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Hello and welcome to the Weekly 
Scroll Podcast. 

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My name is Ryan. 
And I am Vladimir. 

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Greetings comrade. 
And today, today we're going to 

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be looking at Rad from 
Hippolyta. 

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I hope I said that right. 
I looked up the the accent and 

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everything. 
This is a tabletop role-playing 

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game set in a post nuclear 
Soviet wasteland inspired by 

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Metro 2033. 
Yeah. 

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Yeah, yeah, I played that game a
little bit. 

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It just definitely has that 
vibe, you know, I mean, it's a 

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book series as well, so. 
Yeah, I never, I never played 

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that game, but I think that's 
normal is that you've played 

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everything and I play nothing. 
Yeah, you know, I'd be playing 

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video games. 
Yeah, you do be playing those 

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games. 
I do want to stay right off the 

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bat because I will forget later.
There is a jam going on for this

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game. 
Anyone if you do follow 

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Hippolita over on Blue Sky, I 
don't, I think that's you. 

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Just search that HIPOLITA on 
Blue Sky, you'll find them. 

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But they are currently running 
the radioactive jam to create 

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more stuff for RAD. 
Talking about RAD a little bit 

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here. 
It looks like a RAD originally 

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came out November 9th, 2023. 
It looks like it was published 

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sometime later to get a physical
copy. 

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I got the physical copy in my 
hands right now. 

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There's some other stuff from 
Hippolyta that we were going to 

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look at at some point. 
It's on a list. 

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Cantrip. 
Have you seen Cantrip? 

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I have. 
We have it Within reach. 

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I don't think I have within 
reach, but that's that's been on

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the list for a while. 
It's a little bit longer than 

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this. 
We did want to do a short one 

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this week, so we'll go over at 
that at some point, but I know I

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picked that up. 
I think also from Soul Muppet 

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with their RPG Lat AM section 
that we talked about with Mini 

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VX. 
So that's on there, yeah. 

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Just want to make sure the 
people are aware that the jam is

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going on to if you like rad, the
game that we're going to be 

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going over in just a second, 
make sure that you go check out 

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the jam, make some cool stuff. 
If you like the game that's 

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going to be running all the way 
through April, I'll make sure 

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the link is in the notes below. 
But other than that, I think I 

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think let's just get another 
review. 

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We've we've been absent a lot 
the last like month. 

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Our analytics are definitely 
showing it. 

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So we'll we'll try to get back 
to doing episodes more regularly

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now, including some special 
stuff coming up. 

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I don't know when at this point,
but we'll get there. 

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But I think that's all we got to
talk about. 

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Why don't we just hop into the 
game? 

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Yeah, let's do it. 
Yeah, yeah. 

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So actually then take notes for 
this one. 

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This is like one of the first 
ones we need to take notes for. 

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I just didn't get around to it. 
But it's also a pretty short 

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game. 
It's, yeah, it's fairly short. 

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And I think the things that we 
are going to criticize are, you 

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know, hard to miss. 
Yeah, interesting. 

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If for some reason we have like 
a theme we'll get to for some of

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the critiques we have going 
forward, but pretty short game. 

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As I said, this is a game set in
a a post Soviet nuclear waste, a

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post Soviet nuclear waste, a 
post nuclear Soviet wasteland. 

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It's only about. 
Oh yeah, post Soviet nuclear 

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wasteland. 
Yeah, some places we're we're 

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getting there. 
We're we're trying to get post 

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Soviet at least, but there's no 
page numbers in the book. 

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Don't know if you don't say 
that. 

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Yeah. 
So it's about 40 pages cover to 

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cover with the covers included 
as far as the PDF goes. 

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Right off the bat the cover 
slaps. 

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Love the bright colors. 
It is a figure kind of looking 

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up out towards you with a gas 
mask on. 

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A lot of bright colors, pinks 
and Blues and yellows. 

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There's some graffiti going on 
the background and it looks like

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like they have a mutation. 
Their right arm has spines and 

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and and things jugging out a 
bit. 

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Big anime vibes. 
You know, yeah, big anime vibes.

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This is also one of the only 
pieces of art in the entire book

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there. 
There's some there's some like 

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it looks like public domain 
stuff throughout, which is fine.

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This will obviously be as a 
Zine. 

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I think it's like 35 to fortyish
pages. 

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But like the the game itself is 
is sort of that. 

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So it goes, you know that. 
So right off the bat, first of 

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all, it is it has no bookmarks. 
It has, no, I don't even think 

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it has a table of contents. 
It does not. 

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Yeah. 
So then it obviously has no 

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bookmarks on the table of 
contents because it's. 

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Not. 
I mean, you can't really have a 

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table of contents with no page 
numbers, you know? 

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Right, right, right, right, 
right, right. 

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So I will say it is mildly 
inconvenient that even though 

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this is fairly short, it does 
not have page numbers. 

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Yeah, it's got chapter numbers, 
which is cool, but. 

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Yeah, yeah, yeah. 
It's interesting the way the 

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chapter numbers work too, 
because, well, let's get into 

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it. 
So there's dedication on the 

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front page here. 
This game is used as Creative 

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Commons license. 
Hack it, adapt it, steal from 

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it, make new stuff for it, and 
charge whatever you think is 

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fair. 
Rad is for everyone except 

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fascists. 
That's a theme throughout, cuz 

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fuck fascists. 
How's your how's that 401K 

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looking buddy? 
Yeah, really good. 

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I'm doing great, yeah. 
Check out my other games at 

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hippolyta dot itch dot IO. 
So I'm going to read this page 

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here because it's kind of 
setting the tone for the game. 

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This is the post Nuclear 
wasteland of the former Soviet 

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Republics. 
In the year 1990, the United 

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States of America fired a 
nuclear attack on the Soviet 

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Union, immediately killing 
millions and poisoning the land,

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air and water. 
For years. 

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The scarce few survivors were 
forced into hiding. 

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About 50,000 people fled to the 
relative safety of the Moscow 

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Metro, with smaller numbers 
following suit in cities like 

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Novus, Nova, Saberisk, 
Volgograd, St. 

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Petersburg, Yeka, Terenburg, 
Samurai and others. 

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Even more survivors, especially 
in the non Russian Soviet 

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republics, made their living on 
the surface, living off the land

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and rebuilding this socialist 
society as best they could, 

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despite the constant threat of 
mutants, monsters, bandits, 

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fascists and, it is rumored, and
NATO troops. 

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The sites of nuclear strikes, 
urban centers, factories, ports,

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mines, airports are highly 
dangerous places where the air 

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is toxic, the lingering 
radiation reaches a life 

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threatening levels and 
horrifying mutants, the 

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embodiment of nuclear radiation 
made horrible flesh make their 

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layers. 
The various metros themselves 

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don't fare any better with their
own breeds of mutants, making 

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travel between stations a 
dangerous affair, but ask any 

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metro in and they'll tell you 
people are often more dangerous 

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than the ghoulish horrors that 
lurk in the tunnels. 

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Cool mutated freak thing here on
this page as far as art. 

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Marianne's have like little, 
little huddle of monster, you 

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know? 
Yeah, yeah, yeah, yeah. 

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And then we immediately get into
a couple of just like stuff 

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pages, which is an interesting 
place for it. 

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Instead of putting it in like in
like the spread that would be 

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the inside cover in the first 
page, they do like the intro as 

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the first page and then go to 
this like spread of stuff, which

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is fine, whatever. 
And then we get to think. 

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So let's let's start, let's 
start hitting some stuff right 

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away. 
So for some reason, this year we

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have this theme of good game, 
lackluster product. 

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I think we've we've had a couple
of those and you know, the game 

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we reviewed last, if I remember,
was the last episode was did we 

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do was never going home, the 
last one, whatever, maybe 

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pretty. 
Yeah, I don't know. 

