Author Topic: It Came From Drive-Thru RPG: Choice & Blood  (Read 8019 times)

Offline Libertad

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It Came From Drive-Thru RPG: Choice & Blood
« on: July 06, 2013, 01:05:36 AM »
Blood & Choice


The image URL is right, it's being sold through Paizo Publishing.  Why would these guys want to associate themselves with this?

I had no idea about this when I purchased this product, but I found out that its author is the same guy who wrote Black Tokyo: Chris Field.  I get the strange feeling that he’s intentionally trying to carve out a niche as the “D20 Weird Sex Guy.”  Unfortunately for him, he’s got a lot of competition.

Made back in 2007, the D20 Modern train was coming to a slow death: Dark Matter was the last product made for the product line (and in that same year).  Nowadays, the only publisher still making D20 Modern products at all is Scorched ‘Urf Studios, owned by Chris Field.  He even has a Department 7 product line, which should be the intellectual property of Wizards of the Coast!  I guess it just goes to show how dead Modern is and how little WotC cares about it, considering the reputation of Field’s work.

So this product is a D20 Modern sourcebook for US abortion politics and how it can be inserted into games.  At least for the first 6 pages.  The other 18 is pure game mechanics, from political and medical-related feats, advanced classes, and rules for the effects of abortion procedures.  The emphasis of crunch at the expense of fluff is endemic in many 3rd party products.  I call it "D20-itis."

The subjects of unwanted pregnancy and partisan political issues are fuel for many dramatic story ideas if treated well.  But Field's goal appears to be a campaign where the PCs are clinic workers, doctors, and bloggers caught up in the abortion issue.  Given that D20 Modern is an RPG in the vein of action movies and urban fantasy and horror, I really can’t see this as a campaign people would want to play.  The Treat Injury system is too quick and resolved too easily, for one.  Imagine a show like House, where a seemingly incurable disease is keeping a patient on the brink of death, and a cynical bastard of a doctor has to work against skeptical colleagues, maneuver through medical bureaucracy, and throw himself into the high-stress environment of the emergency room where the patients’ very life is on the line!  In the D20 Modern game, this would be resolved through a few skill checks.  A throw of the D20 as the end-all, be-all resolution is a poor provider of drama.

The Beginning Fluff Text

Considering that this part is not Open Game Content, I’ll paraphrase.  It opens up with a sidebar where Chris Field admits to his biases; specifically he’s pro-choice.  As is to be expected, he writes of the “pro-life” position as the bad guys by default.  He interchangeably refers to pro-lifers as anti-abortion and ‘right to life,’ while pro-choicers as sometimes referred to as ‘feminists.’  This strikes me as unnecessarily confusing: while feminists are overwhelmingly pro-choice and were instrumental in pro-choice movements, not all pro-choice people adopt the other stances of feminist ideologies or even the label itself.

The opening text proper paints a grim picture of an anti-abortion protest in front of a clinic.  Protesters gather in front in a prayer ring, displaying signs of bloody fetuses and screeching at women entering the clinic to “Choose Life” and not kill their babies.  Parents and pastors take their sons and daughters to these events, encouraging them to join in the crusade to “save their fellow children.”  Pro-choice volunteers and feminist groups volunteer to help women and their families maneuver through an angry throng of protesters, the others counter the “right to life” propaganda with angry slogans of their own.

The text discusses how the creation of “buffer zones” in the law helped mitigate some of this chaos, but incorrectly mentions that the RICO Act (charges every member of a criminal organization as a conspiracy) has been successfully used several times to arrest and seize assets of anti-abortion groups.  The text implies that this happened on multiple occasions, with wiretaps and government agents infiltrating the groups, finding links between violent acts between pro-life foot soldiers and their leaders.  From what I could find, it appears that Field is exaggerating a little.  The National Organization for Women entered a case where pro-life groups were financially responsible for the actions of its members blocking access to clinics, and it was one lawsuit as opposed to many.

Clinic Culture: This section discusses the layout of a typical abortion clinic, mostly in terms of security.  There’s usually a reception area, locked procedure rooms, and more utilitarian rooms such as restrooms, storage spaces, and hallways.  In the more violently anti-abortion areas, clinics implement measures such as bulletproof glass, a ‘panic room’ for doctors and patients, motion sensitive lights, fencing surrounding the clinic, and even armed security and bulletproof vests for workers.  This is all true.

Aid and Comfort: Discusses common ways clinic workers make prospective patients feel comfortable.  Artwork from home, brochures and courses in contraceptive use, the promise of doctor-patient confidentiality, and contact details with sex abuse counselors and battered women’s’ shelters are some of the more common methods.

The Procedure: A brief explanation of common abortion procedures performed by legitimate doctors.  Most procedures are performed in the first or second trimester of pregnancy, while third trimesters impose additional complications and difficulties.  The aspiration procedure, where a suction tube is inserted through the vagina and into the uterus to suck out tissue, is the most common method and takes about 5-15 minutes.

Single Issue Voter: Overview of the anti-abortion elements in the United States.  They’re almost entirely driven by conservative Christian organizations, notably Catholic and Evangelical ones.  For the most part, they believe that all life begins at conception, and that the legalization of abortion in some areas of the US is leading to government-sanctioned murder of hundreds of thousands of unborn children per year.

Weapons of Death: Field really did his homework here.  This is the largest section, comprising most of the last 2 pages.  It details tactics anti-abortion groups use to limit and restrict procedures.  The most common forms include right-wing politicians imposing restrictive laws, and groups leading protests and prayer vigils outside clinics.  The spread of pseudo-science is another one, claiming that fetuses scream when being aborted and that abortion leads to increased risks of cancer.

More vicious tactics include taking pictures of clinic workers’ and patients’ license plates and faces for the purposes of harassment and intimidation.  A few are domestic terrorists, firebombing clinics and kidnapping and murdering doctors.  Field briefly talks about a real-world online document called Closed: 99 Covert Ways to Stop Abortion, a terrorist manual with for instructions on how to obtain explosives and vandalize clinic property to stop abortions from occurring.  It throws out a few real-world Internet pseudonyms of these activists, such as The Mad Gluer and Atomic Kitty.

