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#phantasm 3 lord of the dead
fanofspooky · 3 months
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“You play a good game boy, but the game is over. Now you die.”
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Note: These are homages to both the subject matter and R.L. Stine's amazing body of work. Share and enjoy responsibly, and stay weird!
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pcril · 3 months
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*     ◟    :    〔   song hye kyo  ,      cis woman    +   she/her    〕     sae yujin ,      some say you’re a  forty-two year old  lost soul among the neon lights.      known for being both  ambitious  and  impatient,  one can’t help but think of  the ghost on the shore by   lord huron when you walk by.    are you still a    replicant mechanic at  stoneage industries,     even with your reputation as the phantasm?     i think we’ll be seeing more of you and    looking at the mirror that looks back at you as a stranger — you do not know who you are, family doesn't inherently deserve respect, harsh is the line drawn between the heart and mind   although we can’t help but think of the doctor (john wick 3), seo mi-ri (vincenzo), wendy carr (the mentalist)    whenever we see you down these rainy streets.     
ENTER THE PHANTASM .
You wake up to the sound of a knock or doorbell being rung at the dead of night. Again. Sure, it's known that your door's open to off the record repairs, but now you're starting to regret not having a more set schedule. What you do on the clock taxes you at an increasing rate. You're not sure how much longer you can stomach it. How much longer until you can look at her in the eye. But you still get up. Wrap yourself in a modicum of comfort and answer the door to help whoever's in need of another broken part as always.
PUBLICLY KNOWN FACTS:
Name: Sae Yujin
Appearance: Equal parts impeccable and messy. It's only a matter of time before your clothes stain with such extensive repairs at work and at home. When not on the clock, she tries to wear the embodiment of comfort. Loose fitting clothes, minimal layers, well cushioned sneakers.
Warmth always lacked in her household. Though the conditional love by both parents was taken in stride; always with her chin up and steely gaze unwavering. A trait that had both mother and father crown her with adequate pride.
The first time her diligent ways wavered came in the form of a younger soul. A little girl born with scintillate, starry eyes and a cry that shook the evening sky itself. The very same baby sister that was fed with the same gilded silver spoon, and spoken to with even higher expectations than the last. What with the ferocity she had come into the world. A fissure first formed between Somi and their parents. Rebellion struck at a young age to achieve goals on her own terms and not of traditions past. To her credit, she achieved them in due time ( if not quicker ) than Yujin had. Yet where pride should've been lent, spite soured within the hearts of dearest mother and father.
She had something innate that they lacked, and she dared to deviate from customary ways? Unacceptable. Despicable, even.
The foundation of Yujin's very own devotion followed suit; now made of hairline fractures that cracked away from their parent’s iron gripped control. Traditions waned the more time she spent with Somi to learn new, innovative ways to grow in power and thrive. Defiance reinforced her bones and nonconformity layered steel over her heart. For the first time in her young life, she was made known of unconditional love for family. A bond made of blood and likeliness, Yujin was willing to support her sister no matter how cruel home was. Time and time again, she would intervene the spats and punishments dealt from the very people that were supposed to nurture them. Even when the direct repercussions of an experiment gone wrong had fallen onto herself.
Skin and muscle horribly burned, she held firm against their parent’s ire for the unforgivable insolence. They forbade any professional aid to help her heal seamlessly as punishment for being unruly —only enough attention was given to be sure infection wouldn’t set in. Foolish of them to think she would be ashamed of such a scar, for she wore it with pride from then on out. A reminder of just how blinded her parents were for reputation and power.
With a metaphorical wedge driven between the family and two of the Sae children ( they’d never be ostracized – couldn’t for the overarching reputation ), they both stubbornly lived their own lives as seen fit. All until one half came to a sudden final destination. Oddly enough, Somi's passing is what brought the family back together. For they all loved her in their own way; some more harsher than others, but no less valued. And while they all coped differently, her father took things a step too far.
See, her father is the type of man that obsesses until perfection. It's what landed him a position as the original crew to turn the concept of replicants into reality. He really pushed himself to give Stoneage's creations that extra realism ( and uncanniness ). And in doing so, he happened to pull a few strings.. Spin his own personal project with Somi as the subject.
Her replicant was publicly released with the others, but kept a secret from Yujin and her mother. So imagine her surprise, her initial horror, to see such a familiar face come alive once again. She might wear the same face, but that isn't her sister. Equal parts devastated and.. Relieved? Yujin threw herself into studying everything there is to know about replicants. How they're generally created, how to mend every single part back to perfection, how to look at her so-called sister in the eye again. The shock's done well to numb her thus far, but it's starting to slip. She's beginning to stomach the full bile of uneasiness. Starting to silently doubt her purpose in the industry as a whole.
