Continuing my satirical social commentary via OCC...

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
Father Goose
Adventurer
Posts: 426
Joined: Mon Aug 06, 2018 9:07 am
Comment: If I could go back in time, I would join the cast of "The Thrilling Adventure Hour"
Location: Varies

Continuing my satirical social commentary via OCC...

Unread post by Father Goose »

Social Justice Warrior O.C.C.

Racism, prejudice, economic divisions, patriotism, fear of the unknown, fear of the different – these are all things that exist in the world and have since the beginning of recorded history. Many people take it for granted that such is life and they do their best to find their place in it. Some by active participation in one or more of the above, some by avoidance and attempts to lessen the personal impact. There are others, however, who are filled with a passionate rage that such is allowed to perpetuate. “Why are more people not outraged by this injustice?” they wonder. “Why doesn’t anyone put a stop to it?” When no one can answer these questions sufficiently, these passionate individuals have but two options: conform, or rebel. Those who rebel adopt the mantle of Social Justice Warrior, a calling more than an occupation, and make it their life’s mission to seek out and combat perceived social injustice where ever it rears its ugly head. Whether it be campaigning for or against a leader, proposition, or law, arguing in a public forum, staging protests, or any other form of spreading awareness, Social Justice Warriors (SJWs) are always seeking ways to raise awareness for their cause and show others the injustice that should not be tolerated. Most SJWs see it as their duty to inform, educate, and organize a response to social injustice where ever they find it. They sometimes find kinship with Rogue Scholars who also seek to educate, though just as often they find themselves in opposition to these scholars who are more interested in preserving knowledge than using it to fight injustice.
SJWs come from all walks of life and can potentially be found among all races. Some are pacifists, seeking to use their words to inspire others toward peaceful resolutions born of understanding and acceptance, but just as often they are militant revolutionaries who are not opposed to using “any means necessary” to see their message heard and obeyed. Such violent individuals may engage in domestic terrorism, riots, assassinations, and other forms of extremism to combat the injustice that offends them. Fortunately, most find a middle ground between the two extremes, and while they may be militant in their aggressive language, most are less prone to blowing up buildings to get attention.
It is important to note that SJWs are not academics like Rogue Scholars. Instead, they generally operate based on emotion rather than reason, basing their conclusions on how they feel about a subject, not necessarily based on facts or reality. While well-meaning, this can sometimes lead SJWs along paths that cause more problems than they solve for the people they choose to champion.

Rally the Cause!: SJWs are never shy about sharing their beliefs about injustice and many are passionate and eloquent orators. When an SJW takes up a cause and becomes publicly verbal about their position, others become caught up in the heady rush of rebellion. Whenever an SJW succeeds at a roll for Public Speaking while addressing a crowd about an injustice he or she wishes to tackle, those present must make a save vs Mind Control (12, +1 per 3 full levels of the SJW). Those who fail their save are temporarily caught in the fervor of the SJWs speech and will be willing to follow the cause where ever it leads (so long as it does not require one to violate their alignment or other strongly held beliefs) for as long as the SJW is a visible presence. Once the SJW is removed from the scene, the gathered mob is entitled to a new save vs Mind Control. Those who succeed stir from their fevered devotion to the cause and may stay or go at their own discretion. Those who fail will stay the course, following whatever direction was last given by the SJW, until such time as they meet serious opposition. Each time they are opposed by a superior force, they are entitled to a new save. This effect lasts 1d4 hours per level of the SJW, or until the last affected parties save successfully.
Master Psychics are immune to this effect. Minor and Major Psychics receive a +2 and +4 to their save, respectively.

Hit ‘em where it hurts: SJWs have a knack for knowing just what to say to someone who opposes them, or who are opposed by them, to stir an emotional response. They then use that emotional response to discredit the individual, justify acts of aggression against them, or any number of other acts aimed at proving the SJW right and justified. When engaged in verbal combat with an opponent, the SJW may roll d% dice against their Trust/Intimidate score. If successful the opponent must save vs Psionic Attack or become instantly outraged, taking a -10% (plus the level of the SJW) to all social skill rolls for the remainder of the scene. He is also likely to yield to his baser nature (GMs discretion), resulting in possible physical violence, name calling, or any number of anger responses appropriate to the character.