Additional Reading: This final section provides other D20 Products made by the company (Louis Porter Jr. Design), specifically concerning their campaign setting Sanctuary: City of Secrets and its character classes; like Porn Star, Pimp, and Prostitute.  No, I’m not making this up.

Thoughts so far: A good start to this book, these 6 pages discuss an awful lot of information about the issue of abortion in the United States.  It doesn’t really discuss variant campaign ideas or ways to incorporate this into your typical D20 Modern games, which is a major oversight given that the rest of this book is pure game mechanics.

Next time, Game Rule Information and New Classes!

(click to show/hide)
« Last Edit: January 16, 2014, 04:46:57 PM by Libertad »

Offline Kasz

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #1 on: July 08, 2013, 05:55:13 AM »
As an Englishman I have a vague idea of how controversial abortion is in America. I've heard the horror stories from women who walk into those fake buildings, about to go through one of the most traumatic experiences in their life to instead be thrown into an entirely separate trauma and scolded for having the nerve to choose not to have an unplanned baby.

This book seems to be in terrible taste... the author probably thinks he's being all edgy and outspoken, but really he's making light of real issues. He's encouraging people to treat abortion as a game, that's sickening. He's pushing his own biased agenda to an audience who would prefer not to discuss this topic. (Gamers are free to have debates and discussions about policies... but rolling dice to see if they aborted the fetus from another character's rape... No.)

I suppose you could say gamers regularly take certain issues very lightly. Slavery and racial equality are all over D&D, not to mention murder. Despite all three being very important and serious things. The gamers however tend to be in a set mindset. We all know murder is wrong, slavery is wrong, racism is wrong. If we play the murdering racist slavers... we know we're playing an "evil" campaign. Trying to argue "I'm going to play the Protesting Christian because I'm pro-life and good aligned". vs "I'm playing the benevolent abortion doctor, who tries to help women in hard times cause I'm good aligned" "nuh-uh you kill babies, you're evil!" Alignments are enough of a headache already.

This issue doesn't sound like it'd make a fun game. "I sit on the table... I spread my legs" or "I write a strongly worded letter to my congressman" wow...thrilling.

This would make anyone who tried to play it cringe, anyone who saw it think worse of gamers. I can only hope this is a publicity stunt or something to further the author's political cause, even then he's throwing the hobby under the bus to make a point that his opposition will either use against him or ignore.

Lastly... considering in how poor taste this already is... why the hell did he use the Grand Theft Auto font on a cartoony image? GTA: BABY MURDERERS... yeah that's what D&D needs to get away from the history of being known as Satan worshippers (Although again...America problem)

Offline Amechra

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #2 on: July 08, 2013, 07:25:57 AM »
Ah, Chris Fields.

He is one of the "favorites" on the FATAL & Friends thread over on Something Awful. Right up there in awfulness with Cthulthu Tech.

I have to admit, I'm like a bad movie aficionado; I get a weird sense of joy when I'm exposed to horrible tabletop books. My heart soars when I see 'em coming.

Remind me to link to some notably awful ones.

EDIT: Oh, and I see Libertad hasn't mentioned it.

There actually is a later set of books where abortion rights triggers a second civil war. Pro Abortion people end up getting magickal powers because they are the good guys, and...

No, I'm not kidding. What, you think there can't possibly be anyone who lacks that much taste?

Let me introduce you to Chris Fields. One of his books has a PC race that requires daily rape to stay alive.

He is scum, and should be hurt.
« Last Edit: July 08, 2013, 07:34:29 AM by Amechra »
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #3 on: July 08, 2013, 03:19:05 PM »


Let me introduce you to Chris Fields. One of his books has a PC race that requires daily rape to stay alive.


whut!?!?!   :twitch

Offline Amechra

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #4 on: July 08, 2013, 03:27:34 PM »
If you have a Something Awful account, I can link you to a review of one of his Black Tokyo books.

One of the races, the Ironclub Oni, has an alternate trait that gives you some benefit, but causes you to starve if you don't murder, rape, or torture everyday.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Libertad

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #5 on: July 08, 2013, 05:40:43 PM »
If you have a Something Awful account, I can link you to a review of one of his Black Tokyo books.

One of the races, the Ironclub Oni, has an alternate trait that gives you some benefit, but causes you to starve if you don't murder, rape, or torture everyday.

The SA Paywall came down a few days ago, so the FATAL & Friends thread should still be accessible.

@kasz: In regards to edginess, I think it's a little bit from Column A, a little bit from Column.  Yes he's exploiting a controversial topic and being "edgy," but Field really does think about sex and abortion a lot.  I don't know anything conclusive, but there are indications that he was raised in a Fundamentalist Christian community and realized how screwed up their society was.  And one of his books (the space one) had an afterword about how eventually "the Pagans will reclaim society from the evil and oppressive Christians" (he's a pagan IRL).  This bleeds into his works a lot.

There's also the fact that he engages in some intellectually dodgy rationalizations regarding sex, portraying all hentai in the Black Tokyo preview as "witty political satire," and equating correlation with causation.

Field: "there's a lot of rape-themed hentai in Japan, and there's low rates of sexual assault!"

Me: But there's still plenty of sexual harassment and entrenched sexist standards in the nation.  Also, several paragraphs later you talk about how child prostitution of schoolgirls was an endemic problem among Japan's youth.

Back to Choice & Blood, I'll get cracking on the classes soon.
« Last Edit: July 11, 2013, 12:59:52 AM by Libertad »

Offline bhu

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #6 on: July 08, 2013, 05:56:02 PM »
If you have a Something Awful account, I can link you to a review of one of his Black Tokyo books.

One of the races, the Ironclub Oni, has an alternate trait that gives you some benefit, but causes you to starve if you don't murder, rape, or torture everyday.

Ah ok so it's commit an act of compulsory evil or die.  That make sense for a supernatural race thats supposed to be representative of all the worlds ills.   when I read it the first time I thought it meant you required being raped daily to survive, which would be pretty damn dark...

Offline Libertad

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #7 on: July 08, 2013, 06:21:08 PM »
New Classes and Game Rules

All mechanics is Open Game Content as defined
by the Open Gaming License. See page 24
for more information.

Game Rule Information

Our first piece of crunch text involves game mechanics for abortions.  Joy.