TLDR: growing up at home had always been suffocating for yujin and her sister, so they split once they were able. both were strong, fiery spirits in different ways (fire vs. ice) and things were good for a while. unfortunately, her sister passed in her late twenties. while everyone within the family was struck with grief, her father coped with it differently. the thing about her father is that he was one of the original scientists hired to take on the concept of replicants becoming reality. definitely the mad scientist sort. so her sister was remade as a replicant to fit his image of her. less rebellious, more sweet, lacking that spark that truly made her sister so unique. while horrified by her father's actions, it's undeniable that some of that grief ached less. it's like she's still here, but not.. exactly. so while yujin tried to sort out how she truly felt about it, she threw herself into knowing everything about repairing replicants as a whole. except it's starting to wear on her in more recent days.
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grailfinders · 2 years
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Fate and Phantasms Viewers' Choice #8: Touko Aozaki
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Today on Fate and Phantasms we’re building Aoko’s older sister Touko Aozaki from Kara no Kyoukai, Mahou Tsukai no Yoru, Lord El-Melloi II’s Case Files, and even a cameo in Fate/Stay Night. If you’re confused by how she’s somehow managed to go from black hair to brown to red to blue, it’s because of the body doubles. Don’t worry, we’ll explain more in the build. Or you can check out the Witch on the Holy Night HD version coming out in December for more information if you like waiting more and reading more.
Anyways, Touko is a lot of things, but she is foremost a puppet maker, rune user, and transportation aficionado, and all of those fall under the purview of the Conjuration Wizard. Yeah that’s her entire build, we need some high-level kit here. Almost. I am breaking my own rules here and using an unofficial subclass from Keith Baker, purely because the Mastermaker Artificer is perfect for this build. Again, almost.
Check out her build breakdown here, or her character sheet over here!
Race and Background
While there is a chance you’re playing as the original Aozaki, it’s not high. In most cases, she’ll be a Reborn puppet of her own making. This gives her +2 Dexterity and +1 Intelligence, as well as an Ancestral Legacy giving her proficiency in Deception (self-inflicted) and Survival for those pizza crackers. Her Deathless Nature gives her advantage on saves against being diseased, poisoned, or dead, as well as resistance to poison damage. She also doesn’t need to eat, drink, or breathe, and you can finish a long rest in 4 hours without sleeping if you just sit around a bit. She also gets Knowledge from a Past Life for a d6 added to a skill check up to proficiency times per day. I wish they still kept the construct option from the UA, but we’ll work with what we’re given.
As for her background, like Kirschtaria her family life is absolutely fucked up as a mage Noble, but at least if gives you proficiency in History and Persuasion.
Ability Scores
First up is Intelligence. Your magic circuits are good, but the reason you’re powerful is because you make good use of them. Second is Dexterity, mostly because if you die before level 15 you’ll actually die, and that’s not canon. Third up is Constitution, you made yourself, and you’re good at making yourself, it’s probably why you’ve had multiple sealing designations put on you. Low constitution would be shoddy craftsmanship. This means your Charisma is a bit low- you tend to give people the cold shoulder and keep them arm’s length from you. Unless you’re building their arm, I guess. Your Strength is pretty low, but we’re dumping Wisdom. Between needing glasses, losing memories between puppets, and a depiction of DID which while I admit I have not read yet I don’t have high hopes for, your perception and stability is absolutely rock-bottom.
Class levels
1. Wizard 1: Like I said, you’re a Wizard, Touko. That means you get Arcane Recovery once a day to recharge a few spell slots on your short rest instead of a long one, and you get Spells from your spellbook to use those slots with. Touko can steal magic crests from other mages, sort of like how wizards can copy spells from other spellbooks, but at least in D&D you don’t have to keep the wizards alive for that. That whole spell-stealing thing is also why we’re not super in-depth with the list again, it’s hard to be specific when her abilities are mostly “casts good”. So we’ll just bring up spells from each level that are Touko-ish when we get to them, but keep in mind you get 3 cantrips right away, with another at level 4 and 10, as well as six 1st level spells now, and two more of any level you can cast each time you level up. Okay? Good. Let’s get into magic.
For cantrips, Prestidigitation is a great spell to grab when you don’t know what you want, giving you all sorts of minor magical effects. You can also use Friends for a very cheap version of your Eyes of Enchanting, but we’ll get more powerful ones laters. Finally, grab Gust for your last cantrip. Her wiki article mentions she could cause a hurricane with a wink in high school. I know that’s probably an expression, but it’s funnier to take it literally, so now she’s a wind mage too.
For first level spells, Mage Armor helps you not die, while False Life lets you repair yourself with puppet parts for some temporary HP. You can also use Magic Missile for the obligatory caster balls, and Find Familiar to get to puppet making early. They’re not super impressive, but it’s only level 1.
2. Wizard 2: At second level you get your Conjuration specialty, making you a Conjuration Savant. This means when you copy someone else’s magic crest into your own, conjuration spells are cheaper and faster. Why WotC decided all the wizards should have an incentive to not pick their own specialized spells during character creation is beyond me, but here we are.
On the plus side, you also get Minor Conjuration, letting you create any inanimate object that is smaller than 3’ long and lighter than 10 pounds, as long as you’ve seen it before. It’s obviously magical, and it lasts an hour. Most summoning spells come with large costs attached, so it’s nice that you can use your magic to cover a few of them.
