I decided the fam has been playing enough board games i needed to get a few that weren’t quite as complex as, say, Supremacy or Firefly even. We’ve got a four year old that’s pretty bright for her age, and was really engaged by Munchkin, so I looked for games with easier base games in subjects she might like.

She loves cars and motorcycles, and racing, so enter Formula D — a later edition of the French Formula Dé board game by Asmodee. It’s supposedly for 10 and older, but we found the simple rules were easy enough for Sofia to grasp, and she quickly started to understand the ideas behind “slow in, fast out” and how to shift appropriately.

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The game has two boards for the race — Monaco and a street race we haven’t tried yet. Wee toy cars are placed on the board, and each player gets a marker box with a shifter from 1-6th gear. Each gear has a corresponding die that is rolled for your speed per round: a d2 for first, d6 with 2-4 for second, d8 for third, d12 for fourth, d20 for fifth, and d30 for sixth. Your car can take a certain number of wear points. Downshift to hard, brake to hard, overshoot a turn too hard and you lose these. Take a turn far too fast, you wreck and are done. It requires some canny reading of the distances to start working the shifter to your advantage.

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The advanced game breaks the wear across tires, engine, etc. and there look to be characters you can play. There’s even weather rules. When the kiddo is old enough, I suspect we can start tacking on the harder stuff.

Would it be more “realistic” to play each other on a gaming console? Sure, but there’s a certain fun to sitting at the kitchen table, throwing different types of dice and chatting while playing a game. It’s tactile, it’s teaching her (subtly) probabilities and how to judge distances, etc.

I found a copy with no troubles at Noble Knight for $35. There’s four different expansion packs, each with two new and different tracks at $30. It’s a great example of how simple rules can still lead to complex strategizing. If you see a copy, and you’re into board games and racing games, it’s a buy.

After concluding our first volume in our Atomic Robo game, we shifted fire back to Battlestar Galactica, where we began the first of a series of adventures chronicling what happened when Pegasus split from the fleet (In our campaign, that is….)

The characters are CDR Philip Oscari, the CO of Hecate, a Berzerk-class escort or “light battlestar”. He’s seems a quiet and thoughtful man, but underneath the tight control he has, he’s still the former enlisted marine that went into the service to avoid jail time. The other is CPT Danica “Fists” Tanner, a Gina Carano-esuqe former professional fighter than joined the Colonial Fleet to fly vipers, and who is also the commander of their marine detachment.

It started with a nice intro scene recapping the happenings at that time — the Kobol mission had just concluded, and with the destruction of that world and the ongoing Cylon Civil War, the leadership decided there was a good chance Pegasus could shake up the bad guys and keep them off of the fleet while it continued the Exodus to Earth. We had a nice cameo of some of our main campaign characters, and the challenge was to try and recreate their attitudes and emotions from that time. After some politicking and the threat of having to “terminate the command” of the commander PC from the main game, Pegasus gathered the materiel necessary to head back toward the Colonies to distract and harry the Cylon menace.

Using the intelligence from skin jobs captured by Galactica, they were able to stage an attack on a major Cylon staging post a few light years away from Kobol. The battle proved to be extremely difficult and the players’ ship, Hecate — a Berzerk-class escort — as well as Pegasus, took a hell of a drubbing, but managed to win out against a major base with tylium mine and a new centurion production facility.

They found that all the skin jobs had been murdered and stacked like cordwood outside the base in the minimal carbon dioxide atmosphere. They also raided the Cylon computer system using software Baltar designed to read and translate the data to Colonial formats. To their surprise, the Cylons are a lot weaker than they seem. Between the vessels that are chasing the fleet and the civil war, a lot of Cylon materiel is considered destroyed. They confirm that there are only six basestars running patrol in the Colonies, along with two battlestars they’ve cut out of mothballs.