An abortion in the first trimester has a Purchase DC of 10 + Treat Injury Ranks, 12 + Treat Injury for second trimester, and 15 + Treat Injury for 3rd trimester.  The Purchase DC for first and second trimesters are 16 and 17, respectively.  The Treat Injury DC for a successful abortion is 15, 18, and 20 for each successive trimester.  A woman is fatigued after a procedure.

A first trimester abortion in the real world costs about $300-400, while a Purchase DC 16 translates to $650.  Field is off the mark quite a bit.

Now the classes!

D20 Modern has 6 basic classes, one for each ability score.  Advanced classes are pseudo-prestige classes which can be taken provided one meets the prerequisites.  In Choice & Blood, they have a new type of class: the Intermediary Class.  An Intermediary Class is like a basic class, except it’s about 3-5 levels long and has specific class features every odd level instead of talents.  Additionally, each one requires the PC to invest ranks in certain skills.  The lack of customization is viewed as a trade-off in exchange for more power.  We’ll soon see if they’re worth it.

The Abortion Provider is the only Advanced Class in the book.  It’s basically a diplomancer/doctor hybrid with a d6 hit die, good Will save, and a great Defense bonus (because people keep trying to kill you).  Each of the class features have an Action Enhancement mechanic, where abilities are further improved by spending an Action Point.

Quote
The abortion provider’s patients represent the whole spectrum of femininity, scared teenagers who had a spectacular sexual misadventure, mature women who make their choice for financial reasons, grieving would-be mothers carrying genetically damaged children, rape and abuse victims in desperation, young lovers who know they can’t have children now…. Whether the Abortion Provider fights for choices for her patients, confronts pro-lifer demonstrators to ensure abortion remains legal and accessible, or merely fights out of rage at the ignorance and crimes committed by the other side, the Abortion Provider is as much a ‘combat medic’ as any corpsman trying to keep his platoon alive in Bagdad. Abortion providers have been forced to include Kevlar, tasers, mace and even concealed handguns as standard medical gear.

There are several things wrong with this flavor text.  The first one is Chris Field using the term “spectacular sexual misadventure.”  It’s inappropriate when discussing the very real and frightening problem of teen pregnancy, because the previous 3 words fetishize the act itself which led to the pregnancy instead of the aftermath.  Also, if Field’s work is any indication of his Author Appeal, he really likes them young.  We’re talking “12 years old should be the age of consent” type of stuff.  Don’t believe me, read PurpleXVI’s FATAL & Friends review of Otherverse: America, specifically the discussion of the porn industry in his pro-choice neopagan Mary-Suetopia.

Second is comparing an abortion doctor’s work to soldiers in the Iraq War.  Many doctors (such as George Tiller) have suffered greatly at the hands of violence and harassment, but comparing the occupation to an active-duty soldier in a war-town city is downright disrespectful.

Now the class features.

Feminist Medicine gives the character a scaling bonus on Treat Injury checks on women and Knowledge and Diplomacy checks concerning abortion laws.  Not really that useful except in the highly specialized campaign niche this book is written for.

At 2nd level the character can choose Desperation Demographics or Counseler.  The former grants half the class level as a bonus on Knowledge: Streetwise and Sense Motive checks.  The latter is kind of creepier.  I’ll let it speak for itself:

Quote
The Abortion Provider is privy to the most intimate details of her patients sex lives, religious beliefs and relationships. She hears secrets that her patients would tell no one else. After five minutes of conversation with any sentient creature with an Intelligence score of at least 5, the Abortion Provider may make a DC 18 Sense Motive check to gain insight to that person’s sexual history, beliefs and relationship.

If the check is successful, the Abortion Provider determines the character’s religious or philosophical beliefs (if any), if the character is currently pregnant, if the character has had sex, either consensual or not, within the last few days, and if that character’s relationship is under any unusual strain (worries about money or infidelity, abuse, longstanding arguments, etc.) though not specifically what is causing the strain.

This check may only be attempted once per day on any specific character.

I get the whole “people feel comfortable around you” ability, but it comes off as really invasive (and creepy, knowing Field).  In a mere 5 minutes of conversation, you pried out of your patient their deeply held religious beliefs, whether their relationship is suffering, and whether or not they were raped if they had sex.

3rd level grants Calming Presence, which is basically Calm Emotions against people who wish to do harm.  It can effect multiple targets at 5th level.

7th level you choose either Skilled Surgeon (fatigued for half the time after any surgery) or Hypervigilance (+2 on Spot and Initiative checks because a lot of people want to hurt you).  The latter is far more useful in almost every campaign out there.

9th level Symbolic Defender: people gain bonuses on rolls when fighting inside or around your abortion clinic! 

10th level, the Capstone Ability!  Moment of Courage, where the abortion doctor pulls a Kamina and gives a speech of hope against overwhelming violent odds.

Quote
Confronted by palpable rage, the Abortion Provider’s steely determination can help her allies and her patients find hidden reserves of strength. By making an inspiring, impassioned speech as a full round action, the Abortion Provider grants morale bonuses any creature within 30 ft who shares at least one allegiance with the Abortion Provider, or any patients under her care, regardless of allegiance.

The Abortion Provider can choose a number of the following bonuses equal to her one plus Wis modifier (minimum two bonus types).
• +2 morale bonus to WILL saves
• +2 insight bonus on REF saves
• +2 morale bonus on attack rolls and ability checks
• +2 morale bonus on skill checks
• +2 morale bonus to STR and Con
• +2 insight bonus to Defense

Whatever bonuses are chosen, the effects of this ability last for a number of rounds equal to one plus the Abortion Provider’s Wis modifier (minimum two rounds). If this
class ability is activated while the Abortion Provider is inside the structure she’s designated as an emotional refuge with the Symbolic Defender class feature, the benefits of this feat apply to all eligible creatures inside the building, or within 30 ft of it, so long as they know the Abortion Provider is alive and still fighting within the building, even if they cannot see or hear her.

I do not mean any disrespect towards those doctors who have suffered for their efforts to uphold a woman’s right to choose, but I feel icky about Field portraying abortion doctors as a literal “I’m a soldier fighting a war!” thing.