Hell No, We Won’t Go!: SJW are notorious for their ability to withstand cajoling, bribes, or reasoned arguments from anyone opposing their views. As a result, any attempt to convince an SJW to back down is likened to asking a mountain to move out of your way so you may pass on flat terrain. All SJWs receive a bonus to saves equal to their level when rolling to resist mental or social compulsion intent on swaying them from their cause or making them leave an area. The down side to this is that an SJW must make a save vs Mind Control anytime they are met with social or mental opposition, even if the SJW would otherwise find the opposition’s argument compelling or reasonable, and even if it wouldn’t normally require (or allow) a save – so staunch is their dedication to their cause. Should the SJW succeed in this save, they cannot be convinced of the validity of alternative view points, no matter how well-reasoned the argument. Saves vs social or mental compulsion that do not normally have a save (such as normal conversation or a successful skill roll) are made against a base value of 15. GMs are encouraged to modify this value as appropriate to reflect the skill and level of the opponent.
There is an exception to this rule, but it is one SJWs are loathe to explore very often. An SJW may voluntarily fail this save if they believe it would benefit them to do so but because it goes against their core beliefs to bow to anyone’s authority who opposes them, this acquiescence results in the SJW being unable to use any other class abilities for a number of days equal to his level, as the higher the level the SJW, the more committed he is to his calling and the more it undermines his sense of self when he must back down.

Racial Restrictions: none. Social Justice Warriors can potentially be found in any race, though they are most commonly found among humans and socially involved D-Bees.
Attribute Requirements: MA and ME 12+, the higher the better! High physical attributes are helpful for surviving violent confrontations, but not required for the OCC.
OCC Bonuses: +10% to existing Trust/Intimidate score. If MA is under 16, treat Trust/Intimidate as 25% (no added bonus); +4 save vs Psionics, Mind Control, and Possession; +1 save vs Horror Factor at levels 1, 2, 4, 8, 12, and 15
Note: Any SJW who acquires psionic powers during character creation must choose their powers exclusively from the Sensitive category

O.C.C. Skills
Speak read and write Native Language 90%
Two Language: Other skills +20%
Public Speaking or Creative Writing +30%
Surveillance +15%
Intelligence +10%
Pilot: Automobile
Two Lore skills +20%
Computer Operations +10%
Weapon Proficiency: One of Choice
Hand to Hand: Basic
Hand to Hand Basic may be upgraded to Expert at the cost of 2 other skills, or Martial Arts at the cost of 3 other skills

O.C.C. Related Skills
Social Justice Warriors may choose 6 of the following skills at first level, plus 2 additional skills at levels 3, 6, 8, 11, and 14. Additional skills start at level one.
Communications (any) +10%
Cowboy (none)
Domestic (any)
Electrical (basic and computer repair only)
Horsemanship (general only)
Mechanical (basic, automotive, locksmith only)
Medical (first aid, paramedic, and psychology only) +5%
Military (demolitions, field armorer, and forced march only) +5%
Physical (any)
Pilot (any except military, juicer, power armor, and robot)
Pilot Related (navigation and sensory equipment only)
Rogue (any) +10%
Science (none)
Technical (any) +10% (+15% to Lore skills)
Weapon Proficiency (any)
Wilderness (fasting and land navigation only) +10%

Secondary Skills
Social Justice Warriors may choose a total of 4 secondary skills at level one, plus 1 additional skill at levels 3, 6, 10, and 14. These skills are chosen from the list of available secondary skills in RUE.