3. Wizard 3: Third level wizards get second level spells- any mage worth their salt can Detect Thoughts, and your Eyes of Enchantment give you more than enough hypnotizing power to Hold Person. We’ll also mention Misty Step while we’re here to get started on Touko Travel.
4. Wizard 4: Use your first Ability Score Improvement to bump up your Intelligence for stronger mystic eyes, spells, and later on prosthetics.
5. Wizard 5: Fifth level wizards get third level spells. Touko is the inventor of the Mystic Eye Killers, glasses that can suppress even the mystic eyes of death perception. Depending on what eyes you’re up against, that could be Counterspell or Dispel Magic. Either way, you can do it. We also get our first runes in the Glyph of Warding, and can begin making Tiny Servants out of small objects.
6. Wizard 6: A sixth level wizard can make Benign Transportation as an action, teleporting yourself up to 30’ away, or swapping places with a nearby willing creature. You can do this once per short rest, or it can be recharged when you cast a leveled conjuration spell.
7. Wizard 7: Your fourth level spell slots mean your eyes are now powerful enough to Charm Monsters- you can also move further with a Dimension Door, or you can create a person-sized puppet when you Summon Construct. tbh your constructs are pretty close to living things, you could probably get away with any spell with Summon or Conjure in its name, but we’re trying to stick as close as we can here.
8. Wizard 8: Once you use this ASI to max out your Intelligence, we’re finally strong enough to focus on puppetry full time- next level.
9. Artificer 1: A first level artificer can use Magical Tinkering to add small effects to tiny items. Not quite Tiny Servants level, but it’s still neat. Sensory effects, glowing, that sort of thing.
You also get another list of Spells and cantrips to prepare from, also using your intelligence. There’s a lot of overlap between wizard and artificer spell lists, so make sure you prepare something special. Pick up Guidance and Resistance to be better than your sister, and make sure you get Cure Wounds to patch people up properly. That’s really the only spells we need, but there’s plenty of other toys to make this dip worth it.
10. Artificer 2: Second level artificers gain four blueprints to Infuse Items, though you can only have two up at a time. It’s the nineties, cell phones exist, so grab Sending Stones. You can also make an Enhanced Arcane Focus for stronger attacks and to ignore half cover. Aside from that, a Bag of Holding and a Wand of Secrets are just nice to have. Only the first two are really in character, but you only really get two at a time, so it balances out.
11. Artificer 3: Normally getting prosthesis as an artificer requires 14 levels of training, but as a Mastermaker, your Prosthesis Expertise lets you turn any nonmagical item into a permanent prosthetic, functioning exactly like the original. It can be detached or attached as an action by the wearer, but it can’t be removed against their will.
You also turn one of your arms into a Battlefist, which is… less than ideal. It’s a melee weapon that is magical (but can be infused) and can also be your focus for artificer spells. It deals 1d10 damage on a hit, and can use your intelligence modifier for damage and attacks. When you make it, and every time you finish a long rest, you can give it one of the following properties: finesse, thrown(20/60), or reach. We’re going with finesse, obviously. You’re pretty slight, and I think it would be more prominent if Touko had a rocket arm in-game. Maybe she will if she ever comes over to FGO.
Also, you get Absorb Elements and Thunderous Smite on your prepared list permanently, but we were really just here for the hands. Also also, you can make The Right Tool for the Job over a long rest- any kind of tool you need, but you only get one at a time.
12. Wizard 9: Ninth level wizard, fifth level spells. Conjure Elemental is like Summon Construct, though the only one that really matches your aesthetic is an earth elemental. Or an air elemental if you agree with me about the hurricane winking thing. You can also use Modify Memory on yourself to convince yourself you’re still the original, a perfectly normal and healthy thing to do I’m sure.
13. Wizard 10: At tenth level, your Focused Conjuration means that you’ll never lose concentration on a conjuration spell unless you want to. Given how many of those make the creature go wild if you mess up, that’s a blessing.
14. Wizard 11: Sixth level spells! Also, this is one of the meatier levels for Touko-tier spellcasting. Create Homunculus is pretty self-explanatory for why we’d want it, but you can also use Guards and Wards to protect your hideout from the Clocktower. Finally, while Drawmij’s Instant Summons doesn’t quite work like Touko Travel, since it brings the object to you and not vice-versa, it’s a good place to start if you want to homebrew something with your DM.
15. Wizard 12: At twelfth level of wizard you get another ASI, and it’s time we finally round up that Constitution score with the Chef feat. As part of your short rest, you can cook food to give extra health to any creatures using their hit dice. Also over an hour of cooking (or a long rest), you can cook some pizza crackers to pass out to others or keep for yourself, no judgement. You make Proficiency treats per cooking session, and they stay fresh for 8 hours. If eaten during that time, they gain Proficiency temporary HP.
