Scanlyze

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Lobopods of Mars Chapter 8: Secrets of Pavonis Mons

Below is an unofficial Mongoose Traveller (2nd Edition–style) module titled “Secrets of Pavonis Mons.” It continues the expeditionary adventure from Suzanne March’s “National Geographic”–style broadcast, where Dr. Jack Woolpit’s team journeys deeper under Mars’s Pavonis Mons (also called “Peacock Mountain”). New discoveries await: an abandoned Russian settlement, novel Martian organisms, and ominous rumors of a “zombie plague” at nearby US bases. Adapt details to fit your table’s style, pacing, and level of realism or intrigue.

Disclaimer
“Traveller” is a registered trademark of Far Future Enterprises. This scenario is a fan-made supplement for Mongoose Traveller–compatible rules. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. References to Lobopods of Mars, Dr. Woolpit, etc. remain the property of their authors.


Secrets of Pavonis Mons

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.

Pavonis Mons
Copyright (C) 2025 Henry Edward Hardy
Humans in orange combat environmental suits approach the caldera of Pavonis Mons. Showing the colony of Bespopovtsy Old Believers and the aerostat pylon and elevator gantry.

A Mongoose Traveller (2e–compatible) Adventure

Table of Contents

  1. Adventure Premise & Timeline
  2. Scenario Hooks & Goals
  3. Key Factions & Characters
  4. Important Locations
  5. Adventure Flow
  6. Complications & Subplots
  7. Possible Resolution & Sequel Hooks
  8. Appendix: NPC Stat Blocks

1. Adventure Premise & Timeline

Setting

  • Mars, 2034: Pavonis Mons, one of the mighty Tharsis volcanoes, is home to subterranean caverns rumored to harbor new life forms and relics of old Soviet attempts to colonize the Red Planet.
  • The expedition (led by Dr. Jack Woolpit, joined by Dr. Joret, Dr. Smith, Captain Lars Brecker, and more) has discovered an abandoned 1980s–1990s Russian settlement beneath the caldera. They now set up a new base camp in a vast, cold magma chamber.
  • Meanwhile, news from the surface reveals a “zombie plague” rumor at US Army Mars Base Alpha and suspicious “monsters from the ID” transmissions near the USMC-occupied Sikorsky base. This conflict or catastrophe might intersect the expedition’s deeper explorations.

Adventure Focus

  • Scientific Exploration: A newly discovered “colonial organism” based on PNA and precursor RNA.
  • Underworld Settlement: Searching deserted Soviet tunnels, highways, and freight elevators.
  • Tense Backdrop: Rumors of chaos or infection up top could jeopardize the expedition if rescue or supplies become scarce.

2. Scenario Hooks & Goals

Hooks

  1. Discovery of Life: PCs are drawn by the promise of never-before-seen Martian organisms (the “PNA coral-like reefs”).
  2. Russian Mystery: The presence of a defunct Soviet settlement. Why was it abandoned? Are there hidden archives or “ghost” inhabitants?
  3. Corporate or Military Agenda: A sponsor (like Farnsworth Inc.) or Earth authorities might have secret objectives for controlling the newly discovered organisms.
  4. Zombie Plague Rumors: The party may want to secure the expedition from possible infiltration or contamination—perhaps the “monsters from the ID” relate to a deeper phenomenon.

Possible PC Objectives

  • Collect & Study: Retrieve living samples of the “colonial organism” for later analysis or profit.
  • Revive Old Tech: The Soviets might have left behind advanced nuclear or thorium reactors—potentially salvageable or dangerously unstable.
  • Prevent Catastrophe: If the rumored plague or infiltration extends underground, the PCs must defend their base camp and new discoveries.

3. Key Factions & Characters

Expedition Team

  1. Dr. Jack Woolpit (Lead Geologist)
    • Cheerful, enthralled by each new subterranean find.
    • Keen to preserve the weird PNA-based organism for research.
  2. Dr. Joret (Xenobiologist / Field Medic)
    • Conducting in-situ analysis, taking samples of organoids.
    • Fascinated by how the filaments function as nerves.
  3. Dr. Smith (Molecular Biologist / Tech)
    • Studying the organism’s PNA + precursor ribosomes.
    • Possibly suspicious about sponsor meddling.
  4. Captain Lars Brecker (Security / Expedition Navigator)
    • Commands the foot patrol or crawler convoys.
    • Concerned about potential threat from rumored zombies or other infiltration.

