Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Wednesday, October 17, 2018

October Horror Movie Challenge: Don't Go to Sleep (1982)

Rhoda and McCloud have a murderous daughter in this 1982 made for TV Aaron Spelling movie that surprisingly holds up well.

The late 70s and early 80s were a great time for some really spooky made for TV movies. At least that is my memory of things.  Well if you grew up in the 80s and had brothers or sisters then this movie most certainly freaked you out.

Phillip and Laura just lost their daughter Jennifer and have moved to LA (because that is where Spelling is) with their remaining children Mary and Kevin.  Mary keeps hearing her dead sister but no one believes her.  That is till the killings start.

Now I watched this back in the day and at the time I loved the fact that the mystery could go one of two ways.  Either really a ghost or everything was a product of Mary's psychosis.  As a teen just discovering psychology I thought that was great.

Of course, now, the punch is a little less. Not just due to seeing it before but also time.  Though I was surprised by how well the movie holds up to now.  Re-film this in modern LA and not change a bit of dialog...ok there are some changes that would have to be done...but otherwise it would still work.


Watched: 10
New: 5


Sunday, October 14, 2018

October Horror Movie Challenge: Burned at the Stake (1982)

If there were as many witches in "real" Salem as the Salem in movies and TV, the trials would STILL be going on.

Salem really was an important moment in American History Not the trial itself but as a test of this new country.  Personally, I think we would have ended up exactly where we are today, but we would lack some great stories.

Burned at the Stake, also known as "The Comming", covers the Salem trials in the same way a lot of movies do; as background with a lot of mistakes.  First off, no one was burned at the stake in Salem. They were either hung or in one case pressed to death and another died in prison.

Ok. That all aside. People died and we can get ghosts that way. Ghosts are what gives us this flick.

The plot is simple. Witch dies in the Salem trials then comes back in the 1980s to take revenge of the descendants of the ones that accused her.

I gotta admit despite the subject matter, I found the movie a bit dull.

Watched: 9
New: 5


Thursday, October 11, 2018

October Horror Movie Challenge: The Incubus (1982)

Rapey demon goes on a rampage in TorontoGalen, MA.  This movie has ties to both Deadly Blessing (incubus as our monster) and Watcher in the Woods (directed by John Hough).  This movie was on my list a couple of years ago when I did "Movies I thought I had watched, but never did" for the challenge.

The acting is not bad. Not great mind you, but better than expected in many cases.

There is a twist in the end, and one that should have been expected to be honest, but still fun.  Though that is about all that is fun about the movie.  Though the movie is true the nature of the Incubus, so I can't fault them there.

Keep your eyes open, near the end Bruce Dickinson shows up (on film) with his then band Samson.  So that is fun.

Interestingly enough, both Incubi are depicted here as mostly incorporeal begins that can possess people. Typically succubi have a more physical manifestation.  I wonder why? (of course, we all know).


Watched: 8
New: 4


Wednesday, October 10, 2018

October Horror Movie Challenge: Forbidden World (1982)

Ah...not Forbidden Planet...but well you get the idea.
I was not going to do an 80's themed October Challenge without getting in a Roger Corman film.
Corman is up to his usual tricks here too, cheap sets, recycled footage, and beautiful women in various stages of undress.

The plot is one so old that even in 82 it felt old. Alien monster created by science gets loose in a lab and kills everyone.  But to Corman's credit, he still manages to make this old chestnut entertaining.
Our hero, Mike Colby, is a Federation Marshall sent to deal with the problem.  He manages to have sex with every woman on the base and still finds a way to allow everyone to get killed on the base.
Priorities I guess.

Still, if I ever get my Star Trek/White Star/Black Star game going again there will be a shape-shifting alien in the Jefferies Tubes killing people.

Forbidden World also features a Pre-V June Chadwick as Dr. Barbara Glaser, but she might be remembered best as David St. Hubbins' girlfriend Jeanine in "This is Spın̈al Tap".  Of course given that this a Corman flick the only way the two women on board can figure out how to communicate with the creature is during a scene where they shower together.

This movie has also been known as "Mutant".  The actual creature, as to be expected, looks nothing like the cover art.

Watched: 7
New: 3


Tuesday, October 9, 2018

October Horror Movie Challenge: Deadly Blessing (1981)

Ah,  Deadly Blessing. As kids my brothers and sisters LOVED this movie.  No kidding. The ads were so damn creepy.



A young Sharon Stone forced to eat a spider by an Incubus? Hell yeah! That's nightmare fuel for decades.   And a real spider was dropped into her mouth for this scene.  How's that for dedication?

Ok, where to start on this movie?  Well, it features a young Sharon Stone in one of her very first roles.  It also features Battlestar Galactica's Mara Jensen in her very last role before disappearing from public life.  Also appearing is 80s horror mainstay Michael Berryman, TV star Lisa Hartman, and the last film for Susan Buckner before she left public life as well.

The movie features a group of people called the "Hittites" (no relation to the ancient Mesopotamians) who are supposed to be some sort of ultra-Amish.
Our demon-de-hour is an Incubus, but one that decides to possess women.  I guess "incubus" sounds cooler than "succubus" in this case.