16. Wizard 13: Thirteenth level, seventh level spells. Despite Touko’s body doubles, we are not picking up the Simulacrum/True Polymorph combo we gave Morgan. Touko’s puppets only come to life after she dies, so the snowmen have to stay down. That being said, you wouldn’t be a fucked-up mage if you didn’t know Power Word Pain. We’ll also grab Sequester to help you hide from the Clocktower a little better. It does mean you’ll be put in suspended animation, so it’s more of a last resort than anything else.
17. Wizard 14: Fourteenth level conjurers have Durable Summons- any creature you create or summon with a conjuration spell starts off with 30 THP as a free gift. Your self-puppets won’t have this benefit, but that’s literally future you’s problem.
18. Wizard 15: It’s now you’s problem again! The eighth level spell Clone imitates your puppetry almost perfectly- all you need is a gem worth 1,000 gp, and a vase worth 2,000 gp. Plus a cubic inch of your own flesh, but that’s why you have healing spells. After 120 days, a copy of you or a younger version of yourself will pop up in that jar, and upon death your soul will pop into the new creature and go on like nothing happened. As long as you can keep making new clones, it’s practical immortality.
19. Wizard 16: Use your last ASI for more Dexterity. I know you’re immortal now, but dying still hurts- don’t do it if you don’t have to.
20. Wizard 17: With our final level, you get ninth level spells. True Polymorph will let you turn clone you into proper you. Most people would say there isn’t a difference, but you can tell. You can always tell.
In more lighthearted news, Nasu mentioned Touko killed someone by putting on her glasses back in high school, so that sounds like Power Word Kill to me. Again, it almost certainly wasn’t literal, but I live for that glimmer of possibility.
Pros and Cons
Pros:
Wizards are already incredibly powerful, and adding even a little bit of Healing to their kit makes them even moreso. It’s not going to help much if you try to heal the tank, but your little HP matches up with your little healing perfectly, making you more self-sufficient. Also, having prosthetics on hand is always good if your DM likes to use lingering injury tables.
While you’re squishy, you’re also very hard to catch, with the ability to build your own frontline of beefy summons and plenty of teleportation options to make fighting you an absolute slog for anyone who isn’t an archer or another caster.
Even if they catch you, they’re probably not catching the other clones any time soon. Your healing just so happens to give you plenty of flesh to work with, and your Minor Conjuration means once you’ve seen one diamond worth 1,000 GP, you’ll have an infinite supply of gems to work with. You’ll still need a whole lot of jars, but that’s still not a discount to sneeze at.
Cons:
It’s a good thing you have so many spares, because you’ll be burning through bodies like nobody’s business with how little HP you have. Your AC certainly isn’t bad for a caster, but you’re just a breath away from getting Power Word Kill’d yourself.
You’ve also got low wisdom, so you’re more likely to experience cloning blues, miss out on important info due to failed perception checks, and fall for illusions/ mind control.
Your best stuff is amazing, but it comes late in the build. You start building prosthesis at level 11, and you can’t clone yourself until level 18. The odds of a campaign going this long is slim, and the odds you survive until then even worse. Even after that, you’ve got a good four months between your first clone being made and actually being able to use it, which is not ideal.
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quasar1967 · 1 year
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Phantasm 3: Lord Of The Dead (1994)
The Tall Man, that imposing menace from Morningside Mortuary, is back and once again haunting the thoughts of the now-adult Mike and his friend, ex-Ice Cream vendor Reggie. The two continue their hunt for the mysterious figure and in his path of destruction encounter a variety of dangerous situations, friends and enemies.
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daisy-dearest94 · 2 years
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𝓗𝓸𝓵𝔂 𝓦𝓪𝓽𝓮𝓻
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As a Christian witch, I have a lot of use for Holy Water. When I was a baby witch, I did not really know how to get Holy Water besides from others. But I learned over time I could make my own, and put together my own method for it. It has given good results, and always worked for it's intended purposes. If you would also like to learn how to make your own Holy Water (even if you are not a witch), here is a for sure method to doing so.