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Interest. 
Interesting game, pretty pretty 

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poor layout. 
This book, I think just suffers 

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from maybe I don't, I don't know
if they had an editor, but 

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there's like a lot of glaring 
layout issues with it that are 

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that I think are just like it 
needed like one more pass to 

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like catch the mistakes, clean 
up some things. 

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And it's not even like the 
layout as in like the design of 

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the layout. 
It's things like so for example,

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this page is gear and prices, 
and then we'll get to the thing 

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in a second because all prices 
are in bullets, the standard 

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currency, the post nuclear 
world. 

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I like that. 
I like when we get to the bullet

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stuff later. 
But you got useful items, 

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Weapons, weapon attachments, 
basic supplies, services, and 

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settlements. 
Under weapons it says see page 

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XX for weapon stats. 
I think maybe they just forgot 

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to go back and put the page 
number in, but there are no page

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numbers so maybe in chapter and 
then under weapon attachments it

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says see page XX for attachment 
stats. 

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So I think they maybe just 
forgot to go back and put in 

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that info. 
Did they forget to go back and 

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number the pages so they could 
come back and do this afterwards

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or that's? 
A possibility too, because I 

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like the page numbers, is. 
So what I was going to say 

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before is it's interesting 
because. 

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So let's get to Let's get to a 
page where we see a little bit 

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of layout on the next page. 
But can I ask a question real 

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quick? 
Did you get the physical? 

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Is it like this in the physical?
Oh yeah, I double checked. 

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Every single thing is exactly 
the same. 

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Yeah, yeah. 
The next page has names. 

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There's a list of names. 
It says not just Russian, but 

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Armenian, Kazik, Ukrainian, 
Tajik and more. 

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Whole list of male names, whole 
list of female names here. 

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And then there's things to find 
list, which is a D6 and a D8. 

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Then we get into yeah, we'll, 
we'll we'll get to the layout 

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thing in just a second. 
Let's go through this page and 

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then we actually see it in the 
thing. 

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We'll talk about it. 
So what you need to play a Dyson

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Shit, there's other stuff 
listed. 

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I'm not going to go over it. 
Here's another one, though. 

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It says you'll also need a 
character sheet and item cards. 

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LinkedIn the QR code at the back
of the book or available at 

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XXXXXXXXXXXX dot itch dot IOI 
think they also forgot to maybe 

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go back and put Hippolita Doctor
Scott IO in there. 

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Another thing, maybe that was 
just like placeholder at the 

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time but didn't get fixed. 
And then what is rad they list 

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here the concept, aim, tone and 
subject matter. 

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I like this. 
I not like a Don't give me a 

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What is a role-playing game 
bullshit give me. 

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What is this game? 
Yeah, I do appreciate this. 

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You know, I think. 
This is great, good to know the 

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tone. 
Before you go in. 

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So yeah, it reminds me a little 
bit of the beginning of, Oh my 

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God, Colin Lasore. 
I have every, every, every. 

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00:11:19,720 --> 00:11:21,720
We've played it a million times 
on stream. 

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The Norse Dark Souls game. 
It's crushing. 

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How am I doing? 
Why is my brain beard? 

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Why are you making me blank too?
Odin's beard. 

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What is it behind me? 
We're the worst people room. 

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Care. 
Room care. 

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Yeah, it is behind me. 
I'm a I'm dumb as hell. 

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I'm dumb as hell too. 
We we've. 

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Talked to Colin a bunch of 
times. 

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Show with Colin. 
Multiple times. 

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Yeah, yeah, yeah, yeah. 
I've I got to play it 

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individually or with Colin and 
one of the person. 

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00:11:56,920 --> 00:11:59,520
Anyway, Rune care in the 
beginning has this kind of thing

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where they they walk through 
themes and tone and things like 

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that and and I really appreciate
it when Colin did that in room 

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care. 
So I really like this. 

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So Concept Rad is a role-playing
game about Hardy explorers, 

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fighters and adventures in the 
ruined post nuclear Soviet 

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Union. 
Rad is dangerous, highly lethal 

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00:12:16,680 --> 00:12:18,400
game. 
Or wits, patient and insight are

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more important than strength, 
etcetera etcetera. 

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00:12:20,240 --> 00:12:23,880
So what is the aim in this game?
Players characters goals is to 

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venture out into the dangerous 
places to scavenge for supplies,

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help people with their problems 
and above all kill fascists in 

227
00:12:31,480 --> 00:12:34,720
bold. 
I'm for it. 

228
00:12:34,880 --> 00:12:41,760
You know in game, right, The 
goal of the players is to, yeah,

229
00:12:42,080 --> 00:12:43,320
building real life. 
Too. 

230
00:12:43,760 --> 00:12:47,160
Yeah, yeah, build an interesting
post nuclear world, etcetera. 

231
00:12:47,160 --> 00:12:49,600
Anyway, tone. 
The game is post apocalyptic 

232
00:12:49,600 --> 00:12:52,040
high Slav Soviet core, dangerous
and frantic. 

233
00:12:52,040 --> 00:12:54,400
The atmosphere of dudes rock. 
For me it's everything. 

234
00:12:55,320 --> 00:12:57,480
This is one of my favorite 
things in the entire game coming

235
00:12:57,480 --> 00:12:58,160
up. 
It really gets me. 

236
00:12:58,160 --> 00:13:00,560
Subject matter. 
They recommend using safety 

237
00:13:00,560 --> 00:13:01,360
tools. 
Good idea. 

238
00:13:01,360 --> 00:13:04,240
Use what you need. 
Potentially triggering or 

239
00:13:04,240 --> 00:13:06,360
upsetting topics that might come
up in a game. 

240
00:13:06,720 --> 00:13:09,520
Imperialism, capitalism, 
fascism, body horror, graphic 

241
00:13:09,520 --> 00:13:12,920
violence, nuclear weapons, 
depression, the United States 

242
00:13:13,200 --> 00:13:16,040
and scarcity. 
And to be honest, yeah, as far 

243
00:13:16,040 --> 00:13:18,080
as triggering and upsetting, I 
would say the United States is 

244
00:13:18,080 --> 00:13:20,360
way the fuck up there right now.
And I'm in it. 

245
00:13:20,880 --> 00:13:25,040
I can't imagine having to deal 
with the the bullshit that we 

246
00:13:25,040 --> 00:13:28,400
create for other people. 
That's one of my favorite things

247
00:13:28,400 --> 00:13:30,440
in the entire book. 
Yeah, that's right. 

248
00:13:30,440 --> 00:13:32,440
They listen to that there. 
That that really cracks me up in

249
00:13:32,440 --> 00:13:35,800
a very sad, sad way. 
So getting to the layout of the 

250
00:13:35,800 --> 00:13:36,840
book. 
So the way that they do the 

251
00:13:36,840 --> 00:13:41,960
layout is they do chapter. 
So it's like 1 core rules and 

252
00:13:41,960 --> 00:13:45,840
then every section underneath it
like stats is 1.1 and then time 

253
00:13:45,840 --> 00:13:47,840
is 1.2. 
I love that. 

254
00:13:47,840 --> 00:13:50,960
I think that's great. 
There's 1.31.4, etcetera, 

255
00:13:50,960 --> 00:13:52,960
etcetera. 
So what's interesting is if you 

256
00:13:52,960 --> 00:13:57,400
look at like Mothership for 
example, unless I'm completely 

257
00:13:57,400 --> 00:14:01,880
making it up, the way mothership
does their thing I think is by 

258
00:14:01,880 --> 00:14:07,840
page and chapters on page. 
So on page 4, paragraph one will

259
00:14:07,840 --> 00:14:13,600
be 4.14.24.3. 
On page 5 it'll be that. 

260
00:14:13,600 --> 00:14:15,800
Am I completely making it up or 
is it by chapter? 