Anyway. Lots of creepy stuff. Murders happen. Mara Jensen takes a famous bath with a snake. And it a fashion that predicts A Nightmare on Elm Street, we think we have the murderer and everyone goes back home.  Except for Martha (Mara Jensen), who pulled into hell by the Incubus in his full demon form.

Ok. Let's be honest. The movie doesn't hold up.  In truth, it wasn't that good to start with, but my memories of it are tied up in watching it with my family.

Sharon Stone is great really.  You get a feeling for the sort of actress she will become later.  Maren Jensen is fine, but I think had she not be diagnosed with Epstein-Barr Syndrome she would have naturally left acting.  She was good, but didn't have a lot of range.


Maybe one of the most iconic horror movie posters of all time.  Well, at least in the top 10.

Watched: 6
New: 2



Monday, October 8, 2018

October Horror Movie Challenge: Sons of Satan (1981)

A bit under the weather here today and all weekend, but I watched to old favorites.
Working my way to 1981.

Fear No Evil (1981).  Loved this stupid little movie as a kid and even more on VHS when I got a copy.  Let's be honest, high school IS Hell.


I had that poster on my wall for years.

The Final Conflict (1981). Damien is back and this time he has his devilish eyes on nothing less than the office of the President!  Imagine that, a soulless son-of-a-bitch as the President.
Sam Neil was really fun in this movie.  The Omen trilogy itself is pretty bad, but this one was fun.


God might only have one son, but Satan's sons are all real underperformers.

Watched: 5
New: 2



Friday, October 5, 2018

October Horror Movie Challenge: The Watcher in the Woods (1980)

There was a time in the late 70s and early 80s when Disney was going through a slump. It roughly corresponds to the time when Walt and Roy Disney died and before the coming of Micheal Eisner.  This gave us some very different kinds of movies from the House of Mouse.  The Witch Mountain series on the onset and the Black Hole near the end typify of what I think of when I say Dark Disney.
We also got the thriller with multiple choice endings, The Watcher in the Woods.

Now I'll be honest, at age 10 this movie gave me a scare, but I was fascinated with it too.  It' doesn't quite hold up to today, but it was still a ton of fun to watch again.

I have to say Bette Davis left a mark on my psyche so deep that I think every old witch I have done is a bit of a reflection of her Mrs. Aylwood. Or maybe that and her role in Disney's earlier Return to Witch Mountain (1978).  Both films were directed by John Hough, so that might explain the similar vibe.

The Watcher in the Woods is also part of a string of movies, books, and other media popular at the time (and before) that took the point of view of "it's not supernatural, it's alien!" but never to the extent that Lovecraft took it.

Still, it is interesting to view this movie through the lenses of Lovecraftian cosmic horror.  Especially if you stick to the original ending of the movie the alien creature at the end (The Watcher) could very easily be a Mi-Go.



The ending is still a little too happy to be real Lovecraft.

I watched the less interesting Official version.

But it was still a blast to go back to this!


Watched: 3
New: 2



Wednesday, October 3, 2018

October Horror Movie Challenge: The Nightmare Never Ends / Cataclysm (1980)

Its Atheist vs Satanist is this 1980 Troma...er...classic.

The movie details the struggle between an atheist (Martin Richard Moll in a very early role), his wife a psychic and surgeon, a police detective and the immortal satanic Nazi they are all hunting.

Personally, I think they tried to cram too much into one movie and none of it fared well.  Plus it is Troma and while they are still a couple years from their Golden Age of Toxic Avenger, they have not yet found their sweet spot.  Though I do recall there were a couple of Troma movies from the early 80s that were fine.

Plus the woman playing Moll's wife, Faith Clift, is not very good.  Though my favorite part in this is she goes to see a psychiatrist friend and he suggests she go to the Disco to get rid of these nightmares she is having.  It comes off as so pandering that he made me laugh. (Psychologists will often suggest a vigorous physical activity to aid with night terrors.)

Maybe if they had split this into two movies, with the detective following the case from both and then had you know a good script.  I like the idea of evil, immortal satanic Nazis as bad guys.

Did I mention though our Nazi sucked too?  No? Wel,l he did.  IF he is the best that the Nazi's and Satan can collectively come up with then the army of evil is nothing.

The movie was released as "The Nightmare Never Ends" but at some point was renamed "Cataclysm". No idea why.  Also, the movie has two release dates; 1980 for the US and 1983 for West Germany.

Watched: 2
New: 2


Monday, October 1, 2018

October Horror Movie Challenge: Beyond Evil (1980)

It's Halloween everyone!  Or October. Same thing.
This year I want to focus on movies made in the 1980s.  I have done a lot 70s and 60s movies, but never a dedicated tour of the horror movies on the 1980s.  I also want to focus on the Occult and things that made people really nervous in the age of the Satanic Panic.

So let's get started.

Up first is John Saxon in Beyond Evil (1980).  It's slightly less Blaxploitation than say Live and Let Die,  but the vide it there.  in fact this movie feels very 70s to be honest. No surprise of course, but it will be interesting to see when the shift happens.

The movie is a "Scooby-Doo" plot where John Saxon and wife Lynda Day George get a house in the Caribean.  Of course, it is haunted by a woman who was murdered by husband.  So we get a lot of Lynda Day George acting all possessed and weird.  A lot of John Saxon not believing in black magic and then of course wackieness ensues.

The movie is not bad it an attempt to update the old haunted house trope by sticking it into someplace really nice. But in the end, the cast is better than their script.