Other NPC Allies

  • John Hudson: Expedition logistician or secondary team lead. He organizes base-camp defenses.

External Forces

  • US Military (Mars Base Alpha, Sikorsky Base): Possibly facing internal meltdown from the rumored plague or incursion. Might call for help or deny everything.
  • Russian “Ghosts”: Could be mutated survivors or hidden enclaves from the 1980s settlement.
  • Corporate Sponsors: Farnsworth or Longbottom Leaf brand reps. They might push for monetizable results quickly.

4. Important Locations

A. Abandoned Soviet Settlement (“Nova Novgorod”)

  • Built in the 1980s/90s. Left behind advanced reactor chambers, partial cargo rails, freight elevators.
  • Features:
    • Cold Magma Chamber: Where the expedition sets up new base camp.
    • Living Quarters: Dust-laden bunkrooms, possible data slates with logs.
    • Laboratories: Ruined equipment, might hold partial records on earlier Martian life experiments.

B. The Colonial Organism Zones

  • Reef-like growths “anchored” to basalt walls or floors, forming networks of specialized filaments.
  • Possibly glows faintly under certain radiation or chemical triggers.
  • Hazards: Could be fragile (team might damage it inadvertently), or it might secrete toxins if threatened.

C. Underground Highway & Freight Elevator

  • Large corridors that once allowed heavy cargo movement. Now partially collapsed, strewn with old vehicles, maybe leftover Soviet rovers or rail carts.
  • The Elevator itself is risky: old cables, nuclear power rods in questionable states.

D. Access to Deeper Tunnels

  • Beyond the settlement might lie a deeper “main corridor” leading under Pavonis Mons or hooking into rumored old lava tubes.
  • A place for advanced game content if the players want to push deeper.

5. Adventure Flow

Part I: Base Camp & Team Setup

  • PCs arrive in the deserted settlement. They secure a magma chamber for a new base camp.
  • Initial tasks: Setting up generators, scanning for life, reviewing partial Soviet logs.
  • Tension: A news bulletin about “zombie plague” + “Monsters from the ID” at surface bases. Could hamper supplies or potential rescue.

Part II: Exploring Nova Novgorod

  • Searching labs, old living quarters. Possibly encountering leftover defense drones or sealed compartments.
  • Discovery: The “coral-like” PNA organism grows in a partially submerged or geothermally warm section.
  • Science Scenes: Dr. Woolpit, Dr. Joret, Dr. Smith gather data, realize how groundbreaking it is.
  • Security Scenes: Captain Brecker or others handle checks against structural collapse or infiltration.

Part III: Complications

  • Rival or unknown explorers show up—maybe Russian “ghost” survivors or a squad from the US base fleeing the “plague.”
  • The PNA reef might react to deeper stimuli (emitting pulses or psychogenic effects?).
  • Reactor meltdown threat: The old Soviet reactor becomes unstable, risking the entire settlement.

Part IV: Climax & Resolution

  • The PCs must decide how to handle the organism, the old base, and a looming meltdown or infiltration.
  • A last-minute confrontation with potential “infected” or “ID monsters” from the surface.
  • Possibly they rescue survivors or close off the settlement for good.

Epilogue

  • Media: Suzanne March prepares Episode 4, capturing the dramatic finale.
  • Rewards: Scientific acclaim, salvage rights, or overshadowing heartbreak if half the settlement collapses.
  • Zombie / ID Mystery: Remains partially open if the group wants a future arc investigating the “plague.”

6. Complications & Subplots

  1. Zombie Plague Leak
    • If the rumored outbreak extends underground, the PCs might face mutated US soldiers or something akin to a mind-virus.
  2. Survivors of Nova Novgorod
    • A few half-feral or mutated humans might dwell in deeper sections, viewing outsiders with suspicion.
  3. Corporate Power Play
    • Farnsworth or other sponsors push for immediate monetization: try to “harvest” the living reef for new biotech. Potential moral conflict.
  4. Air Supply & Water
    • The environment is harsh. The new base camp could be compromised if meltdown or sabotage occurs.