261
00:14:16,200 --> 00:14:20,000
I've had a really hard time like
picturing the mothership book in

262
00:14:20,000 --> 00:14:22,400
my head even though I've 
obviously had to read it because

263
00:14:22,400 --> 00:14:24,880
I've run mothership. 
And we, I mean, we interviewed 

264
00:14:24,880 --> 00:14:28,280
on the show, but versus like 
Troika, who does the same kind 

265
00:14:28,280 --> 00:14:32,880
of layout here, but they do it 
by, you know, big sections, not 

266
00:14:32,880 --> 00:14:35,960
by page number. 
So did you. 

267
00:14:35,960 --> 00:14:38,360
You didn't happen to then hop 
into mothership, did you? 

268
00:14:38,520 --> 00:14:40,680
And. 
I No, I did not. 

269
00:14:41,040 --> 00:14:43,040
So I. 
Started to and gave him up 

270
00:14:43,040 --> 00:14:49,880
honestly. 
So I just wanted to to see if I 

271
00:14:49,880 --> 00:14:52,560
was making that bullshit up or 
not. 

272
00:14:52,560 --> 00:15:00,880
Player survival guide. 
So do, do, do, do, do scrolling,

273
00:15:00,880 --> 00:15:03,160
scrolling equipment get out of 
this stuff. 

274
00:15:03,600 --> 00:15:10,520
So yeah, armor is #14 Safety 
instructions, page 1616.1 Yeah, 

275
00:15:10,520 --> 00:15:17,360
page 1717, point 118.123 Yeah. 
So they do it by page number. 

276
00:15:17,360 --> 00:15:20,720
So whatever page number you're 
on, the sections on that page. 

277
00:15:20,880 --> 00:15:24,400
So you know, if you say like 
17.2, you can go to page 17, 

278
00:15:24,520 --> 00:15:27,680
chapter 2 and you got it versus 
Troika, which I don't think does

279
00:15:27,680 --> 00:15:30,080
it by page number, It does it by
chapter, but there's still are 

280
00:15:30,080 --> 00:15:32,000
page numbers on the book. 
Right. 

281
00:15:32,440 --> 00:15:34,960
Right. 
This one does not have the page 

282
00:15:34,960 --> 00:15:37,320
numbers. 
And I think if you're over like,

283
00:15:37,320 --> 00:15:40,000
I don't know, freaking 8 or 10 
pages in a Zine, you should 

284
00:15:40,000 --> 00:15:41,640
probably at least our page 
numbers in a book. 

285
00:15:41,640 --> 00:15:43,760
Yeah, I agree. 
I think, I think especially when

286
00:15:43,880 --> 00:15:50,440
we're get we get over for me if 
you had 15 pages. 16, yeah. 

287
00:15:50,920 --> 00:15:53,640
Well, yeah, yeah, 16, right. 
Multiples of four. 

288
00:15:54,520 --> 00:15:57,840
You get to 16 plus like it's 
time to add numbers, you know? 

289
00:15:57,920 --> 00:16:02,320
Yeah, but as we go, you'll 
notice some issues with the way 

290
00:16:02,320 --> 00:16:05,480
these these numbers work, so 
we'll get there as we go. 

291
00:16:05,480 --> 00:16:08,880
So #1 core rules, let's cover 
the basics. 

292
00:16:09,120 --> 00:16:10,360
So this is just the basics of 
the game. 

293
00:16:10,360 --> 00:16:12,640
We'll run through it real quick.
1.1 is the stats. 

294
00:16:12,640 --> 00:16:16,360
There are four of them, 
coordination or COR which is a 

295
00:16:16,360 --> 00:16:21,480
geology and dexterity, senses or
Sen Sen which is aim, reflexes 

296
00:16:21,480 --> 00:16:24,880
and empathy, Vigor which is VIG,
athletics and endurance and 

297
00:16:24,880 --> 00:16:28,160
willpower, Wil which is your 
charisma and grit. 

298
00:16:29,360 --> 00:16:31,280
So some roles will have a 
modifier. 

299
00:16:31,320 --> 00:16:33,920
A modifier is added or 
subtracted from your stat, not 

300
00:16:33,920 --> 00:16:36,640
the role when making an 
enhanced. 

301
00:16:36,640 --> 00:16:39,240
So this is this isn't something 
that comes up that's weird. 

302
00:16:39,240 --> 00:16:42,880
When making an enhanced role, 
roll two die and keep the better

303
00:16:42,880 --> 00:16:45,680
results. 
For impaired rolls, roll two die

304
00:16:45,680 --> 00:16:49,080
and keep the worst result. 
But we'll skip the next 

305
00:16:49,080 --> 00:16:51,520
paragraph just for a second and 
then go down to advantage and 

306
00:16:51,520 --> 00:16:54,400
disadvantage, which means you 
roll 2D20 and keep the better 

307
00:16:54,400 --> 00:16:56,480
result. 
And disadvantage means you roll 

308
00:16:56,480 --> 00:17:00,000
2D20 and keep the worst result 
and they cancel each other out. 

309
00:17:00,720 --> 00:17:03,600
Yes, I was wondering about this.
Well, and then there's an 

310
00:17:03,600 --> 00:17:06,200
enhanced and impaired later for 
damage rolls. 

311
00:17:06,440 --> 00:17:11,359
So there's some confusion around
all that, like I assume, I mean,

312
00:17:11,359 --> 00:17:16,640
because I'm pretty sure every 
role is AD 20 roll and sometimes

313
00:17:16,640 --> 00:17:21,680
you're, you're rolling. 
I don't I I mean, that's the 

314
00:17:21,680 --> 00:17:23,760
core role of the game. 
So I don't get the enhanced and 

315
00:17:23,760 --> 00:17:26,160
impaired. 
D20 under game, so yeah. 

316
00:17:26,640 --> 00:17:30,320
So I, I, I think maybe there's 
an error here or else I'm 

317
00:17:30,320 --> 00:17:31,400
reading something completely 
wrong. 

318
00:17:31,400 --> 00:17:34,640
Because if there's enhanced and 
impaired roles plus enhanced and

319
00:17:34,640 --> 00:17:36,360
impaired damage roles, you 
should just use different words 

320
00:17:36,360 --> 00:17:38,520
for those two things. 
Yeah, I think someone was 

321
00:17:38,520 --> 00:17:41,880
writing in layout, yeah, in this
case, and they forgot to go back

322
00:17:41,880 --> 00:17:45,280
and delete a previous version of
like what they were working on 

323
00:17:45,280 --> 00:17:47,120
in this. 
Section it's a possibility 

324
00:17:47,120 --> 00:17:50,760
because enhance and impaired is 
just advantage and disadvantage,

325
00:17:50,760 --> 00:17:52,360
which is listed to two 
paragraphs later. 

326
00:17:52,760 --> 00:17:55,960
It is. 
When attempting something where 

327
00:17:55,960 --> 00:17:58,720
the outcome is uncertain, the 
players role they save against 

328
00:17:58,720 --> 00:18:02,360
an appropriate stat to succeed 
as AD 20 equal to or below your 

329
00:18:02,360 --> 00:18:04,680
stat, plus or minus any 
modifiers. 

330
00:18:04,800 --> 00:18:09,280
So also what it says is like you
add or subtract this from the 

331
00:18:09,280 --> 00:18:12,200
stat, not the modifier. 
So if your SAT is 10 and you 

332
00:18:12,200 --> 00:18:16,920
have a modifier of two, you're 
rolling AD 20 under 12, right? 

333
00:18:17,320 --> 00:18:20,680
You're not rolling AD 20 and 
then like subtracting or adding 

334
00:18:20,680 --> 00:18:23,560
two to the roll and you just do 
it to the modifier first, which 

335
00:18:23,560 --> 00:18:27,360
is great because then you're 
just still creating your plus 

336
00:18:27,360 --> 00:18:30,960
minus right off the bat like 
you're over under, which is, 

337
00:18:30,960 --> 00:18:35,440
which is what you need to do. 
1.2 is time, rounds, turns and 

338
00:18:35,440 --> 00:18:36,520
watches. 
Guess what? 