Watched: 1
New: 1


Thursday, July 19, 2018

DC in the News

So I remain, despite a box-office trouncing, a devoted DC fan.

Few things are cooking in the DC Universe that will make me happy this fall.  Lets start with a big one and move on to EVEN BIGGER ONES!


We already knew that Kate Kane, AKA Batwoman will be featured in the Fall sweeps 4-Episode Arrowverse crossover (I guess that also means no tying in Black Lightning just yet).

Now it seems they want to use that as a backdoor pilot for a Batwoman series for 2019-20.
They are currently looking for an out lesbian/queer actress of any ethnicity to play Batwoman.

I commend them on this.

There is nothing about Batwoman's background that says she has to be white, or black, or Asian, or Algonquin, or Hispanic.  There are three things though that immutable about the character.

1. Kate is a Soldier. She lives to serve. Just now she wears the uniform of the Bat.
2. Kate is a Lesbian. Even in her earliest interactions, this is something she knows about herself and we know about her.
3. Kate is Jewish.  This informs how she sees life, how she approaches everything she does. The colors of her uniform.

In Comics Dark seems to be the new Black.

The Witching Hour will be a 5-comic arc featuring Wonder Woman, JL Dark and the plot revolves around Hecate and Witches!


I mean read this:
Part one, WONDER WOMAN AND JUSTICE LEAGUE DARK: THE WITCHING HOUR #1, with art by Jesus Merino, sets the tone for the Wonder Woman-centered event. In this 48-page debut one-shot, Hecate, the witch-goddess of magic, always knew a day would come when the monsters she stole her magic from would return. Now she must activate the Witchmarked, humans within whom she secreted vast stores of power. This hits Justice League Dark especially hard: one of the most powerful of the Witchmarked turns out to be Wonder Woman! WONDER WOMAN AND JUSTICE LEAGUE DARK: THE WITCHING HOUR #1 is on sale October 3.
Those aren't tears in my eyes.  No. Not at all....Shut up, you're crying.

And just when my poor heart couldn't take anymore.



Holy Shit!  Robin just said "Fuck Batman" and that Raven!  That is the Raven I have been waiting nearly 38 years to see on my screens.  Even Dove and Gar look great.

So yeah.  You can have your Infinity Wars and your snappy Thanos (who is a rip-off of Darkseid anyway). I know where my action is going to be this fall.

Right?


That's so Raven!

Thursday, June 28, 2018

Willow & Tara: Survive This! Dark Places & Demogorgons

Yesterday I took the entire Buffyverse and dropped them into 1984 Ohio and found it works rather well.  Today I want to continue that thought but also do a deep dive into the three witch classes that DP&D has to offer.  And I know of no better way to do this.


So for reasons that work for the game, I am going with Dark Places & Demogorgons: Player Options & GM Guide for the witch classes. A White Witch for Willow and a Nature Witch for Tara.  So far I have no reason to assume that Willow will need a Black Witch.  The two realities are connected, but also different.

Willow D. Rosenberg
In 1984's Sunny Valley Willow is a mathematical genius who is the only person, quite likely in the whole town, that knows how to use a computer for more than just video games.  She has been best friends with Alex Harris since kindergarten and has been friends with Daniel "Oz" Osbourne since Junior High.  Oz is obviously rather fond of Willow, but he suspects there is something holding her back.


During her summer job at the local library, Willow discovered a locked room.  Normally one to follow every rule, this room called to her.  One day she found a key (after several weeks of searching she would later admit) and opened the door.  Inside books on the occult, summoning demons and more importantly magic.  She has been reading them and trying to master them.  Though she has help from a fellow witch and honest to the goddess wiccan in Tara.

Willow Rosenberg
Class: White Witch  Level: 5
Alignment: Good
Languages: English, Hebrew, Latin, Greek
Age: 14

Attributes
STR: 9 +0
INT: 18 +3
WIS: 16 +2
DEX: 11 +0
CON: 11 +0
CHA: 17 +2
SUR: 16 +2

AC: 10     HP: 19    Attack Bonus +0

Courage: 6 +3
Critical: 5
Death: 5
Mental: 4
Poison: 3

Background
Parents are rarely at home.

Class Abilities
+1 to saves involving magic, +3 to courage saves, healing touch 8/day, heal at double rate, summon light, seen in darkness, advantage on saves, immune to fear, talk to animals and plants, create potions

Skills
Computers +5, Art +1, Math +5, Science +5, Knowledge (Magic) +5, Paranormal +4, Botany +3, Electronics +4

Possessions
Bike, Home Computer,

Money: $40

Spells
Minor (4), Major (1)
Charm, Glammerd Appearance, Magical Insight, Burning Ash hands,
Firebolt

Tara A. Maclay
Tara attends Sunny Valley Community High School on the southside of town.  She lives in a trailer with her father and brother.  Her mother Megan died from cancer just last year.  Having a rough time with that and struggling with being the "known gay" in school she was picked on quite a bit.  It was not till the arrival of Faith did things change.  Faith protected Tara because she felt something of a connection to her.  When Elizabeth Summers died north of town Faith became the new Slayer. Elizabeth came back (thanks to Alex) and soon Tara and Faith joined the Northsiders on their nightly fight against vampires, zombies and other undead menaces.  While Faith has been drawn more and more to Elizabeth and their shared mystery. Tara has been getting much closer to Willow.