Cybernetic and Bionic Enhancements: None to start, though may be acquired in play as normal

Starting Equipment: SJWs begin play with a suit of light MDC armor of choice, 1d4 weapons of choice as befitting their WPs, a set of travel clothes, two outfits for making public appearances, a backpack, 2 canteens, a blank journal or notebook for writing speeches and taking notes, a set of pens or markers, a roll of butcher paper for making signs and flyers, scissors, hammer, box of nails, a loud speaker or bull horn (for making speeches), travel food for 1 week, pair of handcuffs, bolt cutters, binoculars, map case full of flyers, 50 ft or rope or cord, 2d4 x 1,000 credits worth of trade goods, 1d4 x1,000 universal credits

Note: Social Justice Warriors tend to draw a following from among the lost and disenfranchised. As a result, it is possible for a Social Justice Warrior to attract a Millennial, Saloon Bum, Vagabond, or normal townsperson as a follower for a time. However, most followers are quickly bored or disillusioned once they have travelled with the SJW for a time, and will generally leave to go their own way. At the GMs discretion, an SJW may have 1d4 such followers at any given time, but an individual follower will stay with the SJW no more than 1d4 months before moving on. This mechanic should be a function of roleplay and story, not an excuse for the SJW to build an army or cult of personality.

Social Justice Warriors will periodically keep company with Rogue Scholars, Millennials, Militant professionals, and anyone who will support their cause. They rarely find kinship with summoner types as they see their practices as infringing on the rights of others, though there are exceptions.

Skills Note: It is recommended that the GM consider adding the following fan-made skills, (found here and here) to the list of OCC Skills with a +20% bonus. It is listed here, rather than in the OCC Skills section for those who prefer to use only official skills in their game.

Over-analyze Minutiae (Communication)
This skill helps one select a single small part of an overall concept or idea, often an insignificant or irrelevant portion, and inflate its perceived significant through long winded and sometimes spread out lectures, rants, essays, or debates, with others who either also possess this skill, or are desperately trying to get the conversation back on point. The thoroughness, lengths, and depths one can go when focusing so narrowly to the exclusion of all other ideas knows almost no bounds. Requires the literacy skill to be applied to text or the written word. Add +6% to this skill if the Research skill is known by the character, and another +6% if the Creative Writing skill is also known by the character.
Base skill: 35%/25% +4% per level of experience. The first number is for identifying a sufficiently small enough portion of a given information or data set to exploit in this manner, the second is for one's ability to actually exploit this identified minutiae.

Bloviate (Communication)
The ability to pad out speech through repetition, use of convoluted, pumped-up phrases, constant asides, twisted logic, tangled progression, obscure references, and obfuscations delivered in such a way as to both mesmerize and boggle listeners. Ideally, professional bloviators aim to trap listeners or confuse them such that when they finally unravel what was really said, it is revealed to be little of substance, if anything of substance was discussed at all. A favorite skill in filibustering.
Modifiers: Add any P.E. % bonuses for purposes of endurance bloviating/filibustering, +5% if Public Speaking or Performance are also taken.
Base skill: 30% +5% per level of experience. Also add any MA and PB bonuses for charming.
A successful skill roll must be taken every 5 minutes of speech to keep the attention of the average audience.

Wikiwise (Technical)
The knowledge of the existance of various Wikis and how to Use them to gain information. Even if successful there is a one in 8 (1D8) chance the information gained is erroneous. Base: 35%, +5% per level. -15% to research skill Unless Verify Wiki is successful.

Verify Wiki (Technical)
The knowledge of how to verify as true or false the information obtained via Wikiwise, must first roll a Wikiwise skill. Base 30% +5% per level. +15% to the Research skill if successful roll is made.
taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
Hawk258
Adventurer
Posts: 656
Joined: Wed Feb 18, 2015 3:46 pm
Comment: Chuckie Sullivan "Applesauce B!%@#"

Re: Continuing my satirical social commentary via OCC...

Unread post by Hawk258 »

Father Goose wrote:Social Justice Warrior O.C.C.

