Synopsis
In Norway, a psychologist becomes intertwined with the Norwegian-American teen with mysterious abilities. Burning objects and individuals he touches, the origins of Eric's abilities are a mystery.
Review
Mortal is a fantasy thriller with ties to modern superhero movie trends. It's atmospheric and has some strong performances by the leads. The setting is gorgeous. Norway is a beautiful country. The source of Eric's abilities are pretty obvious to most viewers and it takes a bit too long for the characters to figure it out, but it's still an interesting ride. While the overall film is slow at times, the third act is phenomenal. One thing I really like about this film is that it addresses a comic thing that always made me think. How do you still worship an invisible unknowable god, when there is a tangible one walking the world?
My only major complaint is the film has an extremely abrupt ending that leaves things hanging. The director was definitely banking on a sequel.
In Your Game
Warning thar be spoilers in these here stats.
Eric BergelandMedium Humanoid (Human), Neutral
Armor Class: 13
Hit Points: 75
Speed: 30 ft.
Challenge: 5
STR: 12 (+1), DEX: 17 (+3), CON: 18 (+4),
INT: 11 (+0), WIS: 10 (+0), CHA: 10 (+0)
Saving Throws: Dex +7
Skills: Stealth +7
Damage Resistance: lightning
Senses: Passive Perception: 10
Languages: English
Unique Traits:
Emotional Static: Eric's electricity powers are deadly, even to himself. If angered Eric must make a DC 15 Wis save or all creatures and objects within 20' take 1d10 lightning damage. This effect also makes it impossible to breathe and creatures must hold their breathes (or "drown"). Additionally, Eric takes 1d8 lightning damage each turn or when he uses lightning abilities. Eric loses this trait if he has Mjolnir in his possession.
Divine Blood: Eric has no need to eat, drink, or breathe air. He is immune to regular diseases and illnesses.
Spellcasting: Eric's divine blood allows him to cast lightning based spells. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attack)
Cantrip (at will) - Shocking Grasp (2d8 damage)
3rd level (4 slots) - Call Lightning, Lightning Bolt
Actions:
Mjolnir: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (2d6+3) bludgeoning damage.
Mjolnir: Ranged Weapon Attack: +9 to hit, range 10/150 ft., one target. Hit 6 (2d6+5) bludgeoning damage.
Punch: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d2+1) bludgeoning damage.
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