, apparently). We also see the lengths the government goes to hide the knowledge of trolls' existence from the general populace, which provides much of the film’s humor.

Hans, the troll hunter, is wearily professional and matter-of-fact about his job--and occasionally regretful of his past actions. The students are sometimes fascinated (perhaps even exhilirated) by the hidden world they’re discovering--and sometimes scared out of their minds. Everybody does a good bit or running and more than a little hiding. It strikes me as a nice approach for the portrayal of adventurers in any era.

The film is obviously low budget, but the digital effects are surprisingly effective. It shows what SyFy originals could do if they had more effort put into their scripts. There’s a lot of riding around in the Norwegian countryside--it isn’t th fastest moving film--but I think that just lends it more verisimilitude.

If you get a chance, check it out (I saw it on HDNet movies and it's coming to blu-ray next week). It’s an inventive premise, and a nice mixture of humor and thriller.

Sunday, June 12, 2011

Images from the Strange New World

The Academy Obscura convenes only rarely but always to punish those who have made the unknown known. What mysteries they hold sacred, what secrets inviolate, who can say? It’s rumored their punishment involves forever removing the certainty of the transgressor's existence, leaving them forever trapped between life and death, being and nonbeing.

You can even get the drop on a shadow assassin--if you’re packing the right ammunition.  Bullets made from paraffin mixed with used candle wax (with right incantation applied when it was burning) do the job.

Such is the power of the brain invader that Colonel Gordon’s men didn’t notice his body was being ridden by one of the creatures until it was far too late.  The corpses of his men were found in a mass grave; there was, of course, nothing left of the Colonel's skull.

"Charley Rictus is a trusted lieutenant and enforcer for the Malbolge family. He's been killed and raised at least nine times on record: multiple shootings, stabbings, a couple of poisonings, an emasculation, and one total dismemberment. Now it looks like he wants to cut a deal. Maybe he wants to retire on a beach somewhere and rot in peace, or maybe he thinks he can break his Faustian pact and save his soul from eternal damnation. I don't know and I don't care. I just need him at the courthouse--with the important parts intact."

Friday, June 10, 2011

Dragged from the River

A lot of unusual things get pulled out of the Eldritch and Wyrd Rivers that run through the City and flank Empire Island. Here are a few examples (1d12):

1. A crate packed with soggy straw and 1-4 large blue-gray eggs.
2. A chained box containing a frog. The frog will dance belt out vaudeville songs--but only when just one person is present.
3. A doll crudely made but nevertheless bearing an uncanny resemblance to one of the PCs.
4. A mummified creature:


5. A metal hand that, when placed on a hard surface and unrestricted, will scuttle and orient itself to point west.
6. A metal box resembling a hat box, difficult to open due to a magic lock. In darkness, a glow emanates from its seams. Particularly sensitive individuals my hear soft moans periodically from sinide.
7. An undead mermaid bearing a zombie contagion.
8. A shabby coat--which is utterly dry, and in fact, can never be made wet.
9. A case of bootleg whiskey an imbiber will be able to perceive the astral plane for 1-2 hours, and then be sick for 2-8 more on a failed save.
10. A figurine of snake-like creature with human arms. Anyone who touches it will have a nightmare about a basalt ziggurat beneath a blood-red sun in some distant jungle.
11. A book of matches from "The Ostensible Cat" night-club.
12. A wax phonograph cylinder containing a third of a potent magical incantation.

Thursday, June 9, 2011

Two Tough Characters from the City

In gearing up for my game in the City, I thought I’d stat up a few characters for my player’s to have as examples. Here, (in my modified version of Stuart Robertson’s Weird West) are a couple of Tough Guys (the City’s version of Fighters):

“Salty” Sam Depape
Old sailor as at home in a South Seas squall as he is in a Wharf Street ginhouse brawl.

