And of course, the female sex is the one that carries a child in reproduction, and is thus useful on that base resource level, even for those who have access to cloning. ![]() And on an emotional/metaphysical level, a suffering woman produces more of that energy than most guys, just as most CEOs and demon lords are more aesthetically pleased by attractive female slaves than male ones. And some of those chemicals are best produced by emotional states of fear, just as demons feed on suffering, and corporations profit from suffering. The premise is that there is an unholy and somewhat accidental alliance of corrupt capitalists, actual demons from the Netherworld, and sinster alien scientists who all have their own reasons to exploit human suffering: The capitalists because they're just corrupt, the demons because they feed directly on suffering, and the aliens because they have scientific uses for human parts and chemicals. The introduction also goes over the basic questions like "what is a role-playing game?" "how do I play a roleplaying game?" and especially, "Why (is the game about) Hot Chicks?" The answer to that one is also detailed further in the next section: The GM always reserves the right to say when The Deal can be used. The introduction also brings up the concept of "The Deal": Not unlike the "Dramatic Editing" principle of Adventure! (and implicit in other games) the Deal basically allows the player to haggle with the GM over a certain detail outside the official rules to swing a certain result- for instance if a player wants his character to have cyberlegs that he could not possibly afford at character generation, the GM can say, "Sure, but you'd have to take an automatic flaw that you're hunted by a corporation that wants their cyberlegs back." At any point in a game, the GM can announce that "The Deal is in full effect," inviting the players to think of a way they can get out of the situation. If the monster rolls 19 and gets 7 under his number, and Bob rolls 6, which is 8 under his number, Bob still wins and gets away.) (The example given is where a tentacle monster's grab check is 26 or less and Bob the PC has a chance of 14 or less to get clear. In this case the character with a super-high number doesn't have to worry about critical failure if he rolls a 20, but the opponent may still beat him if his own roll beats the target number with a higher margin of success. If one character's skill rating with modifiers ends up being 25 or more, he normally doesn't even need to roll, but if he has to make a contested roll, he still has to roll for the purpose of establishing margin of success. ![]() The main complications arise with the use of a Critical Failure roll (which is on natural 20, of course) and the margin of success on contested rolls. This can be counter-intuitive, which is why Wizards of the Coast switched to the "always roll high" principle with the recent D&D games, but it does work, of course. Whereas D20 as of 3rd Edition D&D assumes that you always want to roll high for a skill roll on D20, Hot Chicks, like HERO System, says that the *lower* you roll, the better your margin of success. The game is based on the Inverted d20 System, which naturally is like d20 System only flipped. The computer graphics illustration is colorful and has the illusion of three dimensions, but to me, the results are rather garish and artificial, such that both the male and female characters look like RealDolls. The game is not just computer-produced but largely computer illustrated. And when I say we love games, I mean not only in a wholesome, pure way, but we also love them in dirty, nearly pornographic ways." This becomes pretty clear pretty quickly. The game is a mainly PDF release by a company called Dakkar Unlimited, "a small collection of artists and writers who love games. It doesn't have to be only about hot chicks, but it focuses on them for obvious reasons that are nevertheless explained in the text. Hot Chicks: The Roleplaying Game is a roleplaying game about hot chicks.
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