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°。°。°。°。°。°Different Waters °。°。°。°。°。° Now, if it is not possible to gather water in these ways, you can simply use tap water. But of course, specific types of water, gathered in specific ways, always have a more powerful hit. Make sure that you collect all water in a non metal container. Also make sure that when you dispose of the Holy water, for whatever reason, you should put it back into the Earth. Not doing so can result in negative outcomes. Dew Water: Best for healing, recovery, longevity, and beauty. It is best to collect it before sunrise, on a Holy day in Spring or Summer. Spring Water: Best used for blessings and purifying for protection, as well as cleansing. Best collected on a Holy day, or during a full moon or new moon. Sea Water: Best used for exorcisms or expelling evil spirits. Best collected at high noon on a Holy day, or during a full moon, or last quarter moon. Rain Water: Best used for fertility, abundance, and rain making. Best collected on Holy day, full moon, or new moon. °。°。°。°。°。°Steps°。°。°。°。°。° 1. Gather and concentrate your salt. While focusing your energy into this salt, repeat the following: "The blessing of the Father Almighty be upon this creature of salt, and let all malignity and hinderence be cast forth hence from, and let all good enter herein; for without Thee man cannot live, wherefor I bless thee and invoke thee, that thou mayest aid me." 2. Read allowed Psalms 103 from your bible before continuing onto the next step, out loud. 3. Continue to concentrate your energy onto the salt, as you now make it into Holy salt. When you are done with the ritual, any extra Holy salt can be saved for future use. Repeat the following in a prayer: "Almighty everlasting God, I humbly appeal to your mercy and goodness to graciously bless this creature, salt, which you have given for mankind's use. May all who use it find in it remedy for body and mind, and may everything that it touches or sprinkles upon be freed from uncleanliness and any influence of the evil spirit; through Christ our Lord. Amen." 4. Take some of the Holy salt, and sprinkle it into your container of water. Move that energy from the salt into the water to help the cleansing. Repat the following prayer: "I exercise thee, O creatuer of water, by Him who hath created thee and gathered thee together in one place so that the dry land appeared, that thou uncover all the deceits of the Enemy, and that thou cast out from thee all the impurities and uncleanliness of the Spirits of the world of Phantasm. So they may harm me not, through the virtue of God Almighty, who livith and reigneth unto the Ages of the Ages. Amen." 5. Continue to exercise the water by repeating the following as you stir it: "God's creature, water, I cast out the demon from you in the name of God the Father Almighty, in the name of Jesus Christ, His Son, our Lord, and in the power of the Holy Spirit. May you be a purified water, empowered to drive afar all power of the Enemy. In fact, to root out and banish the Enemy himself, along with his fallen angels. I ask this through the power of our Lord, Jesus Christ, who is coming to judge both the living and the dead and the world by fire." 6. Conclude the ritual by adding another dash of salt, and stiring it, repeat the following: "May this salt and water be mixed together, in the name of the Father, and of the Son, and of the Holy Spirt." And then repeat the following prayer: "God, who for the salvation of the human race has built your greatest mysteries upon this substance; in your kindness, hear my prayers. Poor down the power of your blessings into this element, prepared by many purifications. May this, your creation, be a vessel of divine grace to dispel demons and sickness, so that everything that it is sprinkled upon in the homes and buildings of the faithful will be rid of all the unlcean and harmful things. Let no pestilent spirit, no corrupting atmosphere, remain in those places. Through the Lord, Amen."
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smashwritingblogs · 21 days
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This tall man! Phantasm 3 Lord of the Dead Movie Review
https://youtu.be/glt16Dw1hBQ #Phantasm #LordOfTheDead #TallMan #Horror #Review #Film @YouTube @YouTubeCreators
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datenarche · 9 months
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codycawdren · 9 months
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Phantasm 3: Lord of the Dead (1994)
Director: Don Coscarelli Starring: Reggie Bannister, A. Michael Baldwin, Bill Thornbury Mike and Reggie continue to hunt the mysterious Tall Man, discovering along the way that the invasion has already begun. Almost immediately after watching ‘Phantasm 3’ I had already forgotten what it was about. Yup, that’s how forgettable this (completely unnecessary) sequel was. Six years after ‘Phantasm…
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90smovies · 3 years
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fanofspooky · 8 months
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brokehorrorfan · 5 years
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In honor of Phantam’s 40th anniversary, The Phantasm Sphere Collection will be released this Halloween via Well Go USA Entertainment. An exact release date has not yet been set.
The limited edition box set contains all five films in the Phantasm franchise on Blu-ray, along with a full-scale replica of the killer sphere. There will be two variants - white and black - each featuring artwork by Aaron Lea.
Phantasm launched in 1979 from writer-director Don Coscarelli. It was followed by Phantasm II (1988), Phantasm III: Lord of the Dead (1994), Phantasm IV: Oblivion (1998), and Phantasm: Ravager (2016). Reggie Bannister, Michael Baldwin, Bill Thornbury, and Angus Scrimm star.
The new set will include all previous extras from the sold-out Phantasm Collection, along with a new 4K restoration of Phantasm II supervised by Coscarelli, a new Dolby Atmos audio track on Phantasm, an extended making-of documentary on Phantasm: Ravager, and more to be announced.
Get a better look at Lea’s artwork below.
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At a funeral, Mike (Michael Baldwin), watches as a tall mortician clad in black (Angus Scrimm) tosses the unburied coffin into a waiting hearse as if it were nothing. Seeking the truth behind this unusual sight, Mike breaks into the mortuary, where he comes face-to-face with the sinister Tall Man. After barely managing to escape with his life, Mike enlists the help of his brother, Jody (Bill Thornbury), and their friend Reggie (Reggie Bannister). Together they set out to uncover the secrets of the Tall Man and those who dwell in his hellish world.
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driveintotals · 5 years
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Phantasm III: Lord of the Dead (1994)
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jasonsutekh · 7 years
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Phantasm films; 1 (1979), 2 (1988), 3: Lord of the Dead (1994) and 4: Oblivion (1998)
A young boy must uncover the sinister plots of a grave robber known as The Tall Man who has a collection of deadly weapons.