Racism, prejudice, economic divisions, patriotism, fear of the unknown, fear of the different – these are all things that exist in the world and have since the beginning of recorded history. Many people take it for granted that such is life and they do their best to find their place in it. Some by active participation in one or more of the above, some by avoidance and attempts to lessen the personal impact. There are others, however, who are filled with a passionate rage that such is allowed to perpetuate. “Why are more people not outraged by this injustice?” they wonder. “Why doesn’t anyone put a stop to it?” When no one can answer these questions sufficiently, these passionate individuals have but two options: conform, or rebel. Those who rebel adopt the mantle of Social Justice Warrior, a calling more than an occupation, and make it their life’s mission to seek out and combat perceived social injustice where ever it rears its ugly head. Whether it be campaigning for or against a leader, proposition, or law, arguing in a public forum, staging protests, or any other form of spreading awareness, Social Justice Warriors (SJWs) are always seeking ways to raise awareness for their cause and show others the injustice that should not be tolerated. Most SJWs see it as their duty to inform, educate, and organize a response to social injustice where ever they find it. They sometimes find kinship with Rogue Scholars who also seek to educate, though just as often they find themselves in opposition to these scholars who are more interested in preserving knowledge than using it to fight injustice.
SJWs come from all walks of life and can potentially be found among all races. Some are pacifists, seeking to use their words to inspire others toward peaceful resolutions born of understanding and acceptance, but just as often they are militant revolutionaries who are not opposed to using “any means necessary” to see their message heard and obeyed. Such violent individuals may engage in domestic terrorism, riots, assassinations, and other forms of extremism to combat the injustice that offends them. Fortunately, most find a middle ground between the two extremes, and while they may be militant in their aggressive language, most are less prone to blowing up buildings to get attention.
It is important to note that SJWs are not academics like Rogue Scholars. Instead, they generally operate based on emotion rather than reason, basing their conclusions on how they feel about a subject, not necessarily based on facts or reality. While well-meaning, this can sometimes lead SJWs along paths that cause more problems than they solve for the people they choose to champion.

Rally the Cause!: SJWs are never shy about sharing their beliefs about injustice and many are passionate and eloquent orators. When an SJW takes up a cause and becomes publicly verbal about their position, others become caught up in the heady rush of rebellion. Whenever an SJW succeeds at a roll for Public Speaking while addressing a crowd about an injustice he or she wishes to tackle, those present must make a save vs Mind Control (12, +1 per 3 full levels of the SJW). Those who fail their save are temporarily caught in the fervor of the SJWs speech and will be willing to follow the cause where ever it leads (so long as it does not require one to violate their alignment or other strongly held beliefs) for as long as the SJW is a visible presence. Once the SJW is removed from the scene, the gathered mob is entitled to a new save vs Mind Control. Those who succeed stir from their fevered devotion to the cause and may stay or go at their own discretion. Those who fail will stay the course, following whatever direction was last given by the SJW, until such time as they meet serious opposition. Each time they are opposed by a superior force, they are entitled to a new save. This effect lasts 1d4 hours per level of the SJW, or until the last affected parties save successfully.
Master Psychics are immune to this effect. Minor and Major Psychics receive a +2 and +4 to their save, respectively.

Hit ‘em where it hurts: SJWs have a knack for knowing just what to say to someone who opposes them, or who are opposed by them, to stir an emotional response. They then use that emotional response to discredit the individual, justify acts of aggression against them, or any number of other acts aimed at proving the SJW right and justified. When engaged in verbal combat with an opponent, the SJW may roll d% dice against their Trust/Intimidate score. If successful the opponent must save vs Psionic Attack or become instantly outraged, taking a -10% (plus the level of the SJW) to all social skill rolls for the remainder of the scene. He is also likely to yield to his baser nature (GMs discretion), resulting in possible physical violence, name calling, or any number of anger responses appropriate to the character.

Hell No, We Won’t Go!: SJW are notorious for their ability to withstand cajoling, bribes, or reasoned arguments from anyone opposing their views. As a result, any attempt to convince an SJW to back down is likened to asking a mountain to move out of your way so you may pass on flat terrain. All SJWs receive a bonus to saves equal to their level when rolling to resist mental or social compulsion intent on swaying them from their cause or making them leave an area. The down side to this is that an SJW must make a save vs Mind Control anytime they are met with social or mental opposition, even if the SJW would otherwise find the opposition’s argument compelling or reasonable, and even if it wouldn’t normally require (or allow) a save – so staunch is their dedication to their cause. Should the SJW succeed in this save, they cannot be convinced of the validity of alternative view points, no matter how well-reasoned the argument. Saves vs social or mental compulsion that do not normally have a save (such as normal conversation or a successful skill roll) are made against a base value of 15. GMs are encouraged to modify this value as appropriate to reflect the skill and level of the opponent.
There is an exception to this rule, but it is one SJWs are loathe to explore very often. An SJW may voluntarily fail this save if they believe it would benefit them to do so but because it goes against their core beliefs to bow to anyone’s authority who opposes them, this acquiescence results in the SJW being unable to use any other class abilities for a number of days equal to his level, as the higher the level the SJW, the more committed he is to his calling and the more it undermines his sense of self when he must back down.