Oh, and at 4th, 6th, and 8th level the Abortion Provider gets bonus feats, most related to social and medical skills, and a few defensive combat ones.

Thoughts so far: I was right to assume that the quality would drop sharply once I got to the game mechanics.

Next time, the Intermediary Classes.
« Last Edit: July 08, 2013, 10:48:58 PM by Libertad »

Offline Amechra

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #8 on: July 08, 2013, 07:54:54 PM »
If you have a Something Awful account, I can link you to a review of one of his Black Tokyo books.

One of the races, the Ironclub Oni, has an alternate trait that gives you some benefit, but causes you to starve if you don't murder, rape, or torture everyday.

Ah ok so it's commit an act of compulsory evil or die.  That make sense for a supernatural race thats supposed to be representative of all the worlds ills.   when I read it the first time I thought it meant you required being raped daily to survive, which would be pretty damn dark...

Not that that isn't any worse for a player race.

OK, so it ain't on the level of the half-Unicorns that long to have incest with their Celestial father (another playable race)...

EDIT: Also, the only time I could ever see any of those abortion rules coming up would be in a rather... mature game involving an Unholy Scion (you know, those monsters from Heroes of Horror which are literally evil incarnate since about conception, and which involve mind controlling their mother while they are a fetus). Seriously, that would be the only point where I could see them being used. And probably not even then, because that would be seriously uncomfortable for everyone involved.
« Last Edit: July 08, 2013, 08:01:40 PM by Amechra »
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Libertad

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #9 on: July 08, 2013, 09:20:07 PM »
Intermediary Classes

I covered the basics in the previous post.  It’s a concept unique to LPJ Games, and is mostly a way to insert highly specific classes for modern campaigns.  Now I’m not a big fan of how D20 Modern does things, but I think that the 6 Strong/Fast/etc. Hero classes can cover most bases.

Interestingly, unlike the 6 basic classes, two of the Intermediaries (Clinic Defender and ER Intern) have an even number of skill points per level, one less than they’d get with their core counterparts.  Since D20 Modern assumes all PCs are human unless the campaign specifies otherwise, PCs have odd numbers of skill points and two feats at 1st level.  I assume this to be a typo.

Clinic Defender is a 5-level class with a medium BAB, Good Fort save, a good Defense, 4 + Int skill points per level, and a d10 Hit Die.  They represent those pro-choice demonstrators who help escort women into clinics amidst angry mobs, volunteer security guards, and counter-demonstrators.  Once again, Field makes an inappropriate war analogy by describing them as “self-taught urban warfare experts.”

At 1st level, the character gains Read the Crowd, where they can discern a crowd’s overall attitude (hostile, unfriendly, etc) with a DC 18 Sense Motive check.  This should not be a class feature.

On a successful roll, they also gain a +1 Initiative bonus in encounters involving the crowd for 24 hours.

At 3rd level, Supportive grants the character the ability to spend an action point and allow an adjacent ally to use one of their Saves in place of their own.  Lasts for 5 rounds or if they move beyond 5 feet.  Too situational, requires a limited per-level resource, and has a short range and duration.

5th level, Counter Demonstration can be used if the character and at least one other person spend a full-round action flinging taunts and insults to enemies.  This grants a +1 morale bonus to Defense (Armor Class in Modern terms) and two saving throws of the character’s choice to a number of allies equal to the Charisma modifier of the most charismatic demonstrator within 30 feet.   It does not specify the duration.  The bonuses are too low, and forcing 2+ people to waste their entire turns is counter-productive in combat.

And bonus feats at 2nd and 4th level.

And what does a Clinic Defender have to give up in exchange for all this?  Must choose Personal Firearms Proficiency as one of their 1st level feats, and must put maximum ranks in Concentrate, Intimidate, and either Knowledge (Streetwise) or (Civics) until the former two are at 6 ranks and the latter at 4 ranks.  And an allegiance (Modern’s take on alignment) to either a pro-choice organization, a left-wing or liberal cause, or a libertarian religion.  I don’t know what Field means by this last one.

The verdict: Underpowered.  Charismatic Hero has better buffs, while the Tough Hero has better defensive talents.

Sidewalk Counselor is a 5-level social-based class.  Basically you’re a religious person who hangs around clinics to talk women out of getting abortions.  Bad BAB progression, Good Reflex and Will, bad Defense progression, and 7 + Int skill points per level.

The class feature descriptions are out of order.  Seriously, the bonus feats at 2nd and 4th level come before the 1st level Convincing Argument feature, but is otherwise good.  Sadly this isn’t the only editing error I see in this document.  Another strike against Chris Field.

1st level is Convincing Argument, where you combine pseudoscience and religious doctrine to make yourself sound like you know what you’re talking about.  A number of times per day equal to Cha modifier you add your ranks in your highest Knowledge skill as a bonus to a Bluff or Diplomacy check.  It’s meant to be used for science and religious arguments, but per RAW it can be used with things like Knowledge (Streetwise).  Really overpowered, since Diplomacy still works the same way it does in 3.X.

Awaken Grief is at 3rd level, and BOY IS IT UNDERPOWERED.  Basically you guilt-shame a pro-choice person or woman who has had/wants to have an abortion.  If you get a natural 20 on a Bluff or Diplomacy check on a person who fits the above criteria, you can choose to have them be shaken for one round.

Natural 20.  For one round.

Charismatic Hero has two talents which can be used far more often (Dazzle and Taunt), are available at the same level (3rd), and the penalties for dazzle are just one less than shaken.

5th level is the Choose Life ability, where the character sways one over to their way of thinking.  By speaking for a full round and spending an action point, and on a failed Will Save, the target gains an Allegiance to a conservative, religious, or pro-life position of the Sidewalk Counselor.  If an existing Allegiance is in conflict, it is dropped.  This effect lasts for only 1d4+1 rounds.  The target is more favorably inclined towards the character during this brief period of time.

Super underpowered, unless you have magic in your campaign, in which it’s suggested that the target loses spellcasting ability if affected (because evangelical Christians hate magic).

And what are the restrictions?  Like the Clinic Defender, only Bluff and Diplomacy and Knowledge (Theology and Philosophy) for skills, and Alertness instead of Personal Firearms Proficiency.  Not really a penalty for Bluff and Diplomacy, but still not worth it for this class.