 The surreal nature of the cinematography and plot structure is the first things that one might note about these films. It’s not always clear exactly what’s going on or what the aim of the protagonists is supposed to be so we are going through the plots of each film as blindly as the main characters which is different and I believe good, especially for a horror film.
 It’s not for the most of the mainstream audience because I think many people would be put off by the erratic style and inconsistency of the narrative and the lack of lucidity when it comes to the rules of the main villain. There are four films and plans to release a fifth and we still don’t know exactly what the Tall Man is, where he comes from or what his plans are.
 The varieties of antagonists in the film are very good because they all have their own abilities. For example the spheres appear only to do one thing in the first film but they soon adapt so that they can be of multiple uses and one of them even manages to get some character development, sort of. The little dwarf people from the other dimension are a bit underused and appear to be fairly easy to defeat but the Tall Man is the most interesting of the villains.
 The fourth film introduces an odd element which is flashbacks. A large portion of the film is just re-showing clips from the original which would have greatly shortened the film and wouldn’t have taken too much away from it if they had all been left out. It’s not worth skipping the entire film because there are actually some good scenes in there but it could have been a lot shorter or quite different.
 Phantasm: 5/10 -Can’t find a better example of average-
 Phantasm 2: 4/10 -It’s below average, but only just!-
 Phantasm 3; Lord of the Dead: 4/10 -It’s below average, but only just!-
 Phantasm 4; Oblivion: 3/10 -This one’s bad but it’s got some good in it, just there-
 -In other countries like Italy and Spain, the titles of these films translate as “Ghost/s”.
-In the second film when you see the body bags ready to be cremated, one of them is labelled Sam Raimi, a famous director.
-The third film is the first to name several of the Tall Man’s minions. The dwarves are named “Lurkers”, the grave diggers are named “Gravers” and the spheres are named “Sentinels”.
-The Writer/Director of the fourth film said in an interview that it was being done solely to make money from the series.
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grailfinders · 2 years
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Fate and Phantasms #268: Space Ishtar
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Today on Fate and Phantasms, we've got a complicated build! Specifically, we're building Ashtart, Space Ishtar, and Ashtart Origin... all in a single build. You'd think building a sith lord, a bounty hunter, and a literal universe all in a single build would be hard, but it turns out the answer is Horizon Walker Ranger. Plus a bit of Twilight Cleric for extra space effects. Again, we apologize for any formatting issues, they should be fixed by the Calamity build this Sunday.
Check out their build breakdown below the cut, or their character sheet here!
Next up: Two aces, two eights.
Also it's time to announce the winners of the raffle for this year's viewer choice builds! We'll have the builds for Ophelia Pharmacy and Morgan Le Fay ready for the anniversary next month, so stay tuned!
Race and Background
The Space Ishtars... are not humans! For once! They're the shattered fragments of a dead god. So much less complicated, right? But we need force powers and I doubt we'll ever have an excuse to use them again, so we're making them the Astral Plane-dwelling Githyanki. This gives them +2 Wisdom and +1 Dexterity, as well as proficiency in Survival and a couple weapons (which you'd get anyway). They also get Githyanki Psionics, letting them cast an invisible Mage Hand at will. Plus, you cast Jump at third level and Misty Step at 5th level, both once a day.
We're trying to start with Ashtart here since she's ascension 1, so that means we're making her a Space Shinsengumi Operative, from the Guildmaster's Guide to Ravnica. Don't ask what the Space Shinsengumi were doing there, it's just going to cause a bigger headache. Anyway, this gives her proficiency in Deception and Stealth, as well as an expanded spell list we'll barely make use of.
Ability Scores
Dexterity is number 1. One of you uses short swords, the other a gun, and none of you have medium armor on. After that is Wisdom- #3 tends to favor magical bullshit, and that's what we're casting with. Plus, if you're going to hunt bounties, you gotta find 'em first. Charisma is also pretty high, you've got the devil's sugar after all. Honestly that just sounds like a suburban way to say cocaine. Either way it makes your charisma good. Your Constitution is honestly a little lower than I'd want it. If only universe-sized attacks can affect you, that's... a lot of HP. Your Strength is pretty low though, we're just not using it. By process of elimination, we're dumping Intelligence. You might be from the future, but you're just as bad with technology as any other rinface.
Class Levels
Ranger 1: Starting off as a ranger has its perks. You get proficiency in Strength and Dexterity saves, plus three skills. Athletics will make up for the low strength, Investigation to use futuristic gadgets to scan a crime scene, and Perception to shoot good. When you're the size of a universe, you have to be good at picking out details. You also gain a Favored Enemy, and since Ashtart Origin's all about destroying the servantverse, we'll be picking up 2 humanoids for every option here. I'd love to dig through my entire library just to see what the most common servant races are, but really you should just pick the best options for your campaign anyway. This feature gives you advantage on survival and intelligence checks involving your favored enemy, as well as an additional language. Since space isn't a Natural Explorer option, we're doing with Deft Explorer instead for doubled proficiency in Survival. Tracking people down on a single planet is hard enough, let alone when you get space involved.