They realize there’s a very real chance of pushing the Cylons out of the Colonies, if they can win the space game. The ground game, however, will be the real challenge. There are plenty of Cylons on some of the worlds — corps and army-level numbers, but other worlds have no more than a battalion or two holding them due to low population density. The other intelligence they’ve gleaned (remember, this is only a few months after the Fall of the Colonies):

Aerilon was mostly spared the nukes, as the humanoid Cylons (or Seraph, as they call themselves) needed the farmland; there’s heavy resistance movements around the world. There looks to be alliances between some of the survivors and the remaining humanoid Cylons. [20,000 centurions, mostly near the cities not fully destroyed]

Aquaria wasn’t really worth nukes — they used centurions. There’s a healthy and highly successful resistance in the snow and mountains of the world. Most of the floating cities were sunk. [down to 1000, mostly in the two major cities.]

Canceron was hit hard due to the large population, but they are still having trouble subduing the world — suddenly those survivalists don’t look so quaint or stupid. There’s heavy environmental damage, but it’s still habitable. The Cylons have large-scale industrial projects to pump out more centurions — they will be near completion by the time the characters get home. [50,000 centurions]

Caprica got hit the worst, after Picon. There are still survivors, but the world is mostly dead. The Cylons have large-scale industrial projects to pump out more centurions — they will be near completion by the time they get home. [10, 000 centurions, mostly in areas around Caprica City and Delphi.]

Gemenon — the world was borderline inhabitable, anyway; the nukes have killed it. [1000 centurions]

Leonis is much like Canceron — it got hit hard, but the world is big and had absorbed more radiation damage than the Colonials expected it could. The big cities are gone, for the most part, and there is heavy Cylon presence. Resistance movements planetwide, and there are rumors the Leonine Navy (their Coast Guard) is actively fighting the toasters The Last Ship-style. (This would make for an interesting B- story paralleling the rag-tag fleet in a campaign, I think…) The Cylons have large-scale industrial projects to pump out more centurions — they will be near completion by the time they get home. [50,000 centurions]

Libran wasn’t worth more than a few nukes. The world is proving very difficult to tame due to rough terrain and heavy jungle. A small but effective resistance has been winnowing down the centurion numbers…not bad for a bunch of hedonists and beach bums, eh? Setting up industrial bas to produce more centurions. [down to 2000 centurions]

Picon — Destroyed between the nukes and the reentry of Picon HQ. [5000 — mostly doing materiel collection]

Sagittaron — The cities are gone and there was almost no resistance to the Cylons. There are a lot of survivors hiding around the world, and the centurions are converting the industrial base to their needs. [10,000 centurions, mostly doing industrial work]

Scorpia — destroyed between the nukes and the shipyards falling out of the sky. [5000 centurions — mostly doing materiel collection]

Tauron — Destroyed between the nukes and the shipyard falling out of the sky thanks to Pegasus. [see Scorpia]

VIrgon — See Leonis.

Cyrannus Shipyards — the ‘boneyard’ saw Cylon action and the last information they have was that the centurions had equipped a bunch of the mothballed ships for combat to bolster their basestar numbers. There’s mostly transports and raiders in the area, and a company’s worth of centurions automating the hulks they’re cutting out.

The better news — there are at least three other Colonial vessels harassing the Cylons — 2 Erynis-class light battlestars positively identified as Aegis and Valkyrie, and one Berzerk-class battlestar, Enyo. They might be able to find these ships on their way to the Colonies.

From The Telegraph — 

I know people have been pushing for Idris Elba to be the next Bond, mostly out of a reflexive need to be “inclusive.” He’s a great actor in his own right, and I think he’d be good in the part. (I kinda liked the idea of Colin Salmon that was floated around after Brosnan’s departure…) Now The Telegraph is telling us the bookies in Britain are cutting the odds sharply for Damian Lewis — the superb actor from Band of Brothers, the highly underappreciated Life, and the way overrated Homeland. Apparently, Barbara Broccoli is a big fan, and since she’s the Grand Panjandrum of the Bond film franchise…

I have to say — I really want to see him get the part, although I think James McAvoy could pull it off famously, and Michael Fassbender’s got the look.

 

If there’s one trope that always works well in fiction, whether it’s on the screen or on the page, it’s having your heroes double crossed by one of their erstwhile allies. Particularly in espionage settings, but also in the realm of pulp — be it private eyes duped by their comely clients or archeologists who choose the wrong friends — or even in superhero comics, finding out that guy or gal you’ve been depending on has been selling you out to the enemy always works for great drama, and great drama makes enjoyable stories.