7. Possible Resolution & Sequel Hooks

  • Victory (Peaceful Discovery): The PCs stabilize the old reactor, safely gather data on the PNA reef, and preserve it for further study. Suzanne’s coverage makes them galaxy-famous.
  • Partial Collapse: The meltdown or infiltration leads to tragedy. The expedition flees with partial samples. The site remains unsafe, beckoning a future mission.
  • Escalated War: If the rumored plague turns into full-scale conflict up top, the expedition might be cut off, forced to survive underground or find alternative escape routes.

8. Appendix: NPC Stat Blocks

(Adjust skill levels as desired.)

Dr. Jack Woolpit

  • STR 6, DEX 7, END 8, INT 10, EDU 12, SOC 7
  • Skills: Science (Geology) 3, Recon 1, Persuade 1, Vacc Suit 1
  • Trait: Driven Academic (+1 DM to tasks unveiling new geologic or biologic frontiers).

Dr. Joret

  • STR 7, DEX 6, END 8, INT 9, EDU 11, SOC 6
  • Skills: Medic 2, Science (Biology) 2, Survival 1
  • Trait: Careful Examiner (re-roll one failed Medic or Biology check per session).

Dr. Smith

  • STR 6, DEX 7, END 7, INT 10, EDU 12, SOC 5
  • Skills: Science (Xenobiology/Molecular) 2, Computers 1, Electronics 1
  • Trait: Cutting-Edge Researcher (+1 DM to decipher new genetic or biochemical data).

Captain Lars Brecker

  • STR 9, DEX 7, END 9, INT 8, EDU 8, SOC 6
  • Skills: Gun Combat (Slug) 2, Recon 1, Leadership 1, Drive (Tracked/Wheeled) 1
  • Trait: Calm Under Fire (ignore first point of negative DM from stressful combat or meltdown).

John Hudson (Logistics Officer)

  • STR 7, DEX 6, END 7, INT 7, EDU 8, SOC 7
  • Skills: Admin 2, Mechanic 1, Tactics (Military) 0, Persuade 0
  • Trait: Pragmatic Coordinator (+1 DM to tasks organizing base camp or supply lines).

Sample “Infected” or “Mutant” (If Using Plague Subplot)

  • STR 8, DEX 7, END 8, INT 3, EDU 2, SOC 2
  • Skills: Melee (Unarmed) 1, Athletics (Endurance) 1
  • Trait: Mindless Frenzy (+1 DM to Melee if severely wounded).

Running “Secrets of Pavonis Mons”

Use the recent broadcast from Suzanne March as an in-game device to introduce each session or “episode.” The scenario fosters excitement around the newly found “PNA reef,” reminiscent of coral but biologically alien, while tension on the surface threatens to cut short the expedition. The combination of advanced science, leftover Soviet outposts, rumored plague, and a reality-TV–style coverage drives the drama.

Will the PCs champion peaceful scientific progress—or exploit these wonders for personal or corporate gain? Will they quell or succumb to the “zombie plague”? Only your table can decide. Enjoy your subterranean Martian adventure!

9 October, 2025 Posted by | scanlyze | , , , , , , , , , | Leave a comment

Lobopods of Mars Chapter 4: The Quartet of Mutch City

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.

The Quartet of Mutch City

  1. ISA Colonel (Ret.) Lars Brecker
  2. Dr. Jack Woolpit
  3. Yajtoo Smith
  4. ISA Colonel (Ret.) Dr. Joret

Each profile includes:

  • Background & Personality
  • Possible Stat Blocks (in Mongoose Traveller 2e style)
  • Skills & Specialties
  • Gear & Technology
  • Role in a Lobopods of Mars Campaign

Use them as senior advisors, special consultants, or well-connected fixers. They can also serve as advanced PCs if your group wants deeper ties to the ISA and scientific circles.