Path: Tough Guy
Level: 5

Fighting 5 “I always out-roughs ‘em”
Toughness (Grit) 5 “one tough gazookus”
Special (Magic) 1 “I gots a secret weppin”
Knack (Skill) 2 “old sea-hand”

Weapons:
Fists d2

Special Abilities:
koboloba leaf: Fighting +2, Toughness +1 after consumption. Unarmed attacks use d6. Lasts until end of fight.  Once a day.

Eliza Gunn
Tough young gal from the Dustlands.

Path: Tough Guy
Level: 4

Fighting 4 “good in a scrap”
Toughness 4 “girl’s tougher than she looks”
Special 0
Knack 3 “ace mechanic”

Weapons:
magic over-sized wrench: d6 damage. Can harm magical creatures that couldn’t otherwise be harmed. Unbreakable.

Wednesday, June 8, 2011

Warlord Wednesday: Royal Flush

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Royal Flush"
Warlord (vol. 1) #58 (June 1982)

Written by Mike Grell (Sharon Grell); Penciled by Mark Texiera; Inked by Pablo Marcos

Synopsis: The Morgan impostor has taken to drinking from the stress of his intrigues. When Tara comes looking for him he lashes out and backhands her. Mistake--as Tara quickly has a sword to his throat.

She's more upset that enraged, though. She bars “Morgan” from her bed and runs out with tears in her eyes--right into Graemore. He sees she’s upset and asks her to go for a ride with him.

Out in the countryside, Graemore can’t help but ask about the man he can’t believe won Tara’s heart. Tara says that Morgan’s changed: he sides with the conservatives in the council, he never speaks his native tongue anymore, and he doesn’t wear his gun. He isn’t the man she fell in love with anymore.

That gives Graemore hope. He thinks back to when he first met Tara. He and his parents were brought before her father, the King of Shamballah, in shackles as spoils of war. The king found out that Graemore’s mother was a smith responsible for making many of the arms used against Shamballah. Rather than hold a grudge, he giave her a job and Graemore’s father as well, who was to teach the princess to read. They were quartered in the castle, and it was in the castle garden’ that Graemore first met Tara when they were children.

Over time, their friendship blossomed into young love. This doesn’t go unnoticed by the king who sends Graemore and his family away to remove any impediments to Tara doing her duty and entering a political marriage to another royal.

Graemore’s mind in the past gets his head whacked by a tree branch in the present. He falls from his horse. When Tara, taunting, comes to help him up he pulls her down, too. The two share a moment, and Graemore goes in for the kiss. Tara allows it briefly, then pulls away. Graemore feels rejected and goes to get the horses. Tara follows after him and...


Back in Shamballah, Darvin leaves Griff to watch the prisoner’s cell. Griff wastes no time in delegating the duty to Tinder so he can go outside. Tinder bemoans his bad luck--unknowingly sitting outside his father’s cell.

Meanwhile, Darvin waits outside the palace walls and accousts Praedor when he sees him leaving. Once he figured out who the prisoner was, it wasn’t hard for him to figure out where to find the conspirators. Now, he wants more gold because of the danger of what he’s doing. While they negotiate, Darvin sees the impostor walking by and he knows the whole game. He wants his gold doubled.

Praedor tells him to wait there and he’ll get it. Darvin stands there, twirling his cane, pretty pleased with himself. He happens to be there when Tara and Graemore come riding back in. In a flash, he remembers where he saw Tinder’s weird armlet (actually a wristwatch) before--it had been around the arm of Queen Tara when he had performed for her back when he was court magician.

Praedor returns with the gold and a threat lest Darvin come back to the palace, but Darvin isn’t even listening. A bigger score occupies his mind. He’s got the prince of Shamballah in his gang!
 
Things to Notice:
  • Again, the imposter does a poor job of impersonating Morgan.
  • Despite living in a world where magic makes impersonation really easy, no one has yet considered that this person behaving very much out of character might not be Morgan.
  • Maybe I'm imagining it, but I believe Texeira's pose for the Shamballan king on the throne is similar to some Kirby renderings of Odin.
Where It Comes From:
The title of this issue references a "royal flush," the highest ranking standard poker hand (an ace-high straight flush).