Working in that double cross with background NPCs is easy enough, but what if the traitor is a player character? There’s a few ways to make this work, but they all need player buy-in, if you’re to make it work without honking off the character’s player.

The player knows from the jump, the group does not: Here the GM can work with the player early on to set up the parameters of what the turncoat is doing, how much they want to reveal to the players, etc. You could have a general idea — my character is a SHIELD agent working for HYDRA undercover; my character is a Cylon in the fleet, working to erode the stability of the Colonial fleet; my MI6 operative is secretly a member of SPECTRE/the Russians/enter bad guy group…

With this option, the people who need to know, know, and they can try to work together to make life difficult for the others in the group. The player is the accomplice of the GM in making things move. They can conspire out of game, or by notes/texts in game — did he just report the team to the bad guys, ensuring their capture?, and the point of this approach is to keep the others in the dark. You might give them the occasional hint — Agent Smith sure seems to disappear a lot at night. That hot blonde chick in the berth next to me was seen talking with someone in the corridor right before that bomb went off and disabled the FTL!  the key here is to make it innocuous — something that should be easily explainable. You might give them the occasional perception check to see something out of place. Or you could just wait until the cinematically appropriate time, and drop the world on them, complete with the traitor helping out. “Suddenly, HYDRA soldiers swarm the room, before anyone can act, Typhoon strikes!”

For players — this can be a real blast to do. You get to influence the story in a way that is not obvious to all. You are, in essence, acting as a deputy GM — your actions and ideas can turn the storyline in a way that might advantage you over the other players…try not to take a competitive stance as the player, even if your character feels that way. You are working with the GM to make this a better experience for all.

The GM wants to make a character a turncoat at some point appropriate in the campaign: I had this happen in my ongoing Battlestar Galactica game, and it went well. The key was that I chose the character that made sense for this — he was the equivalent of an FBI agent, a conspiracy nut that believed aliens, or something, was infiltrating Colonial society. The more he and the others dug up Cylon conspiracies, the faster they seemed to cover it up. In the end, I used a background bit that had been established early on — the character had been in a car accident and was “modified” by the Cylons to broadcast his experiences, and occasionally fugued out for his handlers to make him do things without his knowledge. The player loved it and it was a great reveal and made for great drama.

Another time, I tried this without player knowledge, and they were less than enthusiastic about the idea. I let it drop. Similarly, a PC whose player moved away I turned into a traitor at an appropriate moment. It worked so well because the character had seemed to earnest and steadfast. They never saw it coming. The player, while agreeing it was a great plot twist, was not overly happy with it being his former character.

Players form attachments to characters, and these are an expression of the player’s agency in the game world (and sometimes, it’s the only damned control they have over things in their real life, too…) — get the player’s buy-in before you turn their alter ego into something despicable. Trust me on this one.

Players — if your GM comes to you with this idea, here’s a few things to consider before turning them down or buying in: 1) Does it seem like a logical twist? In other words, have your character’s actions or beliefs hinted that they might be susceptible to the influence of the bad guys? And can you see how they might have gotten your cooperation? 2) Do you think this could give the game more or less dramatic appeal? Will this be something you could play up for a while, or do you think the others will just magic missile your ass to your game world’s version of Hell? 3) Might it be appropriate for the character’s story to end that way? 4) Do you want to keep playing the character, or were you getting bored? Maybe this might give the character a new lease on life. Maybe it’s a good way to end the character and move to something more interesting. Maybe you are moving away and your character is a bit too integral to just conveniently disappear…

The whole group knows: This only works when you have players adult or good enough to not use their meta-knowledge to try an improve their character’s actions in the game. Here, you might allow the player to openly show how he’s screwing the others over, or still use the secret note route…but people know he’s built to be a double agent. You might use codas and little cut scenes to let the players know that Agent Smith is dropping a dime on them to the enemy. The point is — they know and don’t do anything beyond what their character might know because they enjoy watching the story unfold, even if it disadvantages them, because they know that adversity is part of the fun of having an adventure.