339
00:18:36,640 --> 00:18:38,960
They all work the same. 
It's 10 seconds, exactly what 

340
00:18:39,000 --> 00:18:41,480
you think. 
Yeah, I love the chapter header,

341
00:18:41,480 --> 00:18:44,360
by the way. 
Oh, what? 

342
00:18:45,440 --> 00:18:47,560
The No. 
Travel, Yeah. 

343
00:18:47,760 --> 00:18:48,640
Oh yeah. 
That's another thing. 

344
00:18:48,640 --> 00:18:50,600
Yeah. 
So rounds, turns, watches, it's 

345
00:18:50,600 --> 00:18:53,640
it's six, It's it's 10 seconds, 
636, blah, blah, blah. 

346
00:18:54,000 --> 00:18:58,040
And then, yeah, 1.3 is travel is
at the bottom of the page and 

347
00:18:58,040 --> 00:18:59,240
then there's nothing underneath 
it. 

348
00:18:59,480 --> 00:19:01,280
And then you go up to the top 
right for that. 

349
00:19:01,520 --> 00:19:04,200
But then underneath it, there's 
plenty of, there's like 1/4 of a

350
00:19:04,200 --> 00:19:06,240
page on the right. 
There's no reason for it to not 

351
00:19:06,240 --> 00:19:10,120
just go over this is what we're 
saying, where someone, I think 

352
00:19:10,120 --> 00:19:14,560
someone like this feels like an 
alpha draft of a game that 

353
00:19:14,560 --> 00:19:18,200
someone never went back into to 
just fix the layout of, you 

354
00:19:18,200 --> 00:19:23,080
know, yeah, which kind of sucks 
because I like the game, but 

355
00:19:23,080 --> 00:19:26,480
like, there's so yeah, there's 
just so many errors in the 

356
00:19:26,480 --> 00:19:27,400
layout. 
It's crazy. 

357
00:19:27,400 --> 00:19:31,440
Like clearly like the the 
creator either didn't have an 

358
00:19:31,440 --> 00:19:33,720
editor or like just didn't come 
back and do this. 

359
00:19:33,720 --> 00:19:36,920
But also the publisher obviously
didn't even glance at it before 

360
00:19:36,920 --> 00:19:40,680
printing it or else they would 
have admit hopefully would have 

361
00:19:40,680 --> 00:19:42,840
at least seen like one of the 
many, many errors. 

362
00:19:42,840 --> 00:19:45,120
But you know, sorry, I'm 
surprised. 

363
00:19:45,360 --> 00:19:46,800
I'm publishing something for 
you. 

364
00:19:47,080 --> 00:19:49,600
I'm giving them the once over 
myself as well, you know. 

365
00:19:49,600 --> 00:19:51,680
You would think, You would 
think, yeah. 

366
00:19:52,320 --> 00:19:57,480
So travel, There's travel on 
foot, there's travel mounted. 

367
00:19:57,480 --> 00:20:00,800
We don't need to go over that. 
There's trains, there's hunger, 

368
00:20:00,800 --> 00:20:04,840
sleeping rads. 
Characters must mark one dot of 

369
00:20:04,840 --> 00:20:08,320
rations per day or gain the 
starving condition. 

370
00:20:08,320 --> 00:20:10,600
Players must also spend one 
watch a day sleeping or gain the

371
00:20:10,600 --> 00:20:14,280
exhausted condition. 
This goes with mounts and stuff 

372
00:20:14,280 --> 00:20:15,880
too. 
While asleep characters are soon

373
00:20:15,880 --> 00:20:19,640
to not have their pack wearing 
anything, holding any items, any

374
00:20:19,640 --> 00:20:21,720
of that stuff. 
However all items are soon to be

375
00:20:21,720 --> 00:20:23,760
kept in arms reach. 
That's got that's must be like a

376
00:20:23,760 --> 00:20:25,680
surprise thing. 
If you get jumped like some of 

377
00:20:25,680 --> 00:20:27,080
the jumps on you, you don't get 
your shit. 

378
00:20:28,040 --> 00:20:31,440
And then lightly irradiated 
areas will inflict the radiation

379
00:20:31,440 --> 00:20:34,720
condition on character after one
watch unless they take anti rad 

380
00:20:34,720 --> 00:20:37,320
medicate meds. 
Highly irradiated areas will 

381
00:20:37,320 --> 00:20:39,120
inflict the condition after one 
turn. 

382
00:20:39,120 --> 00:20:41,920
Extremely will be after every 
round. 

383
00:20:41,920 --> 00:20:44,960
So couple of things right off 
the bat, I know this is the core

384
00:20:44,960 --> 00:20:47,400
basic stuff, right? 
But there's no explanation of 

385
00:20:47,400 --> 00:20:50,840
what conditions are. 
Clearly this is like an into the

386
00:20:50,840 --> 00:20:52,680
yacht. 
Well, we haven't really figured 

387
00:20:52,680 --> 00:20:56,240
out this was an into the odd 
thing yet, but this is a mouse 

388
00:20:56,240 --> 00:20:57,640
rider hack. 
Basically, it's an into the odd 

389
00:20:57,640 --> 00:21:00,320
hack. 
It's AD 20 roll under. 

390
00:21:00,640 --> 00:21:02,600
When we get to the inventory 
system, you really see mouse 

391
00:21:02,600 --> 00:21:06,240
rider enhanced and impaired. 
You know, it comes up again, 

392
00:21:06,440 --> 00:21:09,320
conditions is a thing where 
it'll take up inventory slots 

393
00:21:09,320 --> 00:21:12,200
and we eventually get to that, 
which is fine to just hit the 

394
00:21:12,200 --> 00:21:15,320
basics here in the core rules. 
But this is one of those things 

395
00:21:15,320 --> 00:21:18,840
where like it might, it would 
not be a bad idea in the core 

396
00:21:18,840 --> 00:21:20,960
rules section that if you 
mention something, you can just 

397
00:21:20,960 --> 00:21:23,120
say where it is later. 
So like what I would have done 

398
00:21:23,120 --> 00:21:25,440
here is as soon as they said 
conditions, I would have done 

399
00:21:25,440 --> 00:21:28,160
like AC page, you know, blah, 
blah, blah for conditions kind 

400
00:21:28,160 --> 00:21:28,840
of thing. 
X. 

401
00:21:29,120 --> 00:21:34,400
Page XX Yeah, Page XXX. 
So that's the, the core aspects 

402
00:21:34,400 --> 00:21:38,880
of it is that is just your, your
4 stats, how time works, how 

403
00:21:38,880 --> 00:21:41,120
travel works and your hunger 
sleep in rads. 

404
00:21:43,280 --> 00:21:47,280
It also, yeah, it also talks 
about marking a dot, which 

405
00:21:47,280 --> 00:21:51,080
eventually we'll get to. 
But there are, it's, it's again,

406
00:21:51,080 --> 00:21:53,720
it's like master inventory. 
It's got, it's got 3 uses jots 

407
00:21:53,720 --> 00:21:56,480
per things. 
And if we, when we eventually go

408
00:21:56,480 --> 00:21:59,160
look at the character sheet and 
when we get to inventory, it'll 

409
00:21:59,160 --> 00:22:02,160
explain a little bit more that 
there's a difference between 

410
00:22:02,160 --> 00:22:05,520
your inventory and these like, I
can't remember what they call 

411
00:22:05,520 --> 00:22:09,320
them, but we'll get to it. 
Rest and healing. 

412
00:22:10,120 --> 00:22:12,560
So you got you, you rest and you
heal, right? 

413
00:22:12,560 --> 00:22:14,320
So you got short rests, long 
rests. 

414
00:22:15,120 --> 00:22:19,600
Short rests are 10 minutes. 
You, you restore 2D6 resolve. 

415
00:22:20,720 --> 00:22:24,800
I you have resolve. 
It's a thing that you have. 

416
00:22:24,840 --> 00:22:26,760
Resolve. 
Yeah, we'll get to it in 

417
00:22:26,760 --> 00:22:27,920
character creation. 
Let's see. 