Elsewhere in the Bronze Age... My friend, Jim, has returned to the blogosphere after an extended time away in his Arctic Fortress of Solitude (which he sublets to Doc Savage) over at the Flashback Universe Blog.  Check it out.  There, you can find some of my pre-FtSS  comics related articles in the "Bronze Age Spotlight"--including my as yet uncompleted Bronze Age Alphabet.

Tuesday, June 7, 2011

Cults & Muscle Cars: Drive Angry

Drive Angry didn’t perform well at the box office, which is a shame. It’s an over-the-top homage to grindhouse (probably the most grindhouse film (not titled "Grindhouse") since The Devil’s Rejects. What Drive Angry’s got that none of the those other recent films have (well, except maybe Planet Terror) is eminent gameableness.

Drive Angry starts in media res with Milton (Nicholas Cage)-- escapee from Hell with a muscle car--getting the best of some thugs and getting information from them before doing them in. Milton is a man with a mission: A Satanic cult leader has kidnapped his granddaughter (after killing his daughter) and plans to sacrifice her on the night of the full moon. Milton's got three nights to track them down to save his grandchild and exact his revenge.

Complicating matters is that Milton himself is being pursued. The smartly dressed and unflappable Accountant (William Fichtner) is after him, sent by Lucifer to bring him back to Hell. The Accountant is unkillable (mostly) and able to convince others (mainly the law) by supernatural means to help him in hunting Milton down.

Milton’s companion through all this mayhem is a former waitress (Amber Heard) whose car he borrows. The two must fight the Accountant, cultists, and law enforcement to reach Milton’s goal. Milton’s also unkillable (he’s already dead) but his best weapon is likewise fugitive from hell: the God Killer--a mystic firearm with three Latin engraved bullets--that could kill the Accoutant if it hit him.

Drive Angry plays like a synthesis of several seventies b-movie types: the car chase film (Vanishing Point, Dirty Mary, Crazy Larry), the revenge film (Rolling Thunder), and the "fight with a Satanic cult" film (Race with the Devil)--plus a comic book supernatural element. Is there a generic grindhouse rpg? No matter; I could see this sort of thing in a modern occult game (like Unknown Armies), but you could probably do it in a post-apocalyptic game easily enough, or even borrow elements (the Accountant, the God Killer) for non-modern settings.

Monday, June 6, 2011

The Fat and Lonely Frog


That fat frog isn’t a statue! It’s no idol of a god but the god itself--or at least the part of it that can fit into four dimensions. It’s a god, and it’s terribly lonely and lovelorn.

That flower and basket are gifts to woo the object of its desire. It appears in a person’s dreams and offers those gifts naively, sweetly. Once it’s made contact with a person, however, its gifts become more personally meaningful--and seductive.

The frog must be resisted at all costs. Notice it’s obscenely over-full belly. The objects of the frogs devotion wind up there, slowly being dissolved and subsumed into the frog’s alien substance over eternity.

LONELY FROG GOD
When encountered has a 60% chance of developing an interesting in the person present with the highest Charisma (in event of tie, the first one it saw gets preference). The frog enters the unshielded mind of the object of its ardor in dreams. The victim will imagine the frog has promised them of great value--riches, station, his or her hearts desire.  The Frog will charm person (as a 12th level caster) to make the victim succumb and return to where its statue is so he may swallow them up. Saving throw gets a +1 for every 10 miles distance the victim is from the statue at the time of the frog’s overture. A victim swallowed by the frog is alive for a period of time, but held inside the frog’s extradimensional substance and unable to escape with the use of magic (teleportation or the like) even if they wanted to do so. 
Inspired by Tim's worries about his and the Whisk's batrachian garden statue, and JB's challenge to write something related to it.