Tara and her best friend Faith

Tara Maclay
Class: White Witch  Level: 4
Alignment: Good
Languages: English, French, Latin
Age: 15

Attributes
STR: 12 +0
INT: 16 +2
WIS: 18 +3
DEX: 9 +0
CON: 12 +0
CHA: 16 +2
SUR: 12 +0

AC: 10     HP: 16    Attack Bonus +0

Courage: 5
Critical: 4
Death: 3
Mental: 5
Poison: 3 +4

Background
Mother is dead, Father is super-strict

Class Abilities
Toughness: Nature/Weather +4, Empathic w/ Animals, Create Potions, Control Animals.

Skills
Botany +4, First Aid, Knowledge (magic) +4, Outdoorsmanship +2, Paranormal +4, DAnce +3, Horsemanship +4,

Possessions
Bike,

Money: $40

Spells
Minor (3)
Blind, Charm, Magical Insight

If this were an 80s show then Willow and Tara would have had (implied) sex but then Tara would have been killed and Willow sent on an "evil lesbian" rampage only end the show crying in the arms of some man.  Really, who wants to see some shitty after-school special cliché like that?

I think these classes work great, to be honest.  I would like to reorganize their powers a bit to fit my concepts of these characters. Normally I would let Willow have access to some Dark spells and Tara should be the one to heal by touch.

This also brings up an interesting dilemma. Should Willow be a multiclassed Kid Scientist 1/Witch 4?  DP&D, like a lot of OSR games, has no Multiclassing rules.  To me though I like the idea of a multiclassed Willow.  She starts off as a Kid scientist and then moves to White Witch and maybe Black Witch IF we follow the original series.  Tara can start as a Nature Witch then move to White after a bit.

These are great.  This really captures what I wanted from this game quite well.

Monday, June 25, 2018

Review: Survive This! Dark Places & Demogorgons

I'll start off my week-long look at Survive This! Dark Places & Demogorgons with the core rulebook.   A little bit of background thought first.  I love the 80s in the way a true child of the 80s only can.  Everything about the decade still fascinates me, fills me nostalgia and is a creative well I keep going back to.  In truth, I had better decades.  The 90s were particularly good to me and the 2010s are also really nice, but the 80s hold my interest more, especially when it comes to gaming.

Dark Places & Demogorgons (DP&D) taps into all of this in such a deep and profound way that it pisses me off me to no end.  Pisses me off, because I wish I had come up it myself!

A few things upfront.  DP&D owes a great deal to Stranger Things (which in turns owes a lot to D&D), but as fantastic as that is, that is not enough to sustain a game.  DP&D draws on deep 80s culture as well.  And deep I do mean shallow!  Nothing here about the Cold War, or USA for Africa, or the 84 Olympics, or the home computer revolution.  This is about what was going on in YOUR small town USA and how it felt like it was the strangest place on the planet.  All that "important stuff" is just background noise to what is really important; what are we doing Friday night and who's going to drive around cruising?  That of course until your friends start to disappear.

Dark Places & Demogorgons (DP&D) is a 200 page 5"x9" book with color covers and black & white interiors.  The art is a mix of new art, some art purchased from collections and (my personal favorite) some photos of the authors and friends from some 80's high school yearbooks.  I am reviewing both the physical book and PDF.  Both of which were purchased by me so no books were contributed for review.

The book is divided into an 80 page Player's Section which includes the Classes and Basic rules, and a 120 Page Game Master Section.

The Players section introduces the concept of a Role-playing game and what you can do.  We also get a little background on the town this all takes place in, Jeffersontown KY.
We go right into building a character. Now while the book tells us that this is a version of the same game played in 1974, there are more 21st Century rules here.  The rules feel like a Swords & Wizardry variant with some Basic (Holmes in particular) thrown in.  There are multiple types of saving throws (ala OD&D, Basic, an on up) and ascending AC (S&W, 3e).   In short though if you have played any sort of OSR game in the last few years you will pick this up fast.  If you have never played before, well you will still pick this up fast.

Unlike its progenitors, this game has Seven Abilities.  The new one is Survival.  At first, I was not a fan of it, but now I see how it works in the game it makes more sense to me.  Much like how another seventh ability, "Luck", works in The Heroes' Journey.
I mentioned there are new saving throws too, Courage, Critical, Death, Mental, and Poison.  Courage works a lot like a Fear/San test and there is even a terror table.

Where DP&D takes off though are ways you use to describe your characters.  We start off with Backgrounds.  You can roll randomly here in true 80s style, or choose.  Rolling seems better.  These include things like "Parents are never home" or "Bratty Kid Sister" and they have in-game effects.  Not having your parents home makes for your house to become the natural HQ of your monster surviving endeavors, but having to watch your "Strawberry Shortcake" obsessed little sister is going to slow you down.

After that, you can decide on what your Class is going to be. Classes work here like everywhere else really.  They decide your skills, they let you know where you fit in the world and they provide a role-playing guide.  The classes in this book are largely based on 80s High School stereotypes.  There are five main classes with three subclasses each (similar to how 5e does it) You have The Brain (Kid Scientist, The Nerd, The Geek), The Athlete (The Jock, Extreme Athlete, The Karate Kid), The Outsider (Break Dancer, Goth, Metal Head), The Popular Kid (Preppy, The Princess, Teen Heart Throb), and The Rebel (Bully, The Hood, the Punk Rocker). That pretty much covers everyone in a small high school.
Each class gets 5 levels and new abilities and/or skills each level.  So the Karate kid gets new moves and martial arts, the Princess can affect others and so on.