Racial Restrictions: none. Social Justice Warriors can potentially be found in any race, though they are most commonly found among humans and socially involved D-Bees.
Attribute Requirements: MA and ME 12+, the higher the better! High physical attributes are helpful for surviving violent confrontations, but not required for the OCC.
OCC Bonuses: +10% to existing Trust/Intimidate score. If MA is under 16, treat Trust/Intimidate as 25% (no added bonus); +4 save vs Psionics, Mind Control, and Possession; +1 save vs Horror Factor at levels 1, 2, 4, 8, 12, and 15
Note: Any SJW who acquires psionic powers during character creation must choose their powers exclusively from the Sensitive category

O.C.C. Skills
Speak read and write Native Language 90%
Two Language: Other skills +20%
Public Speaking or Creative Writing +30%
Surveillance +15%
Intelligence +10%
Pilot: Automobile
Two Lore skills +20%
Computer Operations +10%
Weapon Proficiency: One of Choice
Hand to Hand: Basic
Hand to Hand Basic may be upgraded to Expert at the cost of 2 other skills, or Martial Arts at the cost of 3 other skills

O.C.C. Related Skills
Social Justice Warriors may choose 6 of the following skills at first level, plus 2 additional skills at levels 3, 6, 8, 11, and 14. Additional skills start at level one.
Communications (any) +10%
Cowboy (none)
Domestic (any)
Electrical (basic and computer repair only)
Horsemanship (general only)
Mechanical (basic, automotive, locksmith only)
Medical (first aid, paramedic, and psychology only) +5%
Military (demolitions, field armorer, and forced march only) +5%
Physical (any)
Pilot (any except military, juicer, power armor, and robot)
Pilot Related (navigation and sensory equipment only)
Rogue (any) +10%
Science (none)
Technical (any) +10% (+15% to Lore skills)
Weapon Proficiency (any)
Wilderness (fasting and land navigation only) +10%

Secondary Skills
Social Justice Warriors may choose a total of 4 secondary skills at level one, plus 1 additional skill at levels 3, 6, 10, and 14. These skills are chosen from the list of available secondary skills in RUE.

Cybernetic and Bionic Enhancements: None to start, though may be acquired in play as normal

Starting Equipment: SJWs begin play with a suit of light MDC armor of choice, 1d4 weapons of choice as befitting their WPs, a set of travel clothes, two outfits for making public appearances, a backpack, 2 canteens, a blank journal or notebook for writing speeches and taking notes, a set of pens or markers, a roll of butcher paper for making signs and flyers, scissors, hammer, box of nails, a loud speaker or bull horn (for making speeches), travel food for 1 week, pair of handcuffs, bolt cutters, binoculars, map case full of flyers, 50 ft or rope or cord, 2d4 x 1,000 credits worth of trade goods, 1d4 x1,000 universal credits

Note: Social Justice Warriors tend to draw a following from among the lost and disenfranchised. As a result, it is possible for a Social Justice Warrior to attract a Millennial, Saloon Bum, Vagabond, or normal townsperson as a follower for a time. However, most followers are quickly bored or disillusioned once they have travelled with the SJW for a time, and will generally leave to go their own way. At the GMs discretion, an SJW may have 1d4 such followers at any given time, but an individual follower will stay with the SJW no more than 1d4 months before moving on. This mechanic should be a function of roleplay and story, not an excuse for the SJW to build an army or cult of personality.

Social Justice Warriors will periodically keep company with Rogue Scholars, Millennials, Militant professionals, and anyone who will support their cause. They rarely find kinship with summoner types as they see their practices as infringing on the rights of others, though there are exceptions.