1. ISA Colonel (Ret.) Lars Brecker

Col. Lars Brecker, ISA (ret.)
Copyright (C) 2025 Henry Edward Hardy

Background & Personality

  • ISA Service Record: Colonel Brecker served in the International Space Agency’s Mars Division for about twenty years, specializing in expeditionary security and deep-cavern rescue operations. He rose to a leadership position after spearheading multiple outback search-and-rescue missions during catastrophic dust storms.
  • Retirement & Current Life: After mustering out, Brecker settled near Mutch City, capitalizing on his experience to provide private security consulting. He has the know-how to operate advanced weaponry (including short-range railguns) and is known for his calm leadership in emergencies.
  • Personality: Professional, stoic, but fair. He strictly upholds personal honor, even when the local “law” is ambiguous. His standoffish approach can make him seem harsh, yet he keeps an old-fashioned sense of duty to protect civilians.

Potential Stat Block (Traveller 2e)

CharacteristicScoreDMNotes
STR9+1Above-average fitness
DEX10+1Keen reflexes, ex-soldier
END10+1Trained stamina
INT8+0Good practical sense
EDU11+1Well-schooled in ISA docs
SOC7+0Polite but direct

Other Abilities (Optional)

  • Psi: 3 (Not psionically inclined)

Skills & Specialties

  • Gun Combat (Slug Rifles) 2
  • Vacc Suit 1 (ISA training)
  • Leadership 1 (led squads in the outback)
  • Tactics (Military) 1 (coordinated rescue operations)
  • Recon 1 (dust-storm infiltration; scanning for hazards)
  • Mechanic 1 (fixing minor crawler or rifle malfunctions)

Gear & Technology

  • Combat Environment Suit (TL9/10): Rugged, protective in dust storms. +8 vs. normal/lasing attacks (and environment).
  • Advanced Combat Rifle (TL10): 3D damage, ~40-round magazine, Auto 3, typically with scope.
  • HUD Comm & Tactical Interface: Connects to local map overlays, sensor net in settlements.
  • Survival Tools: Basic field kit, short-range comm beacons, flares, patch tape, and stims.

Role in the Campaign

  • Security Consultant: Brecker can be employed by local towns or big domes for protective detail.
  • Tactical Veteran: When high-stakes shootouts erupt (e.g. defending a water tank or facing cult raiders), Brecker is the calm eye of the storm.
  • Moral Center or Drill Sergeant: He might keep trigger-happy allies in check, or he could instruct rookie colonists in basic firearms. If “the mission” conflicts with corporate or political pressures, Brecker’s sense of honor might cause friction.

2. Dr. Jack Woolpit

Dr. Jack Woolpit
Copyright (C) 2025 Henry Edward Hardy

Background & Personality

  • Scientific Savant: Dr. Woolpit is a brilliant researcher with a broad education, rumored to hold multiple advanced degrees in geology, environmental science, and xenobiology. He first came to Mars for pure research—perhaps under an Earth-based university grant.
  • Curiosity & Compassion: While methodical in the lab, Woolpit is empathic toward people. Often out of his depth in moral or physical confrontations, he tries to reason with would-be aggressors, sometimes to comedic effect.
  • Professional Reputation: Even among the Martian science community, Dr. Woolpit is considered eccentric—some say naive. He invests himself fully in unraveling the mysteries of Martian ecology, with rumors that he’s especially intrigued by the possibility of Lobopod life.

Potential Stat Block (Traveller 2e)

CharacteristicScoreDMNotes
STR6+0Slight build
DEX6+0Not a fighter
END8+0Middle-of-the-road
INT9+1Sharp academic mind
EDU13+2Substantial formal study
SOC7+0Polite, reserved manner

Other Abilities

  • Psi: 5 (No special training)

Skills & Specialties

  • Science (Planetology) 2 (expert on Martian terrain)
  • Science (Xenobiology) 1 (looking for alien life or “Lobopods”)
  • Medic 1 (basic field medical knowledge)
  • Computers 1 (data analysis, controlling lab instruments)
  • Investigate 1 (digging for field clues; analyzing bizarre rock samples)
  • Diplomat or Persuade 0 or 1 (knows how to keep scientific partnerships stable)

Gear & Technology

  • Light Environment Suit: Enough to protect from typical Martian hazards, not as combat-ready.
  • Portable Science Lab (TL10): Sample containers, scanning devices, a small data-lab with micro-probe sensors.
  • Hand Computer (TL9+): Contains advanced analysis software for soil analysis, microbe detection, or chemical forensics.
  • Sidearm (Optional): Possibly a low-tech slug pistol or a stunner if forced to carry a weapon.