Skills cover the things you can do.  You can get some via your class or be improved by your class.  Others you can pick.  Combat is a skill and if you want to be better at it then you need to take the skill otherwise you are just a kid with a +0 to hit.

Character creation then is largely rolling up Abilities, picking a Background, a Class, some skills, determining your saving throws and finding out how much cash you have in your pocket.  Then you are set!

I recommend a Session 0 for character creation and concept.  Sure it is not in the rules and certainly not old school, but it better than everyone showing up for the game playing all playing "The Bully" or "The Nerd".

Lastly, you come up with your age, Alignment and various combat-related stats (AC, attack bonus).  DP&D is not a combat focused game.  You are kids and the monsters are, well, monsters.  You might score a hit or two, but that is it.  Otherwise, run!
XP and Leveling are a little "easier" then and there are other ways to gain levels.

We end this section with some sample characters, examples of play and a quick breakdown of the 1980s vs. Today.

The Game Master Section is next and this is where the fun is!
Here the advice of not making this a combat heavy game is repeated.  This is a game of mystery, investigation, and deduction.   From the book:

This game draws inspiration from movies like The Goonies, ET and The Lost Boys and T.V. shows like Stranger Things, Eerie Indiana and Scooby Doo.
Talk about hitting me where I live!

The rules might say 1974 on the tin, but they are much easier than that.  Nearly every rule is simplified and straightforward in a way we never would have tried in the 80s.  Among the "new" rules are Difficulty Classes (circa 3e) and Advantage/Disadvantage rules (circa 5e).  It makes for a very fast-paced game and the rules will fall into the background.

We get some weapons and explosives, but not a lot.

There is a nice section on magic and the occult which include some really nice Psychic classes.  In case you want to dial your game up to 11 (see what I did there!).

The fun part of the book are the Adventure Seeds.  Some are familiar to anyone that watched movies or TV in the 80s.  But others...well I can only conclude that these must be local legends and myths from the author's own home.  Which reminds me how much all these little towns are really the same, just the details differ.


Replace the Pope Lick Monster with the Mobil Monster and they could have been talking about my old hometown of Jacksonville, IL.  We even had giant cats, giant birds and bigfoot.  But if you know what is good for you stay away from Magical Mystery Lane (if you could find it) or the glowing "things" out by Lake Jacksonville.

The book also has a bunch of monsters in Swords & Wizardry format (more or less).  You could add more, but be careful.   Just because I have the stats for a Manticore in a S&W book that would work with this there had better be a good reason to include it.

There are stats for animals and various types of NPCs.  There is even a table of random monster generation.  Delving into more game specific tables there is a table (1d100) of basic adventure hooks.

We also get a small guide to the setting, Jeffersontown, or J'Town (I grew up in J'ville. AND we used to call it a "Sinkhole of Evil" YEARS before anyone ever said the words "hell mouth").
The guide is great, not just for use in the game but for the sheer nostalgia.  It read like someone had taken a fictionalized version of my old hometown.  I think that it is also flexible enough that an lot of people reading it will feel the same way.

We end with a nice solid appendix (the PDF is not hyper-linked here) and their own "Appendix N" of movies, television, and music.  Music was too important in the 80s for there not to be a list like this.

We end with a copy of the character sheet.

Wow.  Where to begin.

Ok first of this game is very nearly perfect and I hate it so much.  That's not true. I hate that I didn't come up with it and publish it sooner.  But in truth, I am not sure if I would have done the same quality job as Eric Bloat and Josh Palmer.  Plus the inclusion of their yearbook pictures and own background made this book for me.  I LOVED reading J'Town because I could see and feel my own J'Ville in it.  I would not have been able to do that if I had written it myself, so much kudos to them.
This is a work of art and I love it.

Everything feels right about this game, to be honest.  I even have a potential "Series" in mind for it.

Can't wait to do more with it!  I would love to get some of my old gamer friends from the 80s and have them play versions of themeselves in a "Stranger Jacksonville" or more to the point the Jacksonville we all WISHED it was.

Next time I look at the supplements.

Wednesday, May 30, 2018

Wayward Sisters for Amazing Adventures

Ah. I have never met a windmill I couldn't joust with.

Anyway it's AMAYzine May AND it is Wayward Wednesday.  So today you can watch your favorite Supernatural episode featuring the Wayward girls on Netflix.


Amazing Adventures is a really awesome game with a lot of character development and customization built right in.  Today I want to just work from the core rulebook and figure out how to add some different quirks to some characters with similar backgrounds.

Jody and Donna are both sheriffs working in the northern part of the Midwest.
Anne/Alex and Clare are both survivors that have turned to less-legal pursuits for hunting monsters.   AA gives me the means to get a little more finesse out of these characters.


Links lead to their pages on the Supernatural Wiki.