Skills Note: It is recommended that the GM consider adding the following fan-made skills, (found here and here) to the list of OCC Skills with a +20% bonus. It is listed here, rather than in the OCC Skills section for those who prefer to use only official skills in their game.

Over-analyze Minutiae (Communication)
This skill helps one select a single small part of an overall concept or idea, often an insignificant or irrelevant portion, and inflate its perceived significant through long winded and sometimes spread out lectures, rants, essays, or debates, with others who either also possess this skill, or are desperately trying to get the conversation back on point. The thoroughness, lengths, and depths one can go when focusing so narrowly to the exclusion of all other ideas knows almost no bounds. Requires the literacy skill to be applied to text or the written word. Add +6% to this skill if the Research skill is known by the character, and another +6% if the Creative Writing skill is also known by the character.
Base skill: 35%/25% +4% per level of experience. The first number is for identifying a sufficiently small enough portion of a given information or data set to exploit in this manner, the second is for one's ability to actually exploit this identified minutiae.

Bloviate (Communication)
The ability to pad out speech through repetition, use of convoluted, pumped-up phrases, constant asides, twisted logic, tangled progression, obscure references, and obfuscations delivered in such a way as to both mesmerize and boggle listeners. Ideally, professional bloviators aim to trap listeners or confuse them such that when they finally unravel what was really said, it is revealed to be little of substance, if anything of substance was discussed at all. A favorite skill in filibustering.
Modifiers: Add any P.E. % bonuses for purposes of endurance bloviating/filibustering, +5% if Public Speaking or Performance are also taken.
Base skill: 30% +5% per level of experience. Also add any MA and PB bonuses for charming.
A successful skill roll must be taken every 5 minutes of speech to keep the attention of the average audience.

Wikiwise (Technical)
The knowledge of the existance of various Wikis and how to Use them to gain information. Even if successful there is a one in 8 (1D8) chance the information gained is erroneous. Base: 35%, +5% per level. -15% to research skill Unless Verify Wiki is successful.

Verify Wiki (Technical)
The knowledge of how to verify as true or false the information obtained via Wikiwise, must first roll a Wikiwise skill. Base 30% +5% per level. +15% to the Research skill if successful roll is made.


You forgot to add in the vulnerability of: victim prioritization and undermining their own work through inclusion of all.

-25% on skill rolls in all skills and -1 melee action for 5 rounds when a dealing with multiple individuals considered "oppressed"
When I post an idea, game balance is my only concern. For rules see rule zero and for canon look at RUE PAGE 372. Only 2 questions need consideration is it fun? Is it balanced?

Gamblers fallacy:(Example): Coin flips are the most common example of the gambler's fallacy. For instance, in a game of heads or tails, many people will bet on tails if there have been several heads in a row.
User avatar
taalismn
Priest
Posts: 48017
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Continuing my satirical social commentary via OCC...

Unread post by taalismn »

Voted Most Likely to be Bitten and Infected by the Rabid Animal They're Attempting to Free.

The sad thing is, I know quite a few online wannabe Social Justice Warriors who choose the most hairspliting subjects to champion, though I suspect they really aren't true SJWs, but simply want to claim the mantle without the risk of martyrdom.

I would also note that there should be no Alignment restrictions on SJWs; there are the Truly Principled at one end, willing to lay it all on the line for their beliefs, and there are, at the other end of the spectrum there are the rage-a-holic sadists who just like 'sticking it to the man'(and if you get in their way, however accidentally, you the man).

Oh, and hey! Bloviate has a use! This pleases me!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Father Goose
Adventurer
Posts: 426
Joined: Mon Aug 06, 2018 9:07 am
Comment: If I could go back in time, I would join the cast of "The Thrilling Adventure Hour"
Location: Varies

Re: Continuing my satirical social commentary via OCC...

Unread post by Father Goose »

The fan made skills are awesome! I just wanted them separate so GMs can decide what to include and what to ignore. I would use them in my game, but I try to keep custom OCCs to as much 'official' rules as possible, as side from mechanics inherent to the class itself.
taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
User avatar
Captain_Nibbz
Adventurer
Posts: 495
Joined: Sat Jan 31, 2015 9:02 pm

Re: Continuing my satirical social commentary via OCC...