The verdict: Useless except for a 1 level dip for Convincing Argument.

Next up is the Blogger… Intermediate Class?  Dude, the text is extra-large for class titles, LPJ Design has no excuse for this!

Basically another social-based class, but with some investigative abilities.  It’s 3 levels long, d6 hit die, poor BAB progression, a Good Will Save, the Fort and Ref Save progressions are left blank (GODDAMIT FIELD!), 7 + Int skill points per level, and average Defense.

1st level you get Media Bias.  You’re a hyper-partisan political blogger.  Pick a single government, race, occupation, religion, or ethos.  You receive a bonus equal to Blogger level+1 on Gather Information, Investigate, and Research checks against people belonging to said group, but you’re “infamous among that group.”  What, a mechanical advantage with a flavor text penalty.  I would’ve gone for a flat penalty on social skill checks.

Bonus feat at 2nd level.

3rd level is Blogo-Sphere, where you cut the time spent on Gather Info, Investigate, and Research checks by 25% if you have Internet access.

Penalties: 6 ranks in Diplomacy and Perform (any), 4 ranks in Knowledge (any) and Investigate, Renown as one of your 1st level feats.

The verdict: Underpowered and specialized, Smart Hero gains a larger bonus (equal to Hero level) on an Int-based skill with a talent.

The Irregular class represents rank and file guerilla soldiers, terrorists, and (for this product) Army of God-style anti-abortion activists who firebomb clinics and shoot doctors.  3 level class, d8 hit die, Good BAB progression, Good Will Save, good Defense, and 3 + Int skill points per level.

Once again we meet poor editing.  Suicide Strike is 1st level in the table, Atrocity 2nd, and Die Fighting at 3rd.  But Atrocity is the first in the list of descriptions, followed by Die Fighting, and then Suicide Strike.  What the fuck, guys?

1st level you get Personal Firearms Proficiency as a bonus feat.

Atrocity: When doing damage against ‘civilians,’ you don’t roll but instead treat the damage dice at their highest values.  A civilian must be an Ordinary (NPC variants of Hero classes), a BAB of +3 or less, and cannot have the Criminal, Law Enforcement, or Soldier occupation.

Potential damage boost, but too situational to be useful for most campaigns.  Might be useful against mooks who are ill-trained but numerous, like cultists.

Die Fighting: You can take a single move or standard action once per round if at -1 or lower hit points.  You can still bleed to death.

Suicide Strike: If you’re struck by an attack which would drop you to 0 hit points or less, you get an immediate free attack at your highest attack bonus.  Only usable once per encounter.

Restrictions: 3 skill points in Knowledge (Tactics), and must take 1 rank in Knowledge (Civics) and (Theology & Philosophy) each before you can multiclass out.  So what happens if you don’t, and meet enough experience to grow to 4th level.

The verdict: Die Fighting’s the only good one of the bunch.  Otherwise too situational, again.

ER Intern is exactly what it says on the tin.  3 level class, d6 hit die, poor BAB, good Will save, 6 + Int skill points per level, and poor Defense progression.

Holy shit, the class features on the table are in reverse order in descriptions!  Just when I got used to sloppy editing, Field surprises me yet again…

1st level grants Surgery as a bonus feat, and Triage, which allows you to know the amount of negative hit points someone or something has with a DC 10 Treat Injury as a free action.  Meaning you can do it effectively unlimited times, so you may as well bother not rolling at all.

2nd level grants Tireless Healer, where you only need 3/4th the amount of rest to recover hit points.  For yourself, not your patients.

3rd level grants Life Saver, where you roll d10s instead of d6s for Action Points on Treat Injury checks.

Restrictions are 6 ranks in Spot and Treat Injury, and 3 ranks in Craft (Pharmaceutical) and Profession (Doctor).  Oh hey, Profession is just a single skill with no subsets in D20 Modern!  I really hope that this work is entirely unedited; paying an editor for this would be a crime against humanity.

And that’s it for classes!

Thoughts for far: The classes are weak and the editing’s atrocious.  Need I say more?

Next time, feats!
« Last Edit: July 08, 2013, 10:50:39 PM by Libertad »

Offline Libertad

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #10 on: July 08, 2013, 10:19:57 PM »
Feats

Before we head to Feats, we get a half-page block of text for advice on two kinds of campaigns: the medical campaign and the abortion campaign.  Nothing really important: medical is just like House, while the abortion campaign is more "action-oriented," with shoot-outs against anti-abortion protesters.

Field, Field, listen to yourself.  Why would I want a shoot-em-up campaign set around an abortion clinic, when I can instead do the same thing, but with Urban Fantasy Anita Blake style or with Secret Agents?  Seriously, how can I sell this to my group for a night of gaming?

Okay the feats.  Good news, they're OGC!

Quote
Emergency Surgery
In a few frantic, blood soaked minutes of work, you can
save a dying patient’s life, but at incredible cost.
Prerequisite: Surgery, Treat Injury 8 ranks
Benefit: You can use extremely risky surgical techniques to keep a dying patient alive a little while longer. When performing surgery on any helpless or dying patient, you may choose to use a risky technique that permanently lowers one of the patient’s attributes by 1d4 points. The surgeon chooses which attribute is lowered; the patient receives no saving throw to resist the ability drain.

Each time you do so, you may either of the following
benefits:
• Automatically stabilize the dying patient
• Receive a +5 circumstance bonus on your next Treat
Injury check made to revive the patient.

You may use this feat once per round. Once any attribute is reduced to zero, the patient is irrevocably dead. Until you stop working on the patient, he or she is not considered dead for the purposes of using the Field Medic’s medical miracle class feature. If you stop performing surgery for longer than a single round, your patient is considered dead.

Too much risk for too little reward.  Sucks.

Quote
Experimental Medicine
You practice cutting edge surgical and chemical techniques, pushing the limits of modern medicine.
Prerequisite: Surgery, Treat Injury 4 ranks, Craft: pharmaceutical
4 ranks, Research 1 rank
Benefit: If you try a medical technique and it fails to aid the patient, you learn from your mistakes. Each failure (assuming the patient survives) gives you a cumulative +1 modifier on all future Treat Injury or Craft: pharmaceutical checks made to aid that patient. The maximum possible bonus is equal to one plus your Intelligence modifier (minimum two points).