Jody Mills
Class: Gumshoe (Police officer)
Level: 7
Lawful Good

hp: 46
AC: 12
BtH: +7

Attributes
STR: 12 (0)
*DEX: 14 (+1)
CON: 15 (+1)
INT: 15 (+1)
WIS: 16 (+2)
CHA: 15 (+1)

Class Abilities
Climb, Cat & Mouse, Hide, Move Silently, Take em Down, Precision Shot, Face in the Crowd
Adversary (Monsters)

Traits
Abrasive, Honest

Background: Law enforcement
Knowledge: Law

Donna Hanscum

Class: Gumshoe (Police officer)
Level: 7
Lawful Good

hp: 46
AC: 12
BtH: +7

Attributes
STR: 13 (+1)
*DEX: 12 (0)
CON: 12 (0)
INT: 14 (+1)
WIS: 17 (+2)
CHA: 16 (+2)

Class Abilities
Climb, Cat & Mouse, Hide, Move Silently, Take em Down, Precision Shot, Face in the Crowd
Adversary (Monsters, mostly Vampires)

Traits
Cautious, Easy going, Honest

Background: Law enforcement
Knowledge: Law

The differences between Jody an Donna are subtle in terms of stats, but they are role-played very differently.  Jody has a longer history of hunters and hunting, but Donna has made up for lost time.

Jody can be a bit abrasive with others and with her family, but that is only becuase she worries about them. Her first family were all killed.

Donnan can act all sunshine and Minnesota good cheer, but never doubt that she has already figured out the monster and knows a couple of different ways to kill it "doncha know".


Alex/Anne Jones
Class: Socialite/Hooligan (Multi-class)
Level: 1 / 3 (3)
Neutral Good

hp: 24
AC: 10
BtH: +1

Attributes
STR: 12 (0)
*DEX: 12 (0)
CON: 15 (+1)
INT: 15 (+1)
WIS: 16 (+2)
*CHA: 15 (+1)

Class Abilities
(s) Charm, Connected (Vampire clans), Exalt (Vampire clans) (no clan)
(h) Back Attack,  Case Target, Climb, Hide, Lingo (Vampire slang), Listen, Move Silently, Open Locks, Pick Pockets, Traps, Medicine (from Nurse's training)

Traits
Passionate, Focused

Background: Mean streets
Knowledge: Vampires

Anne has two classes to cover the time when she was living bait for a clan of vampires (Socialite) and when she was later hunting and acting out (Hooligan) or as Jody put it, she was not a cheerleader but the one smoking pot under the bleachers.

Clare Novak
Class: Hooligan
Level: 4
Chaotic Good

hp: 20
AC: 11
BtH: +1

Attributes
STR: 12 (0)
*DEX: 12 (0)
CON: 15 (+1)
INT: 15 (+1)
WIS: 16 (+2)
CHA: 15 (+1)

Class Abilities
Back Attack,  Case Target, Climb, Hide, Lingo (Hunter slang), Listen, Move Silently, Open Locks, Pick Pockets, Traps, Sneak Attack

Traits
Passionate, Reckless

Background: Mean Streets
Knowledge: Angels and demons

Anne and Clare would normally by the rules appear to be Hooligans.  Anne/Alex starts out as a "Socialite" since that is the closest thing in the rules to "pretty vampire bait". Though she did do all of the things a socialite did for her vampire clan.   After she was freed she became every bit the rebellous teen Hooligan that Clare is.   Using the rules to swap out powers I took out her "Traps" ability and replaced it with "Medicine" to cover her training as a Nurse.  I am thinking that for now she is an LPN, not an RN, so maybe as she gets better I might have to rule of taking out some of her other hooligan abilities that no longer fit.
I also removed her Exalt since she is not running with a vampire clan/nest anymore.

Patience Turner
Class: Mentalist
Level: 1
Lawful Good

hp: 6
AC: 10
BtH: +0

Attributes
STR: 12 (0)
DEX: 14 (+1)
CON: 12 (0)
INT: 18 (+3)
*WIS: 16 (+2)
CHA: 17 (+2)

Class Abilities
Meditation, Psionic Power, Psychic Senses

Traits
Focused

Psionic Powers
Basic: Clairvoyance w/ Pre-cognitive

Background: Student
Knowledge: School topics

Patience is the easiest one.  She is, by any definition I can think of, a 1st level character.  She has some skills (she is top student and athlete) but she only has one trick right now and that is her visions.  So she is a perfect level 1 Mentalist with very, very minimal customization.

Ok. Now, these are builds I can enjoy and get behind.  These would be some kick-ass characters to play.  Everything from Patience discovering what her own powers mean and what she can do, to Clare's unresolved anger issues and the new mother/daughter relationship to Jody (who is basically Clare in few more years).  Even Anne trying to put the horror of her life behind her to do something normal.

It would make for a great game and a great TV show.

Don't forget that Petition!
https://www.change.org/p/the-cw-save-wayward-sisters



Tuesday, May 15, 2018

Wayward Sisters for the Chill RPG

Yesterday I posted the stats the Wayward Sisters for the Supernatural RPG and I had a blast.   I always have a lot of fun doing these deep dives into characters.  So I figure what the hell.


The next logical choice, of course, is Chill.   Even in 1980 Chill was the monster hunter game.  Today's 3rd Edition Chill is if anything even more suited for a Supernatural-style game.  The changed point of view on magic, The Art, is a good fit to how Supernatural deals with magic.