Unread post by Captain_Nibbz »

Not as good as your millennial post, but this is still excellent work. I can see using both of these for a pretty interesting game set in the 'burbs.
A good friend will help you hide a body. A best friend will lend you the P.P.E. you need to resurrect the body as a loyal zombie servant.

"If I kept a list of all time worst Sound Off threads, this would be way up there." - Mack
User avatar
taalismn
Priest
Posts: 48017
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Continuing my satirical social commentary via OCC...

Unread post by taalismn »

Captain_Nibbz wrote:Not as good as your millennial post, but this is still excellent work. I can see using both of these for a pretty interesting game set in the 'burbs.



Oh, they're Megaversal OCCs. I can easily see them sliding easily into Ninjas & Superspies, Heroes Unlimited, and Beyond the Supernatural as 'regular folk caught in extraordinary times'.
(imagine being a ninja stuck on a plane with some of these people or a parapsychic trying to convince an SJW that 'boschala are NOT people')
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Mack
Supreme Being
Posts: 6327
Joined: Wed Nov 01, 2000 2:01 am
Comment: This space for rent.
Location: Searching the Dinosaur Swamp
Contact:

Re: Continuing my satirical social commentary via OCC...

Unread post by Mack »

Friends,

Like in the Millennial O.C.C. topic, I will leave this one open provided that it remains in a light-hearted spirit and doesn't devolve into insults. Please be mindful of the difference.

Good gaming,
Mack
Some gave all.
Love your neighbor.
Know the facts. Know your opinion. Know the difference.
User avatar
Father Goose
Adventurer
Posts: 426
Joined: Mon Aug 06, 2018 9:07 am
Comment: If I could go back in time, I would join the cast of "The Thrilling Adventure Hour"
Location: Varies

Re: Continuing my satirical social commentary via OCC...

Unread post by Father Goose »

Thank you, Mack. I know it can be difficult sometimes to determine the spirit in which a joke is made and I appreciate that you are willing to give me the benefit of the doubt. That said, it is very important to me to never cross the line, and I hope those who read my work can see that.
taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
User avatar
Father Goose
Adventurer
Posts: 426
Joined: Mon Aug 06, 2018 9:07 am
Comment: If I could go back in time, I would join the cast of "The Thrilling Adventure Hour"
Location: Varies

Re: Continuing my satirical social commentary via OCC...

Unread post by Father Goose »

taalismn wrote:
Captain_Nibbz wrote:Not as good as your millennial post, but this is still excellent work. I can see using both of these for a pretty interesting game set in the 'burbs.



Oh, they're Megaversal OCCs. I can easily see them sliding easily into Ninjas & Superspies, Heroes Unlimited, and Beyond the Supernatural as 'regular folk caught in extraordinary times'.
(imagine being a ninja stuck on a plane with some of these people or a parapsychic trying to convince an SJW that 'boschala are NOT people')


Captain Nibbz, I agree. The Millennial is a better OCC. I like them both, but I would rather play the Millennial myself.

Taalismn, I love your examples! I'm already contemplating a game that showcases these OCCs. I think it has potential.

You guys have been great! Thanks for the support!
taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
User avatar
taalismn
Priest
Posts: 48017
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Continuing my satirical social commentary via OCC...

Unread post by taalismn »

Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Captain_Nibbz
Adventurer
Posts: 495
Joined: Sat Jan 31, 2015 9:02 pm

Re: Continuing my satirical social commentary via OCC...

Unread post by Captain_Nibbz »

taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?


This in a nut shell
A good friend will help you hide a body. A best friend will lend you the P.P.E. you need to resurrect the body as a loyal zombie servant.

"If I kept a list of all time worst Sound Off threads, this would be way up there." - Mack
User avatar
Axelmania
Knight
Posts: 5523
Joined: Sun Dec 27, 2015 1:13 pm

Re: Continuing my satirical social commentary via OCC...