I say this works best with players who are “adult”, and that can be a loaded word but it is truth — some folks (see above) put a lot of emotional investment into their characters, are competitive, or want to feel in control…these sorts of personalities do not work and play well with this sort of approach to conspiracies. You’d be better off with the first choice, here. However, as gaming has moved away from the antagonistic relationship between GM and players, and the more narrative/storytelling idea of role playing has become more popular, I’ve found people are usually willing to separate their knowledge from the character’s.

Players — the advice here is simple: help the story and the fun along. Yes, it’s great to win all the time, but it’s often more interesting when things go pear shaped. You get to do heroic stuff.

Example: I had one player in my Hollow Earth Expedition China campaign that was not the brightest fellow. He was trusting, a sucker for women, and a jump first, try to fly next, think once he hit the ground type. The player knew that something he was about to do was going to get the character munched, possibly killed…but it made sense that he would leap before he looked, so he did it anyway. He frequently had to take a moment to “do what Jack would do”, rather than what he knew was the smart thing.

Be that player — make the character and the game sing, even if it means things don’t go so smooth. GMs — in game systems with plot/hero/fate points, this kind of play can be aided by — well — bribing the player (or “compelling” them in Fate). Give ’em points for going along with the script. You all win.

(Aside: Way back in the ’90s, I used to keep a couple of 3×5″ cards that had a few words written on them just to have a nice shorthand for players that were about to let their natural desire to shred everything, including the plot. One had HINT on one side, CLUE on the other for when they missed the obvious. The other said IT’S IN THE SCRIPT, which I used for one particular player…)

 

I always found the Reavers of the Firefly universe intriguing until the movie ruined it. Oh, look, space zombies… Or maybe “space Crazies” would be more appropriate. I understand the movie was an attempt to wrap as many plotlines from the far-too-early-axed television series, but making the Reavers simple a science experiment gone bad was…lazy.

Worse, it too away the agency of a group that had been built up to be a terrifying, almost existential, terror for space travelers in the ‘Verse, the equivalent of trolls under the bridge.

One of the things that made them so interesting was shown in the episode Bushwhacked. Here, the reavers had killed the crew of a transport, yet left one of the crew alive…why? The man is suffering from traumatic bonding, and starts to see himself as one of those that had tortured and killed his crew. But what if it were more than that..? What if, periodically, they leave people alive to see if they will come find them? What if they recruit..?

What if this was a culture, instead of simply space zombies?

These are people who can pilot ships, navigate, operate tactically, who lay traps…not the behavior of animalistic nutballs. Instead of drug-addled space crazies, what if you have a culture of people that have taken body modification, anarchic tendencies, and counterculture ghettoization to a point where they simple don’t quite fit as “human” anymore? We are talking about a period, post war, where there would be a lot of disaffected and damaged folks looking for…something. What about those kids that want to rebel, or are damaged from their childhood — the sort that fled to the likes of Charles Manson and every other low-rent messiah? They don’t just torture their victims; they do it to themselves! They recruit from their victims, like the character in Bushwhacked, but they also have people out there collecting the vulnerable, the young and stupid, the disaffected war veterans, or the power-mad that cannot succeed in the political systems in place.

They prey on ships, but where do they get that flight data to intercept? Space is big; you’d miss your prey without intelligence. What if some of these folks look and act “normal” (’til they ask you, Hannibal Lector-like, to dinner) and work jobs that allow them to find prey or to recruit. you could be friends with one and never know that the erudite fellow you have drinks with after work would torture, rape, and eat you, were you on a spaceship in the black.

Maybe, like other subcultures, it is fragmented and tribal — they fight each other, as much as “the man.” What if you got that one charismatic leader that pulled the disparate crews together?

This version of the reavers could be more than a campfire ghost story, but a much more dangerous and driven group that doesn’t just seek to terrorize for terror’s sake, but might look to eat its prey — in this case civilization — from the inside, as well as out.

 

Almost two years after their successful Kickstarter, Exile Games has finally rolled out their PDF for Revelations of Mars — their planetary romance supplement for Hollow Earth Expedition. The e-book is stil in proofreading (it’s being done by the people that crowdfunded the book) and it should be up for general consumption soon. The physical book should be available at GenCon, or so Jeff Combos — the head developer at Exile — claims.