In truth, I would love to see how something like SAVE would work in the Supernatural universe.  I am a huge of fan of Chill and I have been wanting to do a Supernatural / Chill crossover forever.  This is really is perfect.

Links lead to their pages on the Supernatural Wiki.

Jody Mills

Attributes
AGL 60  Movement 30
STR 50  Prowess 25
STA 55  Close Quarters Combat 28

FOC 50  Research 25
PSY 50  Communication 50
WPR 50  Interview 50

DEX 50  Fieldcraft 25
PCN 60  Investigation 60
REF 55  Ranged Weapons 55

STU 12

Skill Specializations
Stealth E 60
Lore E 55
Leadership E 80
Interrogation E 80
Drive E 55
Crime Scene E 90
Pistols E 85

Edges and Drawbacks
Attractive 1
Courageous 2
Decisive 1
Information Source 2
Natural Leader 1

Drive: To make sure no other families are destroyed by the monsters.


Donna Hanscum

Attributes
AGL 50  Movement 25
STR 50  Prowess 25
STA 50  Close Quarters Combat 50

FOC 60  Research 30
PSY 60  Communication 50
WPR 60  Interview 30

DEX 50  Fieldcraft 25
PCN 60  Investigation 60
REF 55  Ranged Weapons 55

STU 12

Skill Specializations
Stealth B 40
Knife Fighting B 65
Lore E 60
Interrogation E 80
Drive E 55
Crime Scene E 90
Pistols E 85

Edges and Drawbacks
Courageous 2
Hopeful 1
Information Source 2
Peace of Mind 2
Tough as Nails 2

Awkward 3

Drive: To protect the innocent.

Alex/Anne Jones

Attributes
AGL 60  Movement 60
STR 50  Prowess 25
STA 55  Close Quarters Combat 55

FOC 50  Research 25
PSY 60  Communication 50
WPR 55  Interview 28

DEX 55  Fieldcraft 28
PCN 65  Investigation 33
REF 60  Ranged Weapons 30

STU 13

Skill Specializations
Knife B 70
Lore E 55
Persuasion B 75
Drive B 43

Edges and Drawbacks
Attractive 2
Background 2 (Vampires lore and behavior)
Emergency Medic 2
Strong Stomach 1

Burned Out 3

Drive: Prevent anyone else from suffering like I did.

Clare Novak

Attributes
AGL 60  Movement 30
STR 50  Prowess 25
STA 55  Close Quarters Combat 55

FOC 50  Research 25
PSY 70  Communication 70
WPR 60  Interview 30

DEX 60  Fieldcraft 30
PCN 60  Investigation 30
REF 60  Ranged Weapons 60

STU 12

Skill Specializations
Stealth B 45
Knife fighting E 85
Lore E 55
Deception B 85
Drive B 45
Larceny B 45
Crossbow E 90

Edges and Drawbacks
Attractive 1
Courageous 1
Inured 1
Tough as Nails 2

Drive: Destroy all the monsters that have harmed me.

Patience Turner

Attributes
AGL 60  Movement 30
STR 60  Prowess 30
STA 60  Close Quarters Combat 60

FOC 70  Research 35
PSY 70  Communication 70
WPR 70  Interview 35

DEX 60  Fieldcraft 30
PCN 70  Investigation 35
REF 65  Ranged Weapons 33

STU 35

Skill Specializations
Stealth B 45
Thrown Weapon B 45
Melee Weapon E 90
Lore B 50
Empathy E 100
Drive B 45

Edges and Drawbacks
Attractive 2
Hopeful 1

Naïve 2

The Art
Sensing (PCN)
Premonition B 85
Prescient Dream B 85

Drive: Discover what the new world is about, how to use my powers and live through it.

Ok. Now, these are builds I can enjoy and get behind.  These would be some kick-ass characters to play.  Everything from Patience discovering what her own powers mean and what she can do, to Clare's unresolved anger issues and the new mother/daughter relationship to Jody (who is basically Clare in few more years).  Even Anne trying to put the horror of her life behind her to do something normal.

It would make for a great game and a great TV show.

Don't forget that Petition!
https://www.change.org/p/the-cw-save-wayward-sisters

Monday, May 14, 2018

Wayward Sisters for the Supernatural RPG

Well.  A while back I expressed my wants for the upcoming Wayward Sisters Supernatural spin-off.  Well, sadly we learned over the weekend that the show was not picked up (Charmed was! but more on that later).



Personally, I think this is a huge mistake and many entertainment news outlets are reporting the same.  There is even a petition that gaining steam and buzz asking the network to reconsider.  I would consider it a favor if you all could stop by and sign it.
https://www.change.org/p/the-cw-save-wayward-sisters

But I am not asking this and expecting not to pay.  So here are the Wayward sisters themselves, ready to go for your Supernatural Cortex game, whether they get a show or not.



Links lead to their page on the Supernatual Wiki.