You shouldn't be failing Treat Injury checks in the first place, and some class talents are far better than some piddly bonuses.

Quote
Faith Healing
You use placebo psychology, faith, scripture, home
remedies and unconventional therapies; you can perform
medical miracles modern science can’t easily explain.
Prerequisites: Iron Will, Knowledge: theology & philosophy
8 ranks, Treat Injury 1 rank
Benefit: A number of times per day equal to your Cha modifier (minimum once per day), you may perform a brief healing ritual. Performing this ritual requires a full round action and a successful DC 18 Knowledge: theology & philosophy check. Success indicates you may either revive a dazed, stunned, shaken or unconscious character, or that you may instantly restore 1d4 Hit Points, plus 1 Hit Points per every three points you beat the check DC by.

You must touch the patient to use this ability. You may only use this ability to benefit a particular character once per day. If your patient claims an allegiance opposed to your religion, is hostile to you, the Knowledge check increases to DC 25.

Seriously, 8 ranks for an ability which can heal up to 1d4+5 points at most?  Guess what, Surgery has less prerequistes and restores 1d6 hit points per character level of the patient.  Science beats faith, just like in real life.

Quote
Flash Mob
You can quickly and easily organize major protests, responding to current crisis and winning political victories through sheer speed.
Prerequisite: Street Demonstration
Benefit: Organizing a demonstration of a hundred people requires only one hour and a DC 12 Diplomacy check. For each additional 100 attendees, you add 10 minutes to the time required and +1 to the Diplomacy check DC.
Normal: Organizing a demonstration of at least one hundred people requires a DC 18 Diplomacy check, and at least 10 hours, plus one hour for each additional hundred people expected to attend. The Diplomacy check DC increases by +1 for every 100 scheduled attendees, reflecting the difficulty in scheduling such a huge crowd, organizing sub-factions within your movement and arranging for any necessary permits.

Potentially useful, good for stirring up trouble, blocking traffic, intimidating people with sheer numbers, and when your summoned eldritch abomination needs to feed.

Quote
Grateful Patients
The patients whose lives you touch never forget you.
Prerequisites: Treat Injury 4 ranks, Surgery
Benefit: Any time you succeed at a DC 20+ Treat Injury check by five or more points while treating any non-hostile patient, you receive a cumulative +1 modifier on all future Diplomacy or Gather Information checks using that patient as a contact. For every five points you beat the check DC by, you receive an additional +1 modifier.

Situational.

Quote
Medical Immortality
Thanks to expensive drug therapies and minor surgery, you can restore an elderly patient to prime of their lives.
Prerequisite: Surgery, Treat Injury 8 ranks, Craft: pharmaceutical
6 ranks
Benefit: By succeeding at a Treat Injury check and spending an action point, you can help a patient overcome the physical effects of aging. The treatments requires long term hospitalization requiring at least 40 hours of work, plus an additional 10 hours for every age category the patient is beyond middle age. The patient is considered fatigued for the entire length of the treatment.

Patient’s Age Treat Injury Time
Category Check DC Required
Middle Age (40-59) DC 35 40 hours
Old (60-79) DC 40 50 hours
Venerable (80+) DC 50 60 hours

If your Treat Injury check is successful, you remove the patient’s physical ability penalties for aging, though the mental ability score increases for age and experience continue to accrue. You extend your patient’s maximum possible life span by five years plus one year per point you exceed the check DC by. You may only perform this treatment on a particular patient once per age category.

Hmm, has some power-gaming potential...

Quote
Mob Violence
You’re at your strongest, and most dangerous when fighting alongside other true believers. When a peaceful protest turns into a riot, you’re ready and willing to fight for what you believe in.
Prerequisite: Street Demonstration
Benefit: You receive a cumulative +1 morale bonus on attack and melee damage rolls as well as a +1 insight bonus to Defense for every 100 allies involved in a demonstration.

You must be actively involved in the demonstration, and flanked by at least one allied demonstrator to receive this feat’s benefit. This benefit only applies while the demonstration is ongoing, and ends as soon as the crowd shrinks to less than one hundred demonstrators. The maximum bonus granted by this feat is equal to your ranks in Knowledge: civics or theology & philosophy.

Hell yeah, a nice buff to attack and Defense!  I can see a mob boss, military leader, or similar guy gathering a posse.

Quote
Neurosurgery
You are one of the most skilled surgeons in the world, with a precise enough touch that you can rebuild damaged nerve tissue.
Prerequisites: Treat Injury 12 ranks, Nimble, Surgery
Benefit: You may restore permanent Intelligence or Wis drain caused by injury or disease, restore sight to the blind, movement to a paraplegic, or sound to a deaf patient. By making a Treat Injury check, you can restore mental function to a patient.

Restoring Mental Ability Damage:
By making a Treat Injury check (DC 15 + the number of points worth of ability drain), you can restore some or all of the patient’s physical capabilities. This check requires surgery and hospitalization, and requires at least 1d4 hours plus a number of hours equal to the number of ability points drained. Thus a patient who has suffered 3 points of Intelligence damage would require 1d4 + 3 hours to treat.  A successful check restores 1d4 points of ability drain, plus 1 point for every three points by which the surgeon beat the Treat Injury DC. A character’s attributes can never be raised higher than their original totals with this skill, and reconstructive surgery can only be attempted on a character once in a 24 hour period.

A patient who undergoes surgery is fatigued for 24 hours, minus two hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below six hours in this fashion.

Restoring sensory capabilities:
Restoring a patient’s sight, hearing or other senses lost because of injury or disease requires a DC 22 Treat Injury check. Success indicates that after the patient’s period of post-operative fatigue ends, the lost sense is restored. Only one sense can be restored per surgical procedure.

Restoring mobility:
If a patient is paralyzed because of spinal damage or other nerve injury, the neurosurgeon may make a DC 40 Treat Injury check to restore the patient’s ability to move. If successful, the patient’s mobility returns after the post-op fatigue period ends.