418
00:22:27,920 --> 00:22:29,120
I don't think we've gone over 
that. 

419
00:22:29,360 --> 00:22:30,640
Yet. 
So yeah, yeah, yeah. 

420
00:22:31,520 --> 00:22:33,440
This is one of those things 
where I, I always feel like 

421
00:22:33,440 --> 00:22:35,600
after this, like a little core 
rule section, I would put 

422
00:22:35,600 --> 00:22:37,960
character creation in and then 
go back to the rest of the 

423
00:22:37,960 --> 00:22:40,160
rules. 
But the game's not that big. 

424
00:22:41,200 --> 00:22:45,720
So you get resolved back long 
rests, it's a full 6 hours, it's

425
00:22:45,720 --> 00:22:48,320
a watch. 
You return to full resolve, you 

426
00:22:48,320 --> 00:22:50,880
clear short and long rest 
conditions. 

427
00:22:50,880 --> 00:22:55,280
Conditions have different 
lengths, and there's stuff you 

428
00:22:55,280 --> 00:22:57,240
can do with first aid kits and 
wounds and things like that. 

429
00:22:57,240 --> 00:23:01,160
We're not going to dig too deep 
into it, but during the long 

430
00:23:01,160 --> 00:23:05,400
rest, you can take 1 up to 1 
long rest action. 

431
00:23:05,560 --> 00:23:07,560
And I believe these things that 
follow it are the long rest 

432
00:23:07,560 --> 00:23:08,920
actions, and there's three of 
them. 

433
00:23:09,640 --> 00:23:12,280
There's cooking, forging, and 
revel. 

434
00:23:13,520 --> 00:23:15,520
So cooking. 
You can cook stuff. 

435
00:23:15,520 --> 00:23:18,240
I'm reveling, dude. 
Yeah, yeah, yeah. 

436
00:23:19,040 --> 00:23:21,600
Spend time cooking to remove a 
wounded or another relevant 

437
00:23:21,600 --> 00:23:24,920
condition from the cook or 
another character by marking a 

438
00:23:24,920 --> 00:23:32,760
dot on their rations and 
succeeding on a coordination or 

439
00:23:32,760 --> 00:23:36,360
census test. 
Save foraging. 

440
00:23:36,360 --> 00:23:38,960
You spend time foraging and then
you know you get stuff for that 

441
00:23:38,960 --> 00:23:41,400
and then reveling. 
Spend time reveling with the 

442
00:23:41,400 --> 00:23:44,040
party if at least one other 
player character also revels. 

443
00:23:44,040 --> 00:23:47,360
All reveling players gain a free
RE role to be used for any 

444
00:23:47,360 --> 00:23:49,800
reason before the next long or 
full rest. 

445
00:23:50,520 --> 00:23:53,000
If less unused until the next 
long or short rest. 

446
00:23:53,000 --> 00:23:55,720
It is lost if a reveler has an 
instrument or another item that 

447
00:23:55,720 --> 00:23:59,000
can be used to entertain others.
They can give one non reveler a 

448
00:23:59,000 --> 00:24:00,760
free reroll as well. 
I like that. 

449
00:24:00,800 --> 00:24:02,840
Like it's literally say just 
chill with your homies. 

450
00:24:03,640 --> 00:24:05,360
I love it. 
Yeah, it's good. 

451
00:24:05,520 --> 00:24:09,840
It's good. 
Then 2.2 is a full rest. 

452
00:24:10,080 --> 00:24:13,400
This is like literally a week's 
worth of time in safety. 

453
00:24:13,400 --> 00:24:16,640
Restore all resolve, remove all 
your conditions. 

454
00:24:17,760 --> 00:24:22,240
It costs you 50 bullets worth of
food per person to do that. 

455
00:24:22,240 --> 00:24:24,760
And during the full rest, you 
can have two full rest actions 

456
00:24:24,760 --> 00:24:27,280
and those are Commission or 
repair an item, gather 

457
00:24:27,280 --> 00:24:31,520
information, work or live it up.
And there's various things you 

458
00:24:31,520 --> 00:24:33,440
can do with that. 
Again, not going to dig too deep

459
00:24:33,440 --> 00:24:35,320
into those. 
There's no reason to. 

460
00:24:36,760 --> 00:24:39,840
Basically, if you Commission a 
repair an item, guess what you 

461
00:24:39,840 --> 00:24:42,440
do? 
You do. 

462
00:24:42,440 --> 00:24:45,280
You do exactly what you do with.
Title describes it. 

463
00:24:45,280 --> 00:24:46,840
So what? 
Do you think you do with? 

464
00:24:47,360 --> 00:24:50,520
Gather information. 
I'm not sure, so let me read. 

465
00:24:51,120 --> 00:24:53,480
Yeah, so you learn stuff. 
Work is neat though. 

466
00:24:53,640 --> 00:24:57,440
Find part time work and get paid
in bullets. 2D20 bullets a day 

467
00:24:57,440 --> 00:25:00,560
is customary and you work for 
five days, which is nice. 

468
00:25:00,560 --> 00:25:03,560
So 2 D 20 * 5 days. 
That's a lot of bullets. 

469
00:25:03,920 --> 00:25:07,480
Yeah, imagine if you just went 
in your boss roll dice every day

470
00:25:07,480 --> 00:25:09,720
for how much you were going to 
get paid for that day. 

471
00:25:11,240 --> 00:25:14,760
Oh hey man, I owe you 2 D $20 
today so hopefully. 

472
00:25:15,800 --> 00:25:17,840
That. 
Isn't that just like waiting 

473
00:25:17,840 --> 00:25:20,080
tables? 
Yeah, yeah. 

474
00:25:20,680 --> 00:25:25,320
I mean. 
Also, I like this like 

475
00:25:25,400 --> 00:25:29,760
structured downtime, yes, like I
like the rest actions. 

476
00:25:29,760 --> 00:25:32,400
I like the full rest actions. 
Like I think it's a good use of 

477
00:25:32,400 --> 00:25:36,080
like, because in more than one 
game, there's definitely like 

478
00:25:36,080 --> 00:25:40,440
long rest is a week and then 
nothing else past that. 

479
00:25:40,800 --> 00:25:42,720
And you're just like, that's a 
week of time, bro. 

480
00:25:42,760 --> 00:25:44,560
And like, yeah, you're not going
out adventuring, but you're, 

481
00:25:44,680 --> 00:25:46,360
you're up and about like what do
you do in that week? 

482
00:25:46,360 --> 00:25:49,760
And you can always, you know, 
with my table we would like talk

483
00:25:49,760 --> 00:25:51,800
about what we did that week, but
it's cool to have a little bit 

484
00:25:51,800 --> 00:25:54,920
of structure and like procedure 
to back that up. 

485
00:25:55,560 --> 00:25:58,360
Yeah, no, I completely agree. 
I think the as you said like the

486
00:25:58,360 --> 00:26:01,960
short, the long rest and the the
full rest actions are great. 

487
00:26:01,960 --> 00:26:05,760
You know what it reminds me of a
little bit is the village, the 

488
00:26:05,760 --> 00:26:08,000
village expansion for 12 years 
that we did with oh. 

489
00:26:08,000 --> 00:26:12,400
Yes, Yeah, yeah, yeah. 
With with Max, because like you 

490
00:26:12,440 --> 00:26:15,320
said, you're like, OK, well, the
full rest is a week. 

491
00:26:15,320 --> 00:26:18,480
So you could just be like, all 
right, we take a week, cool a 

492
00:26:18,480 --> 00:26:19,960
bathroom break and then we'll 
get back at it. 

493
00:26:19,960 --> 00:26:22,720
Like that sucks. 
Like, you know, I mean, there 

494
00:26:22,720 --> 00:26:25,400
are some people that like hate 
shopping episodes and just want 

495
00:26:25,400 --> 00:26:26,400
to be fighting all the time, 
whatever. 