Role in the Campaign

  • Academic Advisor: A neutral voice who can provide crucial analysis of environmental threats or weird life forms.
  • Plot Catalyst: Might drag the group into hidden caverns or ongoing corporate feuds over new bio-samples.
  • Conscience: Quick to question ethically dubious or lethal approaches, but also reliant on more “rough-and-tumble” allies for protection.

3. Yajtoo Smith


Yaztoo Smith
Copyright (C) 2025 Henry Edward Hardy

Background & Personality

  • Mars-Born Technologist: Yajtoo Smith is a local of the Red Planet, rumored to have grown up in the under-levels of Mutch City. He taught himself advanced computing and remote ops with a knack for forging credentials and infiltration.
  • Adept at Deception: Rumors swirl that he can hack both corporate and city-level networks to manipulate supply logs or even override airlock security. His moral compass is fluid; sometimes a helpful info-broker, sometimes a con artist.
  • Smooth Operator: Yajtoo is socially adept, blending in or projecting confidence as needed. He weaves half-truths to keep various factions off his back, which occasionally lands him in hot water.

Potential Stat Block (Traveller 2e)

CharacteristicScoreDMNotes
STR7+0Physically slight
DEX8+0Competent reflexes
END9+1Surprising stamina
INT12+1Quick-witted, cunning
EDU15+3Extremely well-educated
SOC8+0Street-level presence

Other Abilities

  • Psi: 4 (Not a psion, possibly unknown or negligible)

Skills & Specialties

  • Computers 3 (expert-level hacking & data infiltration)
  • Deception 2 (lying, forging documents, infiltration)
  • Remote Ops 1 (operating drones, turrets, or remote cameras)
  • Carouse or Streetwise 1 (gathering info in local bars, back alleys)
  • Mechanic (Electronics) 1 (jury-rigging or bypassing security devices)
  • Recon 1 (watching for trouble in a crowded station)

Gear & Technology

  • Customized “Stealth” Hand Computer: Encrypted for hacking, loaded with darkware.
  • Compact Combat Environment Suit: Lightly armored but technology-laden. Often integrated with hidden compartments for hacking tools.
  • Overloaded HUD Display: Possibly with a nerve-plug or specialized rig for direct mental command of drones.
  • Holdout Pistol or Stun Gun (Optional): He rarely wants to be in direct firefights, but he carries something for close calls.

Role in the Campaign

  • Information Broker: He can dig up corporate secrets, track rival smugglers, or re-route official supply shipments.
  • Occasional Frenemy: If he needs money or data, he might sabotage an ally or cut side deals. The group must weigh trusting him.
  • Mastermind Heist Missions: He orchestrates infiltration tasks and can feed the rest of the party crucial intel.

4. ISA Colonel (Ret.) Dr. Joret

Background & Personality

  • Dual Expertise: Joret is both an experienced ISA officer and a credentialed scientist (PhD in a specialized field—possibly exobiology, geology, or medical). He served in the Mars Division as a science officer and rose to Colonel rank.
  • Reason for Retirement: Possibly forced out due to internal politics or chosen to “retire” to direct civilian research. He maintains strong ties with the Secretariat, and some suspect he still does hush-hush missions.
  • Pragmatic & Unflinching: Joret is measured, rarely emotive, and known to keep calm in dire crises. This, combined with his scientific training, makes him an ideal “problem-solver” whether dealing with sabotage, outbreak, or a newly discovered microbe.

