Thursday, October 25, 2018

October Horror Movie Challenge - The Lure (2015)

Synopsis: Two mermaid sisters come to land, join a band, and become performers. All is well until one falls in love for a member of the band.

The Good: This is is a really good musical, even if I don't understand Polish. The songs are catchy and the performers do a great job. The movie also has a nice trippy vibe to it. Also the movie is set in the 80's and they capture the decade well. 

The Bad: Even though I liked the songs, it's rough watching a musical that's in a language you don't speak. 

Final Thoughts: This was one of the more interesting films I watched. It was good, but strange.

In Your Game:
I've created a new class for Dark Places & Demogorgons. I think after the challenge is over, I'll expand it to 10 class levels and to make it compatible with Vigilante City.

Mermaid/Merman

You are from the sea, a true daughter or son of the ancient gods of the oceans. Something calls you to the land. Whether due to curiosity or the call of another siren, you find yourself walking among mortals.

PRERQUISITES: Charisma 12

LEVEL 1: Being of the sea gods, you can breathe both air and water. Your natural form is half fish/half human. Mermen have horns, though some can hide them beneath their hair. When water touches the lower half of your body it transforms its natural piscine state. While in the piscine state you have a swim speed of 18. You also have advantage on all Basic Athletic checks while in the water. You have a bite attack that does 1d6-1 points of damage and prefer raw meat to other forms of food.  You can communicate with aquatic animals. You only start with the following skills: Art & Music (Singing), Basic Athletics, and Persuasion or Intimidation. You gain no additional skill points at first level. 

In addition you have the mer curse. If you fall in love with a human and your love marries another you will turn into sea foam, unless you devour your love before the first dawn after the marriage takes place.

LEVEL 2: You gain advantage on all Art & Music checks involving singing. While in your natural form you gain a claw attack dealing 1d6 damage.
LEVEL 3:
 You can use the siren's call. All humans who hear it must make a Mental saving throw of find themselves enamored with you. This grants you advantage on all Persuasion and Intimidation checks against them. This advantage lasts for 1d6 minutes after you stop singing (unless you attack them). You can use this ability a number of times per day equal to your Charisma modifier (minimum 1).
LEVEL 4: +1 to Charisma. Your siren's call can be used on aquatic creatures (including supernatural ones), in addition to mortals. 
LEVEL 5: Those affected by your siren's call have disadvantage on all attack rolls while you sing.
LEVEL 6: +2 to Charisma. 
LEVEL 7: Your siren's call now affects all supernatural creatures.

STARTING EQUIPMENT: Nothing

"I see a ship in the harbor. I can and shall obey, but if it wasn't for your misfortune I'd be a heavenly person today."
New Order - Blue Monday


New To Me Movies: 31
Total Movies Watched: 51

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