Thursday, February 14, 2019

The Hills Have Eyes 2 (2007)


Synopsis: During training in a New Mexico Desert, an Army National Guard unit stop at a research camp to drop of supplies. They find it deserted and when they pick up a distress signal, they investigate. This brings them face to face with mutant cannibals.

The Good: While most of the characters' backgrounds aren't really fleshed out and I knew most or all would die, I felt invested in their well-being. There are some brutal kills and a few nice scares. Much of the film takes place in a mine, which made it have a definite D&D dungeon vibe.

The Bad: While it's connected to the plot, the film has sexual assault. It fits with the story, the cannibals kidnap women to continue their line and fill their ranks. Also the person assaulted gets revenge on both of her attackers. I would have liked a bit more motivation/insight into the Hill People.

Final Thoughts: I enjoyed this one, though not as much as the first. Given the nature of the ending, I'm disappointed a third film wasn't made.

In Your Game: 

I think the Hill People would make an interesting (and dark) addition a Vigilante City game. They'd also make a horrifying non-zed threat in a Zombies! game.

Mutants/Hill People 
Armor Class: 12
Hit Dice: 3+2
Move: 12
Morale: 8
Terror: 10
HDE 4

Attack Damage: By Weapon

Bonuses: +2 to attacks, +3 to Spot, +3 to Listen, +3 to Stealth

  1. Scaly Hide - At least part of the cannibals hide is covered in scale-like growths. This helps them blend in to the hills (giving them an addition +6 in their natural terrain) and a +1 bonus to AC.
  2. Night Eyes - This cannibals eyes have adapted to the dark. It can see perfectly at night, but suffers a -2 on attack rolls made in areas of bright light
  3. Contortionist - This unusually thin cannibal's bones and joints formed differently allowing it to squeeze through small spaces. They can also grapple opponents with +3 to their roll. 
  4. Boney Growths - This cannibals bones are more dense than most, giving it a +3 AC bonus. Additionally it can use this growths as weapons dealing 1d6-1 damage.
  5. Foul Odor - The cannibal reeks.  This means it is impossible for the cannibal to surprise opponents, but works in the villains favor. Anyone coming within 20' of the cannibal must make a Poison saving throw or spend the next 1d3 rounds gagging and coughing. In addition foes in melee combat with the cannibal have Disadvantage on their attacks.
  6. Oversized - While this cannibals mental capacities are great reduced (-4 to Mental saving throws), it has an extra hit die, gets an addition +2 to Melee attacks, and a +2 bonus to damage.

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