The book has a similar layout and look to the other Hollow Earth Expedition products — a nice full-color cover and map of the RoM Mars in the endpapers, and color character example pages, but grayscale drawings throughout the rest of the work. It’s got a nice clear font, and the slightly gray pages are easy to read on my iPad in low light conditions without causing eye fatigue. I suspect the physical book will be hardcover, but I could be wrong about this one, and will have solid production values. Most of the HEX line has been very high quality.

The book has an opening fiction to set the flavor of the game, and does its job well enough, then after a short introduction to give the reader an idea of the goal of the setting, they jump into character creation. There are specific motivations, skills, traits and flaws to fit the creatures on Mars, as well as a selection of examples using artwork from when this book was first supposed to be coming out (five years or so, if I remember correctly.)  There’s a new skill: armed combat, that has a big blurb about various styles of fencing, etc. One of the things this brought to mind is that Ubiquity — the system Hollow Earth Expedition uses — feels like an older generation game, something from the dice pool era of the 1990s. This is not a bad thing — I’ve not been overly complementary of the new hotness of very rules lite games and shared narrative responsibility. Ubiquity feels lighter than many rules sets, but compared to Fate Accelerated, is a bit beefy. Or maybe “crunchy” is a better term. There’s a chapter of new psychic powers to fit with some of the new Martian races.

The equipment chapter give the players a nice anachronistic flavor — melee weapons galore and “blasters” — quasi-energy weapons that shoot energized slugs — and other rayguns. The skyships of Mars use sails to get around, but mysterious ancient Martian tech to fly. The how isn’t really addressed, or how new lifter systems might be manufactured (or perhaps I glossed over that bit) — something that should have be addressed, if even to hand-wave it off. This is followed by a chapter on vehicle combat that expands on the material in Secrets of the Surface World, and primarily deals with skyships, as one might expect.

The next chapter deals with the natives of Mars, and the flavor of this chapter, together with the equipment and vehicle chapters, evokes the Barsoom of Edgar Rice Burroughs mixed heavily with the more glitzy (and underrated) John Carter movie. There are the Chitik, beatle-like bugmen; Dheva, the four armed green-skinned human-looking Martians; the Elosi, more traditional “gray aliens” that are tied to the Atlantians — the ancient race that one ruled the planet and who tie this setting to the Hollow Earth of the other sourcebooks; the Grodh, four armed apemen of Mars, Praelor, four-eyed purple “smart” Martians; and Sauren, dinomen of Mars; Vrii, giant crystal humanoids that guard and feed “the Great Machine” that is breaking down, but used to keep Mars alive; and lastly the red-skinned Zhul-ya, the “demi-god” children of the Atlantian “God-Kings” that are alleged to be “sleeping” after an Age of War.

After this is a guide to Mars, including several important cities, the Great Machine in Olympus Mons, and descriptions of the wastelands of the planet. Also, they talk about how to get to the Red Planet — by rocketship, abduction by the Elosi’s disk-shaped spacecraft, an astral projection machine that lets people transport their consciousness to Mars while their body slumbers (John Carter-like), or Atlantian portals. This is followed with Atlantian History on Mars and defines the various God-Kings and their differences. There’s a chapter of NPCs for the GM to use and a bestiary.

The book ends with a Revelations of Mars adventure campaign that I haven’t read through yet; I tend to ignore these as they tend to interfere with the vision of running the setting I tend to get while reading the material.

So is it worth it? Yes — it has a nice Burroughs-esque flavor while cutting its own path in creating a planetary romance setting for the Hollow Earth Expedition game world. Comparing it to Space: 1889 (especially the Ubiquity version recently released), it has some very strong points — much more alien creatures, for instance. The look of the book is up to Exile’s standards, but it’s also obvious they had to go with another set of artists for their interior work, where the other books were very consistent in their look. The writing is solid, the system mechanics well thought out, if a bit heavier than is popular these days.

I haven’t gotten pricing for the ebook or physical product at this time, but my Kickstarter contribution entitled me to a physical book, some dice, a Martian Princess figure, and a map of Mars for $75. So yeah, it’s worth it. I assume the book will run about $50 for the physical book.