496
00:26:26,400 --> 00:26:28,520
But like a role-playing game is 
a role-playing game, so you can 

497
00:26:28,520 --> 00:26:30,720
role play and stuff like that, 
which includes other things 

498
00:26:30,720 --> 00:26:32,240
outside of that. 
So it would really be nice. 

499
00:26:32,640 --> 00:26:33,840
I'm actually working on a 
role-playing game. 

500
00:26:33,840 --> 00:26:38,080
It's only shopping episodes just
the whole way down. 

501
00:26:38,160 --> 00:26:42,600
It's just the the the mall is a 
dungeon and you're trying to 

502
00:26:42,600 --> 00:26:45,240
make it out with as many bags as
possible, so. 

503
00:26:45,880 --> 00:26:47,600
We got to bring it on. 
Let's run it. 

504
00:26:49,400 --> 00:26:52,840
The last thing is live it up. 
Spend time living your best life

505
00:26:54,680 --> 00:26:57,080
and you do stuff and that 
happens. 

506
00:26:57,080 --> 00:27:01,240
So then we get to combat. 
So before combat proper begins, 

507
00:27:01,240 --> 00:27:03,800
determine if either side is 
being surprised or ambushed. 

508
00:27:04,240 --> 00:27:06,160
That's how it goes last. 
Otherwise, have the group leader

509
00:27:06,160 --> 00:27:08,800
make a save to determine who was
first depending on the overall 

510
00:27:08,800 --> 00:27:11,480
strategy being employed. 
I like this. 

511
00:27:12,160 --> 00:27:14,880
So there's a different strategy 
for each stat. 

512
00:27:14,880 --> 00:27:17,840
So if trying to coordinate a 
complex maneuver to outflank the

513
00:27:17,840 --> 00:27:20,640
enemy or exploit weaknesses, 
role coordination. 

514
00:27:20,640 --> 00:27:22,920
If trying to remain on the 
defensive and wait for the enemy

515
00:27:22,920 --> 00:27:25,800
to make a mistake or for an 
opportunity to present itself, 

516
00:27:25,800 --> 00:27:29,080
role senses. 
If going all out and trying to 

517
00:27:29,080 --> 00:27:31,040
overwhelm the enemy, I'll roll 
Vigor. 

518
00:27:31,040 --> 00:27:34,600
And if improvising, acting in a 
disorganized, surprising manner 

519
00:27:34,600 --> 00:27:36,840
or trying unorthodized tactics, 
roll. 

520
00:27:36,840 --> 00:27:38,840
Will I like that? 
I like the idea of being like, 

521
00:27:38,840 --> 00:27:40,120
OK, guys, what are we going to 
do? 

522
00:27:40,200 --> 00:27:43,520
And then rolling, rolling for 
the strategy. 

523
00:27:43,520 --> 00:27:44,920
It's neat. 
Yeah. 

524
00:27:45,800 --> 00:27:49,160
And the save reoccurs at the 
start of each round of combat. 

525
00:27:49,160 --> 00:27:51,040
So you're kind of like planning 
out your round of combat 

526
00:27:51,040 --> 00:27:53,280
together before you go into it. 
I like that. 

527
00:27:53,280 --> 00:27:56,720
I think it's really interesting.
Yeah, I thought that was a those

528
00:27:56,720 --> 00:27:58,560
cool option that gives you 
there. 

529
00:27:59,080 --> 00:28:01,200
Yeah. 
This next page. 

530
00:28:01,560 --> 00:28:06,760
Yeah, a little bit art here on 
the bottom and then we get just 

531
00:28:06,760 --> 00:28:11,240
an interesting page that I think
maybe, I assume maybe they're 

532
00:28:11,240 --> 00:28:14,440
supposed to be art that like 
didn't get put on here or 

533
00:28:14,440 --> 00:28:16,320
something. 
That's my assumptions, maybe if 

534
00:28:16,320 --> 00:28:18,440
there's art on the side. 
So basically what we're looking 

535
00:28:18,440 --> 00:28:22,440
at is it's so the whole layout 
is black and white and it's 2 

536
00:28:22,440 --> 00:28:26,920
column right down each page. 
The entire left side of this 

537
00:28:26,920 --> 00:28:31,640
page is just completely blank. 
And then there's some stuff and 

538
00:28:31,640 --> 00:28:33,880
then like the bottom right 
quarter of the page is 

539
00:28:33,880 --> 00:28:36,240
completely blank. 
So almost 3/4 of this page is 

540
00:28:36,240 --> 00:28:38,720
completely blank. 
But where the text is, is in the

541
00:28:38,720 --> 00:28:41,880
top right quadrant, so it's 
just. 

542
00:28:41,880 --> 00:28:44,400
My assumption immediately was 
that maybe they just forgot to 

543
00:28:44,400 --> 00:28:47,520
drop a piece of art in here. 
On the left side. 

544
00:28:48,040 --> 00:28:51,120
Yeah, because there is a piece 
later where they do like 1/2 a 

545
00:28:51,120 --> 00:28:53,960
page of art and stuff like that.
So I give the benefit of the 

546
00:28:53,960 --> 00:28:55,600
doubt to maybe there's be 
supposed to be a piece of art 

547
00:28:55,600 --> 00:28:58,480
here. 
Otherwise they just have a weird

548
00:28:58,480 --> 00:29:01,440
3, the weirdest 3/4 of the page.
Such a. 

549
00:29:01,960 --> 00:29:03,960
Funny looking page. 
Dude, blank. 

550
00:29:03,960 --> 00:29:06,760
Completely blank. 
So anyway, so 31 actions in 

551
00:29:06,760 --> 00:29:08,920
combat and three, two attack and
defense. 

552
00:29:09,280 --> 00:29:11,120
I like this. 
I think this is interesting. 

553
00:29:11,360 --> 00:29:15,680
I'm going to read it. 
You tell me what it reminds you 

554
00:29:15,680 --> 00:29:17,360
of. 
So on your turn in combat, you 

555
00:29:17,360 --> 00:29:21,880
can perform 2 complex actions. 
You can break up either or both 

556
00:29:21,880 --> 00:29:24,200
of these into two simple 
actions. 

557
00:29:24,520 --> 00:29:28,240
Complex actions are moving up to
30 meters, attacking with most 

558
00:29:28,240 --> 00:29:31,280
weapons, reloading weapon, 
attempting a utility action, 

559
00:29:31,760 --> 00:29:35,080
scrounging through your pack. 
And then simple actions are 

560
00:29:35,080 --> 00:29:37,760
varied and can evolve. 
Throwing a weapon, opening a 

561
00:29:37,760 --> 00:29:39,680
door, pushing a button, passing 
or tossing an item. 

562
00:29:39,680 --> 00:29:43,200
So basically complex actions are
moving, attacking, reloading us,

563
00:29:43,440 --> 00:29:45,440
getting in your pack, and 
attempting utility action. 

564
00:29:45,440 --> 00:29:47,360
And simple actions are like 
quick tiny things, popping a 

565
00:29:47,360 --> 00:29:50,040
potion, you know, hitting a 
button, opening a door, shit 

566
00:29:50,040 --> 00:29:52,120
like that. 
Remind you of anything that we 

567
00:29:52,120 --> 00:29:53,400
almost played? 
Yeah. 

568
00:29:53,400 --> 00:29:56,240
Warhammer Fantasy. 
This reminds yeah, this is 

569
00:29:56,480 --> 00:30:01,360
Warhammer 2 E Yeah, I like the 
complex and simple actions 

570
00:30:01,360 --> 00:30:02,960
thing. 
I wish the simple actions made. 

571
00:30:03,880 --> 00:30:07,440
I don't know if I want or need. 
I mean, there's enough of a list

572
00:30:07,440 --> 00:30:08,960
here for simple action, so I 
think I get it. 