Potential Stat Block (Traveller 2e)

CharacteristicScoreDMNotes
STR7+0Average fitness
DEX9+1Adept with small arms
END10+1Veteran’s endurance
INT10+1Keen, disciplined mind
EDU12+2Doctorate-level knowledge
SOC7+0Minimal social pretense

Other Abilities

  • Psi: 6 (Untrained, latent at best)

Skills & Specialties

  • Science (choose one: Exobiology/Medicine/Geology) 2 or 3
  • Leadership 1 (command experience)
  • Vacc Suit 1 or 2 (ISA standard)
  • Gun Combat (Energy) 1 (trained in high-tech sidearms)
  • Medic 1 (if he is a medical doctor or general scientist)
  • Mechanic or Engineer (Power) 1 (general technical proficiency from ISA missions)

Gear & Technology

  • ISA-Grade Combat Environment Suit: Possibly a better version with advanced life support, near TL10.
  • Energy Pistol (TL10+): 3D damage, short to medium range, includes a battery pack or micro-fusion cell.
  • Portable Field Lab: If he’s on a research assignment, includes diagnostic scanners, sample tubes, or specialized instruments.
  • Old ISA Credentials: Potentially grants “official” privileges in some areas, but Mars governance is messy—recognition depends on local politics.

Role in the Campaign

  • Retired Commander Turned Scientist: Joret can leverage old ISA protocols for special clearances or to coordinate rescue ops. He might also have hidden missions from former superiors.
  • Mentor or Patron: Younger explorers or scientists might see him as a revered figure. He can push them to tackle big discoveries—like investigating rumored Lobopods.
  • Conflict of Loyalty: The Secretariat or certain Earth-based agencies might attempt to manipulate Joret. He must decide if he’ll remain loyal to the colonists or to his old chain of command.

Using These Four as a Team (or NPC Ensemble)

While each character can stand alone, the four can form a powerful “think tank” or investigative cadre:

  1. Colonel Brecker ensures security and tactical prowess.
  2. Dr. Woolpit supplies cutting-edge scientific expertise.
  3. Yajtoo Smith handles infiltration, sabotage, or hacking.
  4. Colonel Joret merges leadership, scientific knowledge, and lingering ISA authority.

Their combined backgrounds span multiple layers of Mars society—corporate, clandestine, and official. They could be pivotal in:

  • High-Stakes Missions: The Secretariat hires them to quell a major outback threat or investigate an alarming new life form in the lava tubes.
  • Internal Power Struggle: Their varied alliances create friction, as each might champion different sponsors or philosophies.
  • Frontier Hubs: The group’s presence drastically alters the balance of power in Mutch City, especially if they choose sides between local administrators, corporate enclaves, or religious cults.

Whether used as advanced PCs or influential NPCs, these four add depth, nuance, and the potential for large-scale developments in your Lobopods of Mars campaign. Will they unify to protect the fragile Martian frontier, or tear it asunder with hidden agendas?

Enjoy weaving them into your cosmic frontier stories—on Mars, every choice can shape the future of humankind’s new frontier.

29 September, 2025 Posted by | scanlyze | , , , , , , , , , | Leave a comment

Letter to Liz Warren’s campaign:

Letter to Liz Warren’s campaign:

Liz is my Senator and I started out supporting her. Now I am leaning Bernie or frankly, any Democrat but Liz. My disenchantment started with Liz wiffle-waffling over Medicaid for All. Is she for it or against it now? Having some third system for a transition as Liz has reportedly proposed is a trillion dollar opportunity cost which can and should be avoided.

Why can Liz not say anything nice about socialism? I am a union member and DSA member, and Liz’s program is a socialist program. Why can she not acknowledge democratic socialists such as Eugene Debs, Upton Sinclair, Michael Harrington, Bayard Rustin and Victor Berger? We don’t want ‘Bernie Lite’ and we definitely do not want another entitled, neoliberal, rightist candidate like Hillary Clinton. I’m so disappointed, and looking forward to a progressive challenger from the real Democratic party of the people when Liz runs again for Senate.

I was a credentialed voting state delegate to the 2018 Democratic convention. I welcome your response.

best,

Henry Edward Hardy

Copyright © 2020 Henry Edward Hardy

15 January, 2020 Posted by | campaign, disenchantment, media, news, politics, presidential, scanlyze, socialist, USA | , , , , , , , , , , , | 2 Comments

Rise of Skywalker is a Film Designed by a Committee

Rise of Skywalker is a Film Designed by a Committee, and when we say that we mean not only an indictment of how the Lucasfilm and Disney execs worked over the story, but the obvious and huge retcons of the story line not only from eps 7 and 8, but also the original trilogy.