It’s a buy.

The final night of our Atomic Robo game went off quite well. We jumped straight in from a cliffhanger where one of the PCs — a WAVE with a penchant for machines — and her team had been captured by the Japanese soldier/scientists of the notorious Unit 723’s “Division X” who were working on creating a TeslaTech machine that would be able to shield their military units from sight. Unfortunately for the Japanese, the other half of the team, led by a PC “PT Boat Commander” with an Omega aspect of “Heroics First, Politics After” is able to slip in under cover of a scene aspect DARK AND STORMY NIGHT…

They slip into the massive underground base in a cavern created by a lava bubble, rescue the WAVE, before setting off grenades to cover their escape and put the kybosh on the Jap’s program for good. Problem: a crappy roll led to a succeed but situation: one of the scientists killed by grenades turns on the machine, which is hyper-powered by the lightning storm striking their collection antennae! The machine starts “hiding” sections of the cave and mountain as it had in Philadelphia. The characters know that there is some kind of temporal effect, as well, and start hoofing it for the furthest section of the island they can, as portions of the island disappear into the effect, letting seawater spill into the now exposed lava of the seamount below. Steam, scalding cinders, earthquakes, and panicked Japanese soldiers complicated their mad dash to a small fishing boat with a convenient outboard motor (thanks to Fate Point use) and barely escaped the destruction.

They were able to link up with their Catalina and fly back to Wake Island mostly unmolested, and that was where the characters in modern day closed the report on the Incident at Koro Jima in 1943.

The modern day characters choppered into Koro Jima — now back and having “merged” with the existing island just under the surface — with the assistance of the US Navy and a scientist from Big Science! Corporation of Japan. They find the island is unstable — with the volcano now active, earthquakes, and felled trees and burned sections of foliage from the event during WWII. They also find starving Japanese soldiers and their two American prisoners that had not escaped the effect. After a bit of contentious attempts to convince the Japanese the war is over, they manage to get the last 25 people or so off the island by SH-60s right before the island suddenly flashes out of existence again, causing another massive volcanic eruption.

After some wrap up on character bits, we closed out our first Atomic Robo volume successfully.

Overall, the response from the players was good. We liked the modified version of Fate and thought it played remarkably quickly. One place it fell down — more due to the limited number of players — was the Brainstorming rules, which are tres cool, but require more bodies to get that arguing scientists in the midst of a crisis feel from the comics.  The other was having players throw aspects or complications on scenes; my group isn’t used to that sort of input, I suspect, and I usually handle these bits of narration on the fly in our other game. It’s not an issue of game design, but more of we’re used to running/playing differently. I suspect this would become a bit more natural over time.

 

Here’s a site with flooplans for an assortment of pre-WWI apartment buildings in New York City that should be useful for pulp games set in the 1920-1940s.

Game 4 of the new Atomic Robo campaign went off well last Thursday, with the characters picking up from their San Francisco adventure on Wake island, where the United States had only a week or two ago defeated the Japanese. The characters have been on the move since the “Philadelphia Experiment” in night two, where they had to try and stop a Japanese agent and her Philly mooks from stealing the plans to some TeslaTech the Navy and the Strategic Science Division of the US Army Corps of Engineers were testing to hide ships from sight and radar. Apparently, the device did more than that — possibly displacing the vehicle from our time and space for five minutes. (One of the characters is convinced they’ve accidentally invented a “time machine.”)

The officers — a PC from the navy, his Army Air Corps pilot friend, and the SSD Captain Nolan (was supposed to have been a PC, but now an NPC) — meet with Admiral Nimitz and General Holland “Howlin’ Mad” Smith, USMC (the “father of amphibious assault”) and brief them on the Japanese agents that managed to escape by submarine with the plans. They figure themselves only a day or two ahead of the Japanese, having flown in legs from San Fran to Hawaii, then to wake in a PBY Catalina. They have the coordinates of the sub thanks to some good interrogation work in San Fran…but it’s 1500 miles behind the lines on one of the Bonin Islands, Koro Jima. It’s a small island with a small fishing village on it, and they have no current intelligence. Getting there in force is not an option: they can go by submarine or plane, but either way, it’ll be a small force of eight or ten.