Ranger 2: Second level fighters get a fighting style, and since Ashtart's up first we're getting Two-Weapon Fighting so you can dual-wield. We also learn some Spells for the first time that you cast with Wisdom. Pick up Detect Magic for another futuristic scanner and Jump for more force leaps. I know you get one for free next level, but now you can use it more often. Preparedness is key in space, at least according to Pryce and Carter's Deep Space Survival Procedure and Protocol Manual.
Ranger 3: At third level you can finally turn your sabers into lightsabers thanks to the Horizon Walker's Planar Warrior feature, spending your bonus action to activate your sword against a specific creature. The next time you hit them this turn you deal extra damage and it all turns into force damage too. You can also Detect Portals within a mile of you once a short rest so you'll know when humanity's last master enters the servantverse. Or when your Amazones package arrives, either-or. you also get a whole lotta spells thanks to your horizon walking and primal awareness. PA spells can also be cast once day for free, so you won't have to use a spell slot for speak with animals when you crash land on that junk planet with all the kitties on it. you also get protection from evil and good so your goddess core protects you from possession and all that, and you can light up your lightsabers even more for a searing smite, which'll keep burning your enemy if they fail a constitution save!
ranger 4: use your first ability score improvement to bump up your dexterity so your sabers find their mark more often!
Ranger 5: Fifth level rangers get an Extra Attack each action (not your bonus action), as well as second level spells. Your Primal Awareness spell is Beast Sense, letting you see and hear through a willing beast for up to an hour. I don't remember anything like this in Saber Wars II, but you could probably flavor it as a surveillance drone. You also get Misty Step which you'd get anyway and Locate Object. We're arguably still working on the first ascension right now, but we might as well get a present for the second ascension as we go. Stick a tracking device on your foes and you'll know their location if they're within 1000 feet of you!
Ranger 6: Sixth level rangers get another round of Favored Enemies as well as Deft Explorer, giving you Roving speed. A roving ranger has 5' of extra movement, and you gain a climbing and swimming speed. Your experience in zero gravity helps you walk on walls and swim through the air.
Ranger 7: Seventh level horizon walkers have an Ethereal Step, letting you incorporeate for a turn as a bonus action once per short rest. This lets you move in any direction and pass through most objects, though you can't interact with the material plane again until the spell ends. You can also Enhance Ability, giving yourself advantage on one kind of skill check. Choose Charisma to lay on the devil's sugar, Dexterity for extra flips in your swordfighting, or Wisdom to track your mark even easier. It's quite versatile.
ranger 8: ok, enought of the first ascension, let's get that second ascension! use this asi to get the fighting initiate feat for some archery skills- that's a +2 on all your ranged weapon attack rolls! you also get the land's stride, so you can move through difficult terrain super easy.
cleric 1: wow, we're speedin right along to third ascension already! bumpin over to twilight cleric gives you a whole new list of spells (check the phb to see how multiclassing works), plus you have supercharged darkvision with Eyes of the Night for 300' of darkvision and the ability to share it with other creatures once a day, or with a spell slot. you'll also always shoot first thanks to your vigilant blessing, giving one creature advantage on their next initiative. good bounty hunters always shoot first, at least until the remakes! pick up guidance to be good at everything with a +1d4 on your next skill check, light for a proper light saber, and thaumaturgy to act like the god you are. you also get first level spells like faerie fire and sleep, but what we really want is command to lead the shinsengumi, detect evil and good to find your other fragments, and spiritual weapon for ashtart origin's weird ball thing that you can attack with as a bonus action.
ranger 9: ninth level rangers get third level spells, and you get a lot of them. your universal translator now lets you speak to plants. you also get more speed with the haste spell, doubling your speed, giving you an extra action (with caveats), and a +2 bonus to your ac! plus, you can turn your sword into an elemental weapon for an even hotter lightsaber.
ranger 10: tenth level rangers are tireless, giving you a bonus action that'll cover you in star stuff for some temporary hp, and you lose exhaustion on short rests! You can also go ghost with nature's veil to turn invisible for a round as a bonus action proficiency times a day. the universe is mostly nothing anyway, so just spread out a bit.
Cleric 2: Speaking of spreading out, second level twilight clerics can use their Channel Divinity option Twilight Sanctuary to cover yourself in twilight for a minute. Whenever a creature ends its turn in your universe, you can give it temporary HP or end an effect charming or frightening it. Your goddess core will protect you from the more common status effects. You can also use it to Turn Undead, and you get one channel divinity use a short rest.
Cleric 3: Third level clerics get second level spells like the freebies Moonbeam and See Invisibility. Also, pick up Hold Person for a force choke, and Lesser Restoration to cover up any status effects your Twilight Sanctuary won't take care of.
Ranger 11: Eleventh level horizon walkers can make Distant Strikes, letting you teleport up to 10 feet each attack. In addition, if you attack two different creatures you can attack a third as well! You can also protect yourself from anything less than a universe-ending threat with Gaseous Form. It prevents you from attacking or casting spells, but you can fly and move through small gaps, plus you have resistance to all nonmagical damage.