Jody Mills

Concept: Sheriff. Survivor of zombie attacks. Lost her entire family. Has a history with Sam and Dean. Seasoned Hunter

Attributes
Agility:  d8  Alertness: d8  Strength: d6  Intelligence: d6  Vitality:  d6  Willpower: d8

Derived Attributes
Initiative: d8 + d8  Endurance: d6 + d8  Lifepoints: 18  Resistance: d6 + d6

Skills (Specialty in paratheses)
Covert d6 (Open Locks d8, Stealth d8), Discipline d6 (Leadership d8), Drive d6, Guns d6 (Revolver d8), Influence d6, Knowledge d6 (Law d8), Lore d6 (Levithans d8, Zombies d8), Mechanic d4, Medicine d4, Melee Weapons d4, Perception d6 (Investigation d8), Survival d6, Tech d4

Assets & Complications
Allure d2, Carries a Badge d6, Contacts d4, Devoted d6, Natural Leader d4, Tough d8
Anger Issues d2, Duty d8 (Protect her family), Out for Blood d4, (resolved)

Weapons & Gear
Service Revolver, d6, 50', 8
Shotgun, d10, 30', 8

Vest, Ballistic. 2w


Donna Hanscum

Concept: Sheriff.  Survivor of a monster attack.  Softy on the outside, hard as nails on the inside. Seasoned Hunter

Attributes
Agility:  d6  Alertness: d6  Strength: d6  Intelligence: d8  Vitality:  d8  Willpower: d8

Derived Attributes
Initiative: d6 + d6  Endurance: d8 + d8  Lifepoints: 20  Resistance: d8 + d8

Skills (Specialty in paratheses)
Covert d6 (Open Locks d8, Stealth d8), Discipline d6, Drive d6, Guns d6 (Revolver d8, Shotgun d8), Influence d6, Knowledge d6 (Law d8), Lore d6 (Vampires d8), Mechanic d2, Melee Weapons d4, Perception d6 (Investigation d8), Survival d6, Tech d4, Unarmed Combat d4

Assets & Complications
Allure d2, Carries a Badge d6, Contacts d4, Cool Under Fire d4, Devoted d6, Focused Hunter d2 (vampires), Good Natured d6, Tough d8, Unbreakable will d2
Duty d8, Honest to a Fault d4, Idealist d4

Weapons & Gear
Service Revolver, d6, 50', 8
Shotgun, d10, 30', 8

Vest, Ballistic. 2w


Alex/Anne Jones

Concept:  Runaway former vampire bait. Wants to put hunting behind her to focus on her nursing. Survivor. Veteran Hunter.

Attributes
Agility:  d6  Alertness: d8  Strength: d4  Intelligence: d8  Vitality:  d6  Willpower: d6

Derived Attributes
Initiative: d6 + d8  Endurance: d6 + d6  Lifepoints: 14  Resistance: d6 + d6

Skills (Specialty in paratheses)
Covert d6 (Stealth d8), Discipline d4, Drive d4, Guns d4, Knowledge d6, Lore d6 (Vampires d12), Medicine d6 (First Aid d8, General Practice d8), Melee Weapons d6, Perception d6 (Investigation d8), Survival d8, Tech d4, Unarmed Combat d4

Assets & Complications
Allure d4, Contacts d2, Higher Education d4 (LPN, RN), Tough d4
Dark Secret d4 (used by vampires as bait), Paranoid d4 (vampires)

Weapons & Gear
Knife d2

Clare Novak

Concept: Once religious daughter of Jimmy Novak who gave up his life to be Castiel's vessel. Former thief and now out for blood hunter. Veteran Hunter.

Attributes
Agility:  d8  Alertness: d6  Strength: d6  Intelligence: d6  Vitality:  d8  Willpower: d4

Derived Attributes
Initiative: d8 + d6  Endurance: d8 + d4  Lifepoints: 14  Resistance: d8 + d8

Skills (Specialty in paratheses)
Covert d6 (Open locks d10, Stealth d8), Discipline d4, Drive d6, Guns d4, Knowledge d6 (Religion d8), Lore d6 (Angels d10, Demons d8), Melee Weapons d6, Perception d6 (Investigation d8), Ranged Weapons d6 (Crossbow d8), Survival d8, Tech d4, Unarmed Combat d4

Assets & Complications
Allure d4, Contacts d4, Cool Under Fire d2, Devoted d6, Faith d2, Focused Hunter d4 (demons), Intuitive Leaps d4, Tough d4
Anger Issues d4, Out for Blood d8, Overconfident 2d (down from d4), Rebellious d4, Smartass d4, Wrong side of the Law d4

Weapons & Gear
Angel Sword d8
Knife d2


Patience Turner

Concept: Highschool star of academics and sports.  Emerging Precognitive.  Grandmother worked with the Winchesters.  Rookie Hunter

Attributes
Agility:  d8  Alertness: d6  Strength: d6  Intelligence: d10  Vitality:  d6  Willpower: d8

Derived Attributes
Initiative: d8 + d6  Endurance: d6 + d8  Lifepoints: 12  Resistance: d6 + d6

Skills (Specialty in paratheses)
Athletics d6 (Sports d8), Covert d4, Discipline d6, Drive d4, Knowledge d6, Lore d4, Melee Weapons d6 (sword d8), Perception d6 (Empathy d8), Science d6, Tech d4

Assets & Complications
Allure d4, Clairvoyant d4, Low-Profile d2, Natural Athlete d6, Premonitions d6
Combat Paralysis d4, Idealist d2,

Weapons & Gear
Baseball bat d6 B
Handgun d4, 40', 6

I like them!  Now I just need some good rules to get Rowena into the mix.

Don't forget that petition!



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