The other PC, a WAVE aviation mechanic’s mate, modifies their Catalina, Shanghai Doll, for an asset of LONG RANGE, which should allow them to get to and from Koro Jima, and they put together the gear they’ll need to slip in and destroy the Japanese project (they hope…) There was some nice scene setting — palm trees and warm but not hot central Pacific weather.

The team flies west and is intercepted by a few A6M Zeros launched from a nearby ship. There was some hard flying and aspect throwing as the characters tried to gun down the Zeros (successfully), but not before the Catalina was hit for a moderate complication (engines down!) While the plane was fitfully heading for the drink, the WAVE, tied to a rope, crawls out onto the wing to fix the fuel lines, stepping back the damage enough to escape the combat scene and later fix the plane.

They get to the Japanese island a few hours ahead of an incoming storm, land the Catalina on beach near the island’s volcano (of course it has one!) and camouflage the craft. After some late night stealth, they find the sub is already here, and that the Japanese have set up a small landing field and some kind of bunker against the side of the volcano. The rim of the caldera is lined with the same kin of antennae that the Americans were using to pull power from the Earth’s magnetic field.

While doing recon, the navy officer was able to avoid capture, unlike the WAVE and the portion of the team that she was with. Taken into the bunker, which leads through a dead lava tube to an underground chamber, she sees the Japanese are well along in their project, but she also sees that they are still working with the Tesla plans to try and fix their equipment. While she is roughly interrogated, the navy PC links up with the other half of the team that has been disabling the antennas to stage a daring rescue…

This week should wrap the WWII period portion of the adventure and bounce us back to modern day, where the agents of the Office of Scientific Intelligence are approaching the island that suddenly appeared out of nowhere after 72 years!

I was pleasantly surprised by this one. On a whim I rented this on iTunes, and was treated to a good action film. No shaky camera ’cause I don’t know how to choreograph a fight scene BS; the fight scenes are beautifully done and feature a nice combination of jiujitsu and gun fu that is fluid, but looks real and plausible. The characters get hurt.

The basic premise: John Wick was a bad ass hitman, Baba Yaga or “the Bogeyman” for an up-and-coming Russian gang led by Vigo Tarasov. He met a woman, did an “impossible job” for Vigo, who let him retire. He married his love, but she apparently had cancer or some similar long-term fatal illness. He’s wrecked by the loss, but his wife sent him a last gift — a puppy for him to grieve with and survive the loss. We get all this is a beautifully done montage that on par with that first five minutes of Up! We get the backstory, we meet his friend Marcus — another hitter still in the game — and learn a lot about Wick by showing, not telling. It’s a brilliant bit of character definition, and its spare. Keanu Reeves even busts his ass in this one acting.

He runs into Vigo son, Iosef, who he doesn’t know (the one strange bit…he didn’t recognize him?) at a gas station and the creepy little gangster wants to buy his ’69 Mustang. Wick says no, Iosef takes umbrage, and later that night, he and his friends tune up Wick, steal his car, and kill his dog…that last gift from his wife.

It is, as they say, on.

Michael Nyquist, the superb actor from teh original Girl with the Dragon Tattoo is Vigo, and he is the onyl “reasonable” man in the film. He’s a gangster, he’s violent, but he does attempt to head off the bloodbath, then to contain the damage. He obviously respects and fears Wick, and even resents his son for creating the situation.

What follows is the typical revenge flick except for the fantastic worldbuilding. All the criminal element he deals with are, for lack of a better term, the aristocrats of the assassin world. They pay for their hotels, services (like the “cleaner” played by David Patrick Kelley…you remember him, Arnie “let him go” in Commando.), their high-end speakeasy. There are rules — you don’t do business on the ground of “the Continental Hotel”, where the world’s elite hitmen and -women hang out. Everyone knows him; everyone wonders if “he’s back”.  There’s a nice bit of subculture created.

The movie is slick, looks great, the fight sequences are superbly done, and there’s a surprising bit of heart to the movie.

It’s not in the movies anymore, but it’s a definite buy or rent.