Ranger 12: to help with that literally universal protection, use this ASI to pick up the Tough feat for 30 extra HP now, and an extra 2 every time you level up.
Ranger 13: Thirteenth level rangers get fourth level spells like your Primal Awareness spell Locate Creature. It also has a limit of 1,000 feet, but you don't have to know what they've got on them to do it. Plus, this one lasts an hour, not ten minutes. you also pick up Guardian of Nature. pick the primal beast option for Ashtart, increasing your walking speed, giving you advantage on strength-based attacks (don't use this part), and making your melee weapons deal force damage. for Spishtar and Ashtart Origin, check out the great tree. you get temporary HP, make constitution saves with advantage as well as dex and wisdom based attacks, and the area around you is difficult terrain for enemies. also you can use Banishment to yeet people back to their home plane if they're not already there. the astral plane is only for you. and the other yous, I guess.
Ranger 14: a fourteenth level ranger can Vanish as a bonus action. it's literally just letting you hide easier. you also can't be found nonmagically, but this is the point where most spellcasters have ninth level spells, people are probably finding you magically. on the plus side, you get another favored enemy! so... yeah, that's this level.
Ranger 15: okay, back on the "I will never die" train. your last goody from your subclass is Spectral Defense, letting you give yourself resistance to an attack's damage as a reaction. no limit on this one either. You can also use Freedom of Movement, if you want to spend a fourth level spell slot on something you can already do as a bonus action. I guess use this if you get arrested in the astral plane? ah well, doubling down usually isn't a terrible idea.
Ranger 16: use your last ASI to finally give Spishtar a break with the Crossbow Expert feat. Now you can attack with a crossbow multiple times an action, you can use ranged attacks in melee, and you can get a shot in with a hand crossbow even while dual-wielding.
Ranger 17: our final level is actually a pretty spicy one this time, since seventeenth level rangers get fifth level spells. you can Commune with Nature to learn the general layout of the planet you're on, and you also get the closest thing D&D has to a spaceship, the Teleportation Circle. It takes a minute to set up, but it creates a portal to any other teleportation circle on this plane of existence for a round, and you can create a permanent one wherever you like by casting it once a day for a year. we end this build with one last spell, but we're letting you make a choice. pick up Conjure Volley for extra firepower for Spishtar, or Steel Wind Strike for some impressive lightsaber action on Ashtart's end. either way, it'll be a bloodbath.
Pros and Cons
Pros:
with almost 200 hp, options for healing, and a ton of ways to cut down incoming damage, this build can be incredibly tanky when it wants to be. and if you're ever in a sticky situation, you have plenty of options to get out of there and escape to fight another day, prolonging the season finale yet again.
being three people also gives you quite a bit of variety in a fight, with options for melee, ranged, and magical combat!
outside of combat you are fantastic at tracking down enemies, especially if they happen to be humanoid.
Cons:
having so much variety makes it hard to focus on just one kind of combat, so you're not as powerful as someone who just does melee, or ranged, or magic.
your concentration saves are also pretty bad, so expect Ashtart's hastes and elemental weapons to end earlier than you'd like.
having so many redundancies packed in means you probably won't run out of an important part of your kit, but it also makes a couple of level-ups less impactful. like how level 17 gives you practically nothing to work with.
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thealmightyemprex · 3 years
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Top 10 Horror movies
So I did a list last year ,but I didnt go into detail or rank the films ,so here are my top 10 Favorite Horror Movies
10.The Omen (1976)
Of all the "devil"movies this one creeps me out the most .Great cast too :Billie Whitelaw ,David Warner,Lee Remick ,Patrick Troughton and all led by the legendary Gregory Peck
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9.Creepshow (1982)
This is a fun horror anthology ,where ya get to see Stephen King be goofy ,Leslie Nielsen be terrifying and all sorts of critters made by Tom Savini
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8.Willard (2003)
A remake I feel surpasses the original ,with Crispin Glover giving a mesmerizing performance
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7.Mad Love (1935)
I have been in love with this movie since I saw it about a Decade ago,with phenominal performances by Colin Clive and Peter Lorre .Movie is 86 years old and its STILL creepy
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6.ReAnimator (1985)
JEffrey Combs is the man ,and there is a great dark sense of humor
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5.The Abominable Dr Phibes (1971)
This film is weird and I love it .Definately my favorite Vincent Price movie
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4.Phantasm (1979)
This is less a movie and more a waking NIGHTMARE
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3.Alien (1979)
A classic Sci Fi chiller ,and one that holds a special place for mw
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2.Frankenstein (1931)
My favorite of the Universal classic horror movies and one of the movies reponsible for my love of the genre
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1.Evil Dead (1981)
My FAVORITE horror movie.I admire this film so much and the low budget actually makes it scarier
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Feel free share your favorite horror movies
@ariel-seagull-wings @metropolitan-mutant-of-ark @lord-antihero @amalthea9 @marquisedemasque @filmcityworld1 @princesssarisa @professorlehnsherr-almashy
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