573
00:30:10,360 --> 00:30:12,640
I mean, I do get it. 
I don't know if I would have 

574
00:30:12,640 --> 00:30:16,080
mind maybe a little bit. 
I don't like throwing your 

575
00:30:16,080 --> 00:30:17,240
weapon. 
I'm like, what's the difference 

576
00:30:17,240 --> 00:30:20,160
between throwing your weapon and
throwing a weapon as far as like

577
00:30:20,160 --> 00:30:21,320
attacking? 
You know what? 

578
00:30:21,320 --> 00:30:21,800
I. 
Mean. 

579
00:30:22,200 --> 00:30:23,600
Yeah, Yeah. 
That's a really. 

580
00:30:24,280 --> 00:30:26,440
But other than that I get it. 
Like opening a door, pushing a 

581
00:30:26,440 --> 00:30:28,640
button, tossing an item to an 
ally. 

582
00:30:28,640 --> 00:30:32,920
I get it. 
Attack and defense attacks with 

583
00:30:32,920 --> 00:30:35,240
your fists, mail weapons, you're
thrown weapons you roll 

584
00:30:35,320 --> 00:30:38,560
coordination and firearm attacks
you roll senses. 

585
00:30:39,200 --> 00:30:42,480
Here's the thing though, always 
mark a dot of ammo on your 

586
00:30:42,480 --> 00:30:45,120
weapon card after attacking with
firearms. 

587
00:30:45,480 --> 00:30:47,320
Remind me of that in a second. 
And the last one is attacks on 

588
00:30:47,320 --> 00:30:49,200
rat. 
Always hit as long as your 

589
00:30:49,200 --> 00:30:51,040
target is within your weapons 
functional range. 

590
00:30:51,040 --> 00:30:53,040
So again, it's it's mouse 
straighter, it's into the odd 

591
00:30:53,320 --> 00:30:56,320
attacks, always hit D20, roll 
under, etcetera etcetera. 

592
00:30:56,520 --> 00:30:59,560
Always mark a dot of ammo on 
your weapon card after attacking

593
00:30:59,560 --> 00:31:02,840
with firearms. 
We're going to get to weapons 

594
00:31:02,840 --> 00:31:10,000
and stuff, right? 
But there where, where on where 

595
00:31:10,000 --> 00:31:16,680
on the weapon card do you do you
mark a dot of ammo? 

596
00:31:18,240 --> 00:31:20,320
So let me bring it up. 
So this is the weapon card, 

597
00:31:21,560 --> 00:31:27,280
right? 
Let me zoom a little bit. 

598
00:31:28,000 --> 00:31:30,080
This is a weapon. 
It's so confusing. 

599
00:31:30,080 --> 00:31:34,000
Kind of parse my way through 
this scene digitally with no 

600
00:31:34,000 --> 00:31:36,400
page numbers. 
So what was I? 

601
00:31:36,920 --> 00:31:40,000
So I brought up the so when you 
get this game, you get a bunch 

602
00:31:40,000 --> 00:31:42,800
of stuff you get which is great.
You get like weapon cards, item 

603
00:31:42,800 --> 00:31:45,320
cards. 
You get like what else? 

604
00:31:45,320 --> 00:31:49,520
What else do we get in here? 
We get the condition cards, 

605
00:31:49,520 --> 00:31:52,080
character sheets, session 
tracker, a lot of great stuff 

606
00:31:52,080 --> 00:31:54,280
that comes with it, which is 
super helpful, especially 

607
00:31:54,280 --> 00:31:56,360
because master inventory. 
You can just print these out and

608
00:31:56,360 --> 00:31:57,320
cut them out. 
It's great. 

609
00:31:57,680 --> 00:31:59,760
But I'm looking at like 
automatic rifle, for example, 

610
00:31:59,760 --> 00:32:03,880
and I get usage dots at the top 
and then range, reliability, 

611
00:32:03,880 --> 00:32:05,320
damage special. 
We'll go over this again in the 

612
00:32:05,320 --> 00:32:08,000
weapon section. 
It says mark a dot ammo every 

613
00:32:08,000 --> 00:32:09,240
time you use it. 
Where? 

614
00:32:09,240 --> 00:32:10,760
What? 
What is an ammo dot? 

615
00:32:10,880 --> 00:32:13,680
I can't, I cannot. 
Did you remember ammo dots 

616
00:32:13,680 --> 00:32:16,960
anywhere? 
No, I was kind of thinking that 

617
00:32:16,960 --> 00:32:20,120
they were talking about the 
usage dots for the items, but. 

618
00:32:20,120 --> 00:32:22,760
No, but we're in one second. 
We're going to go into a section

619
00:32:22,760 --> 00:32:24,720
where it actually talks about 
usage challenge. 

620
00:32:24,960 --> 00:32:28,680
Yeah. 
Where's the ammo item cards? 

621
00:32:30,280 --> 00:32:33,540
Oh there aren't any. 
The only ammo item card quote UN

622
00:32:33,540 --> 00:32:38,600
quote is the ammo belt, which 
holds 500 bullets right, but 

623
00:32:38,600 --> 00:32:42,680
like an ammo card would be dope.
And if, and here's the other 

624
00:32:42,680 --> 00:32:45,480
thing about an interesting ammo 
card is that like every we're 

625
00:32:45,480 --> 00:32:47,520
we'll get to it in inventory, 
but every inventory slot can 

626
00:32:47,520 --> 00:32:51,160
hold 100 bullets. 
So I would just have like a card

627
00:32:51,280 --> 00:32:56,080
with 100 dots on it and then 
just like mark the dots that I 

628
00:32:56,080 --> 00:32:57,160
have ammo in. 
You know what I mean? 

629
00:32:57,160 --> 00:33:04,200
Like something right, But like, 
for example, like I think the, I

630
00:33:04,200 --> 00:33:08,840
think the parentheses on the 
weapon card is how much ammo a 

631
00:33:08,840 --> 00:33:11,000
magazine can hold. 
So it would be like 20. 

632
00:33:11,720 --> 00:33:14,600
So it's got 20. 
So that does that mean like 

633
00:33:15,040 --> 00:33:19,000
every, there's not space on any,
most of the cards to like even 

634
00:33:19,000 --> 00:33:21,560
just like put a little X for 
like an ammo that you're using. 

635
00:33:21,560 --> 00:33:25,640
So that's the thing that is I, I
don't get how you would mark a 

636
00:33:25,640 --> 00:33:30,320
dot of ammo on the weapon card, 
but I like the idea of being 

637
00:33:30,320 --> 00:33:34,240
like if you shot a bullet, you 
spent a bullet like it's gone. 

638
00:33:34,760 --> 00:33:38,560
But then we get into a section 
where it talks about like going 

639
00:33:38,560 --> 00:33:42,200
out of ammo. 
So let's go into 33.2 special 

640
00:33:42,200 --> 00:33:45,760
weapon rules, which is before 
regular weapon rules, I guess. 

641
00:33:45,760 --> 00:33:46,960
But here's some special weapon 
rules. 

642
00:33:46,960 --> 00:33:50,960
So automatic weapons can attack 
twice in a single complex action

643
00:33:50,960 --> 00:33:55,400
at the cost of reducing their 
reliability dice size by one 

644
00:33:55,400 --> 00:33:57,960
step. 
AD 8 becomes AD 6, and so on. 

645
00:33:57,960 --> 00:34:00,720
For this combat. 
We talk about reliability here 

646
00:34:00,720 --> 00:34:02,920
before we really get to weapons 
and talk about reliability. 

647
00:34:02,920 --> 00:34:05,800
Right, I must say, yeah, there's
a way to order this. 

648
00:34:06,000 --> 00:34:10,199
So yeah. 
There again, I think an editor 

649
00:34:10,360 --> 00:34:15,280
could have cleaned up I think 
the the order of this a little 

650
00:34:15,280 --> 00:34:18,280
bit. 
After every round of combat and 

651
00:34:18,280 --> 00:34:22,600
win and when combat ends, every 
character does a weapons check. 

