Tuesday, January 4, 2022

Superman IV: The Quest for Peace (1987)

 

Plot
Inspired by a child's letter, Superman seeks to end the nuclear arms race between the US and Soviet Union. He collects all the nuclear warheads and throws them into space, unbeknownst to Superman, one of them includes a device created by Lex Luthor, a device that will create his most dangerous foe. 
 

Review
I watched this movie for the first time last week. I knew it was going to be bad. It has a reputation as one of the worst comic book movies ever. It really was the last whimper of Christopher Reeve's time as Superman. The movie is super cheesy. It wastes the talent of Jon Cryer, Gene Hackman, and Christopher Reeve. There are a lot of gags in this. One particularly tiresome one is Clark and Superman being on a double date with Lois and new manger of the Daily Planet, Lacy Hemingway. The effects look bad, even considering the time, and the story is just not good.

The main villain, Nuclear Man, is a beefy radioactive blonde, with Gene Hackman's voice. He's silly and his weakness makes him an impractical villain (though of course it didn't stop me from giving him game stats below). 

For all my complaining about this movie, it was still dumb fun. I really didn't hate it and I just love seeing Christopher Reeve as Superman. The movie is wholesome, to the super cheese level, but I'm okay with that occasionally. 

In Your Game

Behold one of the worst comic movie villains, ready to be added to your game. I definitely took some liberties with these stats. Since he was created from Superman's DNA, I gave him Kryptonian weakness, in addition to his light dependency. 

Nuclear Man

Medium Humanoid (Kryptionian, Human), Neutral Evil

Armor Class: 18 (Natural)

Hit Points: 200
Speed: 40 ft., Fly 80 ft. 
Challenge: 15

STR:  26 (+8), DEX: 20 (+5), CON: 24 (+7), 
INT: 8 (-1), WIS: 8 (-1), CHA: 9 (-1)

Saving Throws:  Con+10
Skills: Athletics +13, Perception +6
Damage Immunity: Radiant
Damage Vulnerability: Kryptonite, Necrotic
Senses: Passive Perception: 9
Languages: English, Kryptonian

Unique  Traits

Powerful Build: Nuclear Man can carry/lift twice the weight of a normal creature his size. Additionally, he can wield heavy weapons with one hand.

Kryptonian Resilience: Nuclear Man ignores all damage from non-magical sources that deal less than 20 HP of damage. 

Kryptonite Weakness: Nuclear Man takes loses 5 HP at the start of his turn if he is within 10 ft. of Kyptronite, unless he are shielded by lead or similar material. Additionally at the beginning of each of their turn, he must make a DC 15 Con check or gain a level of Exhaustion.

Nuclear Claws: Nuclear Man's claws ignore all damage resistance and immunity. Additionally it ignores the Kryptonian Resilience trait. 

X-Ray Vision: Nuclear Man can see through matter, the vision has a radius of 30 ft. Solid objects within the radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of dirt. Thicker substances block the vision, as does a thin sheet of lead.

Legendary Resistance (3/Day): If Nuclear Man fails a saving throw, he can choose to succeed instead.

Red Sun: When under the rays of a Red Sun, Nuclear Man's physical stats change to 10's, his max HP changes to 50, his AC changes to 10, and he loses all traits, except Kryptonite Weakness

Sunlight Dependence: If Nuclear Man experiences more than two rounds of sunlight exposure, gains the incapacitated condition. He also loses all unique traits except Kryptonite Weakness, Red Sun, and Sunlight Dependence. 


Actions:
Multiattack: Nuclear Man can make three slam or claw attacks.

Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) bludgeoning damage.

Slam: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing or piercing damage.

Heat Vision: Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage.

Super Breath(Recharges on a 5 or 6): Nuclear Man lets loose a mighty breath. All creatures in a 15 ft. radius must make a DC 18 Dexterity saving throw, taking 14 (2d6+7) bludgeoning damage on a failed save or half as much damage on a successful save. No matter the result of the saving throw, all affected creatures are pushed back 20 ft.

Telekinesis: as spell, Charisma is considered spellcasting trait (Save DC 12, attack modifier +6) , can't be used again until a short rest is taken

Legendary Actions (1 per round): 
Slam: Nuclear Man makes a slam attack.
Move: Nuclear moves up to his move speed.
Telekinesis: Nuclear Man regains the use of his Telekinesis ability. 

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