Unread post by Axelmania »

This starting with HTH basic and a WP certainly embraces the 'warrior' aspect, even though that always seemed a little tongue-in-cheek irony.
Eagle
Dungeon Crawler
Posts: 323
Joined: Fri Aug 21, 2015 4:31 pm

Re: Continuing my satirical social commentary via OCC...

Unread post by Eagle »

HTH Basic is probably being generous, but I think every OCC in Rifts gets it.

I do question the stat requirements though. I'm certain that some of the videos I've seen feature people with 8s and 9s. :)
User avatar
Father Goose
Adventurer
Posts: 426
Joined: Mon Aug 06, 2018 9:07 am
Comment: If I could go back in time, I would join the cast of "The Thrilling Adventure Hour"
Location: Varies

Re: Continuing my satirical social commentary via OCC...

Unread post by Father Goose »

Axelmania wrote:This starting with HTH basic and a WP certainly embraces the 'warrior' aspect, even though that always seemed a little tongue-in-cheek irony.


I wanted to play it up a bit since this is an OCC for Rifts Earth, not our Earth, and on Rifts Earth you cannot champion a cause with petitions and protests alone. Sometimes you have to be ready to fight physically.

Eagle wrote:HTH Basic is probably being generous, but I think every OCC in Rifts gets it.

I do question the stat requirements though. I'm certain that some of the videos I've seen feature people with 8s and 9s. :)


Yes, most every Rifts character gets HtH Basic because it's a dangerous world.
While I agree that there are some real-world individuals who claim or are given the title of SJW who are not especially charismatic or mentally sound, that is not representative of the whole. Also, this is a fantasy version so I wanted to play with the ideal while also jesting at some of the more common stereotypes. By requiring that they have reasonably strong MA and ME, ALL Rifts SJWs will fit the ideal of passionate leaders who steadfastly champion their cause with the charisma to inspire and the will to remain.
Whether you think them ridiculous or not in the real world, the OCC needed to be something that is actually playable, otherwise, I'm not providing satirical commentary - I'm bullying. If I do that, then I give real-world SJWs legitimate grounds to defend my fictional SJWs in a way that defeats me with more irony than I could possibly build into an OCC...
So we're going to avoid that.
taalismn wrote:Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?
dreicunan
Hero
Posts: 1344
Joined: Wed Jun 25, 2014 12:49 am

Re: Continuing my satirical social commentary via OCC...

Unread post by dreicunan »

Father Goose wrote:
Axelmania wrote:This starting with HTH basic and a WP certainly embraces the 'warrior' aspect, even though that always seemed a little tongue-in-cheek irony.


I wanted to play it up a bit since this is an OCC for Rifts Earth, not our Earth, and on Rifts Earth you cannot champion a cause with petitions and protests alone. Sometimes you have to be ready to fight physically.

Eagle wrote:HTH Basic is probably being generous, but I think every OCC in Rifts gets it.

I do question the stat requirements though. I'm certain that some of the videos I've seen feature people with 8s and 9s. :)


Yes, most every Rifts character gets HtH Basic because it's a dangerous world.
While I agree that there are some real-world individuals who claim or are given the title of SJW who are not especially charismatic or mentally sound, that is not representative of the whole. Also, this is a fantasy version so I wanted to play with the ideal while also jesting at some of the more common stereotypes. By requiring that they have reasonably strong MA and ME, ALL Rifts SJWs will fit the ideal of passionate leaders who steadfastly champion their cause with the charisma to inspire and the will to remain.
Whether you think them ridiculous or not in the real world, the OCC needed to be something that is actually playable, otherwise, I'm not providing satirical commentary - I'm bullying. If I do that, then I give real-world SJWs legitimate grounds to defend my fictional SJWs in a way that defeats me with more irony than I could possibly build into an OCC...
So we're going to avoid that.
If they are really SJWs, they'd find grounds to defend your fictional SJWs merely due to the fact that your user name is Father Goose. That makes this whole OCC is a product of the patriarchy!
Axelmania wrote:You of course, being the ultimate authority on what is an error and what is not.
Declared the ultimate authority on what is an error and what is not by Axelmania on 5.11.19.
Post Reply

Return to “Rifts®”