Outburst
You can ride the razor’s edge of sanity, letting your emotional control slip to make your words more emotionally affecting, your threats more believable and your performances more convincing.
Benefit: By voluntarily suffering 1d4+1 points of temporary Wisdom damage, you receive twice that amount of damage as a morale bonus on your next Charisma based skill check. Thus, if you suffer 3 points of Wis damage, you would receive a +6 bonus on your next Charisma based check.

You must make the skill check within 1 minute of suffering the Wisdom damage. You are considered shaken by your emotional outpouring for 2 rounds after the skill check concludes.

This... is actually a good feat!

Quote
Plastic Surgeon
Cutting edge surgical techniques, saline implants, drug and diet therapy can all be used to make the wealthy as beautiful as they want to be.
Prerequisite: Reconstructive Surgery, Knowledge: popular culture 4 ranks
Benefit: You may use your finely honed surgical skills to improve a patient’s appearance and self image. By making a successful Treat Injury check (DC 28 + the number of points you wish to enhance the patient’s Cha modifier), and spending an action point during the surgery, you may raise the patient’s Cha attribute.

You may raise a patient’s Cha attribute by any amount you wish, so long as the total addition doesn’t exceed one plus the patient’s Con modifier (minimum one point). Thus, if you were operating on a movie star with a Con score of 12 (modifier +1), you could raise her Charisma score by one or two points.

Cosmetic surgery requires 1d6 hours + one hour per point of Charisma gained. A patient who undergoes surgery is fatigued for 24 hours, minus two hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below six hours in this fashion.

Charisma is not linked to physical appearance, Field.  Also, barring some truly bad scarring, I don't think that plastic surgery really improves one's self-image; I hear that a lot of people who undergo this get surprised when they look at themselves in the mirror.

But game mechanics-wise, a good buff for diplomancers.

Quote
Performance Enhancement
Prerequisite: Reconstructive Surgery, Knowledge: earth &
life sciences 8 ranks, Treat Injury 12 ranks
Benefit: You can use drug treatments, exacting training regimens and cutting edge surgical techniques to increase a patient’s physical capabilities. By making a successful Treat Injury check (DC 30 + the number of points you wish to enhance the patients Strength or Dexterity modifier), and spending an action point during the surgery, you may raise either the patient’s Strength or Dexterity attribute.

You may only enhance one attribute per surgery.  You may raise the patient’s Strength or Dexterity attribute by any amount you wish, so long as the total addition doesn’t exceed one plus the patient’s Con modifier (minimum one point). Thus, if you were operating on a basketball player with a Constitution score of 12 (modifier +1), you could raise his Dexterity score by one or two points.

Performance enhancing surgery requires 1d10 hours + one hour per point of Strength or Dexterity gained. A patient who undergoes surgery is fatigued for 48 hours, minus two hours for every point above the DC the surgeon achieves.  The period of fatigue can never be reduced below six hours in this fashion.
Special: This feat assumes is designed for use in a PL 5, modern day culture, and the techniques used here quickly fall out of favor in higher progress levels as cheap and safe cybernetic enhancements become widely available.

Nice buff for combat guys. Potentially overpowered.

Quote
Reproductive Care
You are a skilled obstritician and gynecologist or midwife, capable of delivering babies, performing abortions, treating sexually transmitted diseases and illnesses.
Prerequisite: Treat Injury 8 ranks
Benefit: You receive a +4 competence bonus on all Treat Injury checks related to sex, reproduction, childbirth, and on Craft: pharmaceutical checks related to treating STDs or abortion. You may always take 10 or take 20 on any check involving reproductive medicine, even if stress or distractions would normally prevent you from doing so.

Too situational, unless you really are playing the kind of game Chris Field wants you to play.  In which case it's invaluable.

Quote
Reconstructive Surgery
You can re-knit muscle, repair shattered bone and rebuild scarred faces, returning your patients to physical normality after crippling injuries.
Prerequisites: Treat Injury 8 ranks, Surgery
Benefit: When this feat is first chosen, you specialize in treating injuries to any two of the following attributes: Strength, Contitution, Dexterity and Charisma. You may use your skills as a surgeon to remove permanent ability drain related to that ability. By making a Treat Injury check (DC 15 + the number of points worth of ability drain), you can restore some or all of the patient’s physical capabilities. This check requires surgery and hospitalization, and requires at least 1d4 hours plus a number of hours equal to the number of ability points drained. Thus a patient who has suffered 3 points of Strength damage would require 1d4 + 3 hours to treat.

A successful check restores 1d4 points of ability drain, plus 1 point for every three points by which the surgeon beat the Treat Injury DC. A character’s attributes can never be raised higher than their original totals with this skill, and reconstructive surgery can only be attempted on a character once in a 24 hour period.

A patient who undergoes surgery is fatigued for 24 hours, minus two hours for every point above the DC the surgeon
achieves. The period of fatigue can never be reduced below six hours in this fashion.
Special: You may select this feat twice, to become proficient in treating various kinds of injuries.

Good feat.  Ability drain stings in a campaign which might not have magical healing.

Quote
Rumor Mill
The right words in the right ears can sway elections,
cripple corporations, destroy careers and savage reputations.
Prerequisite: Bluff 8 ranks, Trustworthy, Knowledge: streetwise 1 rank
Benefit: You may seed rumors about your enemies, damaging their reputations and making their lives more difficult. Seeding a rumor requires 1d4+1 hours and a successful Bluff check (DC 18 + the victim’s Charisma modifier, or in the case of a group, the Cha modifier of the group leader or spokesperson). If the check is successful, you’ve created a short-lived and damaging rumor about the victim.

The victim suffers a penalty equal to your Reputation score on all Bluff, Diplomacy and Gather Information checks made against anyone who would be aware of and believe the rumor. This penalty remains in effect for a number of days equal to the rumormonger’s Reputation score.

Characters hearing the rumor make a Sense Motive check, opposed by the rumormonger’s initial Bluff check to determine if they believe the rumor. If the rumor monger can produce evidence (real or manufactured) that seems to support the rumor, he or she receives a +4 circumstance bonus on the initial Bluff check.

Very powerful ability to level against social-based NPCs.  A 5th-level Charismatic Hero with the Renown feat can inflict a -6 penalty for 6 six days, for example.