In the original trilogy, we cared about the characters. We were curious and even inspired by the force and samurai wizard mentors such as Obi-Wan and Yoda dishing out ice cream koans like [The Force is] “an energy field created by all living things. It surrounds us and penetrates us; it binds the galaxy together” and “Do. Or do not. There is no try.”

Episodes 7, 8 and 9 eschew the samurai warrior/wizard mentor stuff and goes for an origin story of the protagonist Rey. But after three movies, we still know almost nothing about her, and she knows almost nothing about her origins. Why is it that so many strong female characters are devalued by spending their entire story line angsting about “who am I?” I mean does John Wick or James Bond get all emo about their identity?

Special effects are wonderful, of course. The script is just miserable. Lawrence Kasdan this is not. Acting is serviceable. Adam Driver still seems weirdly miscast to me as an evil Sith wannabe overlord. He comes off more like a creepy abusive satanist boyfriend. Daisy Ridley gives a solid performance as Rey. She really gives it her all physically and emotionally. Her whole fierce elf aesthetic made me think of Elfquest.

The music was not John Williams. It was bombastic, overly dramatic and had only sound and fury, nothing really memorable or lyrical.

One of the things which made Fury Road a great movie was how the battles were set up, you could tell exactly who was where doing what. Ep 9 is the opposite, it’s a huge mess.

Trying not to be too spoilerish but there are also big issues in terms of even the internal logic of the third trilogy leading to a problematic and improbable deus ex machina.

The best I can say about ep 9 is that it re-retconned a lot of the scurrilous and disrespectful retcons in ep 8. But continuity is out the window totally. And for folks who enjoy the Old Republic and the legends continuities these three last Star Wars films gave us nothing and disrespected or devalued a lot of what we thought we knew.

Skywalker is a well-made movie in terms of production values. As a story, it is very unfullfilling as a way of ending the Skywalker series and fails in theme, plot, characterization, and continuity.

2 of 4 stars.

Copyright © 2019 Henry Edward Hardy

20 December, 2019 Posted by | scanlyze, Skywalker | , , , , , | Leave a comment

How Star Wars 7,8,9 would go if I was the writer and producer

I’m so disappointed with the deconstructive and destructive nature and intent of the new Star Wars movies. Leia and Han’s storybook marriage disintigrated and their son turned into an emo psycho-killer cultist. Everything Luke believed when he was a young Jedi knight was wrong, and now he is a broken old man who has severed his connection with the force and sunk his starfighter in the sea.

What a load of horse hockey.

So here’s how it would go if it were up to me.

The crawl at the beginning of ep 7:

STAR WARS
Episode 7
A New Menace

The NEW REPUBLIC has collapsed into feuding republics and principalities. The RESISTANCE was disarmed. Those who resisted are hunted as terrorists and killed or imprisoned. HAN and LEIA SOLO run a shipyard and cantina at Mos Eisley on Tatooine.

Demobilized STORM TROOPERS form the basis of a political movement called the Home Soil Movement. Imperial Remnants threaten the Republic from beyond known space. And where are the Jedi? Vanished, gone and almost forgotten.

LUKE SKYWALKER disappeared ten years ago and his whereabouts are unknown.

Prologue

Luke and Leia at the cantina… smuggling/resistance business… an unexpected guest. It is Chewbacca, taking some leave before returning to Kasssyk to take up a post as a General in the militia.

Chewbacca is concerned. His scouts report that dissident Storm Troopers have found a new line of credit with the banking clan and have been seen on Kamino, home of the cloners who made the Clone troopers during the Clone Wars. Over dinner they fall to discussing old times.

After the destruction of the second Death Star and fall of Emperor Palpatine, much of the fleet was demobilized. However a sizable fleet of several hundred ships under Admiral Thrawn departed for the Unknown Regions.

What happened to Luke? After the war he was hailed as a hero but refused all honors, retiring to Tatooine, living in Obi-Wan’s old campsites and becoming much of a hermit. Then one day he was gone, just gone. And Leia could no longer sense him in the force.

PS I wrote this Dec 30, 2017, but I am posting it now in contrast to the actual progress and conclusion of the third Star Wars trilogy.

Copyright © 2019 Henry Edward Hardy

20 December, 2019 Posted by | scanlyze | , , , , | Leave a comment