Plot
Set a few years after the original, Lincoln City is changing. The guardian program is deemed to forceful and a rising celebrity cop takes the lead on introducing new "non-lethal" K-9 units. After a powered individual is killed, his little sister (who also has powers), flees and comes into contact with the film's protagonist, Connor. In order to protect her, Connor must turn to Garrett, the powered criminal from the first film.
Review
The time jump in the movie moves things forward, but doesn't bog things down with too much detail. Once again, I really dig Robbie Amell as the lead. I'm still not a big Stephen Amell fan, but honestly he plays a great douche bag, which is what his character Garrett is. Sierena Gallamgaus does an excellent job as Pav, the young lady Connor is trying to help. Finally Alex Mallari Jr. is excellent as the hot shot corrupt police officer leading the K-9 program, King.
If you liked Code 8, then you should definitely check the sequel out. Based on the closing scenes, there could be another sequel and I'm down for that. Once again I hope that if there is a sequel they talk more about Psyke., I still don't know enough about it. Does it just get people really high?
In Your Game
Like the Guardians, K-9's would be a great addition or evolution of the ERT in Carbide City.
K-9
Small Construct, Unaligned
Armor Class: 14 (metal chassis)
Hit Points: 52 (8d8+16)
Speed: 40 ft.
Challenge: 3 (700 XP)
Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 7 (-2) Wis 18 (+4) Cha 3 (-4)
Saving Throws: Con +4, Wis +2
Skills: Athletics +4, Perception +2
Damage Immunities: poison, psychic
Damage Resistance: acid, lightning, fire, cold, necrotic, radiant
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Skills: Perception +6
Senses: Darkvision 60 ft., passive Perception 16
Languages: English
Unique Features
Police Link: K-9's are linked directly to the police database.
Actions
Multiattack: The Guardian makes two Unarmed or three Submachine Gun attacks.
Bite: Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) piercing damage.
Syringe: Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 15 Constitution saving throw taking 10 (3d6) poison damage on a failed save and gain a level of exhaustion, or half as much damage and no levels of exhaustion on a successful one.
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