Quote
Street Demonstration
You can organize public spectacles and large scale protests
designed to shine the media spotlight on the causes you
champion.
Prerequisites: Knowledge: civics or theology & philosophy
6 ranks, Knowledge: streetwise 4 ranks, Diplomacy
1 rank
Benefit: When participating in a demonstration with a large number of other characters, who must share at least one allegiance with you, you may use the momentum of and emotion of the crowd to your advantage. You receive a cumulative +1 morale bonus to Diplomacy and Intimidate checks for every 100 people in the crowd. There is no limit to the bonus you can receive in this manner. You retain this benefit for as long as the demonstration remains active and for 1d6+1 minutes afterward.

You need not actively participate in the demonstration to retain the bonuses, so long as you know the demonstration is still ongoing, if you wish to go off site and use the demonstration’s political capital during negotiations.  Regular phone calls or text messages updating you on your demonstration’s status, or viewing the demonstration on television or from a window allows you to keep in contact with the demonstration while negotiating.

Organizing a demonstration of at least one hundred people requires a DC 18 Diplomacy check, and at least 10 hours, plus one hour for each additional hundred people expected to attend. The Diplomacy check DC increases by +1 for every 100 scheduled attendees, reflecting the difficulty in scheduling such a huge crowd, organizing sub-factions within your movement and arranging for any necessary permits.

Another powerful buff, but situational.  Not good for a clandestine negotiation.

Quote
Techno-medicine
You are well trained in using the highest tech, best surgical tools and life support equipment money can buy.
Prerequisite: Treat Injury 4 ranks, Knowledge: technology 4 ranks, Computer Use 4 ranks
Benefit: Assuming you are working in a well equipped surgical lab, you may add your ranks in Knowledge: technology as a bonus on all long term care, treat disease and surgery attempts using the Treat Injury skill. 

Doing so doubles the time required for the check, as well as doubling the post-operative period of fatigue for the patient. If basic treatment does not fatigue the patient, the patient becomes fatigued for a minimum of six hours after treatment.

Special: When purchasing Medical Kits, Pharmacist Kits, or Surgery Kits, if the surgeon increases the item’s Purchase DC, he can buy top of the line equipment. For every three points the surgeon increases the Purchase DC, he receives an additional +1 equipment bonus on all Treat Injury or Craft: pharmaceutical checks made with the superior kit.

Add ranks as bonus to Treat Injury?!  Wow, that's bordering on overpowered!

Quote
Weapons Cache
You’ve set up safe houses and ammo dumps around the city that you can quickly access in an emergency.
Prerequisite: Knowledge: tactics 12 ranks
Benefit: You can establish storehouses and safe houses around the city you currently live and operate in. The safe house is usually a tiny, inexpensive apartment, self -storage unit, or may be located in an abandoned building or ‘friendly’ business. These safe houses do not need to be detailed, nor do their locations have to be specified until they are needed.

When the character needs to access the safe house’s contents, he spends an action point; a convent safe house is ‘established’ within 30 minutes of his current position. A character can use this feat a number of times equal to one plus his Wis modifier (minimum twice) each level.

You may stock the safe house with a number of specific weapons or pieces of gear equal to twice your Wis modifier (minimum two weapons or items). The cached equipment must have a Purchase DC equal to 12 + your Wis modifier or less, and its ‘purchase’ does not significantly impact your wealth bonus. A supply 1d4 clips of ammunition are considered one piece of gear.

Finding a character’s safe house or weapons cache requires a Gather Information or Research check (DC 28 + the character’s Wis modifier). A day after first accessing a cache, the base DC of the check drops to 14 + the character’s Wisdom modifier.

This is the rare feat I can see of being use in many campaigns.  Only problem is that it can only be used a certain amount of times per level, and the Purchase DC of most guns is 16 or above.
« Last Edit: August 10, 2013, 03:48:27 PM by Libertad »

Offline Libertad

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #11 on: July 08, 2013, 10:52:55 PM »
Finality

Field ends the book with a message and some recommended reading material (covering abortion politics).

Quote
Writing the book, I kept the focus fairly tight: abortion as it stands today, not historically. I’ve also condensed and simplified some of the information herein. This book is designed to introduce gamers to another world, offer the game master just enough detail to run a campaign, and offer players testing out one of the new classes presented here just enough color to roll up some memorable creations.

I’m writing this book for the gamer intrigued enough by the subject to pay the cover price, but with no real familiarity with the material. For those of you who’ve undergone an abortion, know someone who has, or are active on either side, I hope my words reflect your truths, and I hope you don’t find me presumptuous for writing them.

Respectfully,
CHRIS FIELD,
December 2006

Fuck, I've been referring to you as "Fields" all this time.  Out of respect for one's name I'll edit my posts in this review.

Back to this post.  Okay.

Chris, you're incredibly presumptuous.  A bunch of classes and feats do not constitute an accurate reflection on the concerns, fears, and drama countless women undergo when considering an abortion.  You didn't even bother proofreading your work before it hit the virtual shelves, and your cover art just smacks of tasteless "edginess."

The only thing I can take pleasure in is knowing that I finished this review, so that others can be spared the pain I suffered reading it.

Offline Squirel_Dude

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #12 on: July 10, 2013, 01:17:08 AM »
Initially I couldn't ever see myself playing this, or letting my friends play this. Then I mellowed on it. Now whenever I think about this insane supplement, all I can think about is trying to find a way to implement the new stats for Jesus into a Choice and Blood campaign.

Offline Amechra

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #13 on: July 10, 2013, 08:20:12 AM »
I see him as being confused about the whole affair (actually, I see Jesus being very confused about a lot of things that use Christianity as a justification.)
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Squirel_Dude

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #14 on: July 10, 2013, 06:22:04 PM »
I see him as being confused about the whole affair (actually, I see Jesus being very confused about a lot of things that use Christianity as a justification.)
Yeah, he was a pretty laid-back guy when it came to dogma. Definitely not much of a lawful good guy.

Offline Amechra

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Re: It Came From Drive-Thru RPG: Choice & Blood
« Reply #15 on: July 11, 2013, 01:54:59 AM »
Well, except for people using temples as marketplaces. But then again, that would be like going to your house and seeing a bunch of merchants parked in your living room.

You'd beat them up too, I wager.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."