652
00:34:23,159 --> 00:34:26,920
To do so, roll the reliability 
dice for each weapon that was 

653
00:34:26,920 --> 00:34:29,560
used. 
So it's usage dice, right on a 

654
00:34:29,560 --> 00:34:33,320
one to three mark, a usage dot 
on the weapon, and if it's a 

655
00:34:33,320 --> 00:34:38,400
firearm, it's also out of ammo. 
That makes complete and total 

656
00:34:38,400 --> 00:34:40,600
sense. 
But I'm saying are we tracking 

657
00:34:40,600 --> 00:34:44,080
individual rounds or are we just
tracking the out of ammo thing? 

658
00:34:44,840 --> 00:34:47,760
Because it doesn't make sense to
do both, you know what I mean? 

659
00:34:47,760 --> 00:34:49,760
It kind of doesn't make sense to
both because 1 is a 

660
00:34:49,760 --> 00:34:51,880
simplification of not having to 
track every single fucking 

661
00:34:51,880 --> 00:34:54,080
round, which I like better, 
right? 

662
00:34:54,400 --> 00:34:57,720
It's just if you ever hit one 
through 3, boom, it's gone or 

663
00:34:57,720 --> 00:35:01,720
whatever. 
So out of ammo firearms reduce 

664
00:35:01,720 --> 00:35:05,960
the wielders bullet count by the
weapons magazine size, which is 

665
00:35:05,960 --> 00:35:07,520
in the parentheses by the 
reliability. 

666
00:35:07,520 --> 00:35:10,360
I would like to that and takes a
complex action to reload. 

667
00:35:10,440 --> 00:35:14,360
I get it. 
So I'm but I'm kind of again 

668
00:35:14,360 --> 00:35:17,120
with the previous rule saying 
that you you mark a dot for 

669
00:35:17,160 --> 00:35:21,280
every bullet you spend the out. 
Of the dot thing. 

670
00:35:22,040 --> 00:35:23,880
What are you talking about? 
Just mark the dot dude. 

671
00:35:25,040 --> 00:35:29,120
I think there's just some, 
there's some friction here in if

672
00:35:29,120 --> 00:35:31,360
you're marking every single dot,
then it doesn't really make 

673
00:35:31,360 --> 00:35:34,160
sense to do the whole like usage
eye out of it. 

674
00:35:34,160 --> 00:35:36,800
Well, think because you know how
many bullets exactly you have in

675
00:35:36,800 --> 00:35:40,600
a magazine. 
So if you suddenly just lose all

676
00:35:40,600 --> 00:35:43,480
of them for no reason because 
you rolled on a one to three, 

677
00:35:43,800 --> 00:35:47,840
that kind of sucks. 
Or you're not tracking every 

678
00:35:47,840 --> 00:35:49,760
individual bullet. 
You're just tracking chunks of 

679
00:35:49,760 --> 00:35:51,360
bullets and magazines and stuff 
like that. 

680
00:35:51,360 --> 00:35:53,800
There's a little bit of, I think
a disconnect and I think a 

681
00:35:53,800 --> 00:35:58,280
little bit of a cleaning up that
could be done in the way that 

682
00:35:58,280 --> 00:36:00,920
you're tracking ammo, whether 
it's individually or all of it. 

683
00:36:01,200 --> 00:36:04,200
I get it for the automatic thing
where because you might just 

684
00:36:04,200 --> 00:36:08,240
like RIP off like a bunch and 
you don't know how many, but for

685
00:36:08,320 --> 00:36:10,440
for every round to do a weapon 
check. 

686
00:36:10,440 --> 00:36:12,960
And you could, you could 
theoretically like empty your 

687
00:36:12,960 --> 00:36:18,200
magazine, take a complex action,
reload, fire at once and then 

688
00:36:18,200 --> 00:36:21,720
roar your weapon check, lose 
your magazine all over again and

689
00:36:21,720 --> 00:36:23,960
you're 40 bullets down after 
shooting twice. 

690
00:36:24,080 --> 00:36:27,120
So it's just an interesting it's
an interesting I see where 

691
00:36:27,120 --> 00:36:31,040
they're going for, but I think 
it's it doesn't I I in this game

692
00:36:31,040 --> 00:36:36,400
specifically because bullets is 
awesome money. 

693
00:36:36,720 --> 00:36:39,400
Yeah, I would track every single
fucking bullet individually and 

694
00:36:39,400 --> 00:36:43,560
I would only do the add of ammo 
thing for if you RIP an 

695
00:36:43,560 --> 00:36:45,480
automatic shot off and lose a 
bunch of bullets. 

696
00:36:45,640 --> 00:36:48,120
Anyway, I think that would be a 
cool way to clean this up. 

697
00:36:49,080 --> 00:36:52,800
So we also noticed so that 
actions in combat was 3.1, 

698
00:36:53,920 --> 00:36:59,040
attacking defence was 3.2, 
special weapon rules was 3.2. 

699
00:36:59,560 --> 00:37:02,200
Yeah, then we get enhanced and 
impaired with just three-point 

700
00:37:02,200 --> 00:37:05,160
3. 
Then we also get cover light and

701
00:37:05,160 --> 00:37:09,720
heavy, which is 3.3. 
So again issues with the the 

702
00:37:09,720 --> 00:37:12,640
layout structure here a bit. 
But then again enhanced and 

703
00:37:12,640 --> 00:37:13,960
impaired. 
We already talked about enhanced

704
00:37:13,960 --> 00:37:16,320
and impaired, which was just 
like a repeat of advanced 

705
00:37:16,320 --> 00:37:19,080
advantage and disadvantage, but 
this is a different 1. 

706
00:37:19,080 --> 00:37:21,120
So certain abilities, 
attachments and situations can 

707
00:37:21,120 --> 00:37:22,840
cause an attack to become 
enhanced or impaired. 

708
00:37:23,760 --> 00:37:27,200
When attacking an unawares 
target, exposing a target's 

709
00:37:27,200 --> 00:37:30,240
unique vulnerability, etcetera, 
it becomes enhanced. 

710
00:37:31,480 --> 00:37:35,920
Enhanced attacks always roll D12
for damage, and the inverse, if 

711
00:37:36,080 --> 00:37:41,000
you know you're impaired in your
attack, whatever, you roll D4 

712
00:37:41,000 --> 00:37:44,560
for damage. 
So again, I I think the enhanced

713
00:37:44,560 --> 00:37:47,400
and impaired earlier doesn't 
make sense if you have advantage

714
00:37:47,400 --> 00:37:49,600
and disadvantage. 
It makes more sense here because

715
00:37:50,160 --> 00:37:52,920
enhanced and impaired is an end 
to the odd thing which is 

716
00:37:52,920 --> 00:37:54,880
rolling in D12 than D4. 
Yeah. 

717
00:37:55,400 --> 00:37:58,320
So the earlier advanced and 
apparent, I think it's just a 

718
00:37:59,320 --> 00:38:01,440
could be deleted since it's just
the same as advantage and 

719
00:38:01,440 --> 00:38:03,880
disadvantage. 
Sometimes you might get a free 

720
00:38:03,880 --> 00:38:05,480
attack which is like a point 
blank. 

721
00:38:05,480 --> 00:38:13,040
It's like a coup de One of my 
biggest pet peeves in the entire

722
00:38:13,040 --> 00:38:17,160
fucking world is DMS and 5E when
it's like, all right, they're 

723
00:38:17,160 --> 00:38:19,400
sleeping. 
I have a dagger, I'm going to 

724
00:38:19,400 --> 00:38:21,640
stab them in the neck, they're 
going to die and they're like, 

725
00:38:21,640 --> 00:38:23,240
OK, roll damage. 
All right, well, I rolled it 

726
00:38:23,240 --> 00:38:25,520
too. 
Well, they have a A3 armors. 

727
00:38:25,520 --> 00:38:29,480
They they have like armor and 
then but and 30 HP. 

728
00:38:29,480 --> 00:38:32,200
So you take 2 HP off the 
sleeping person you just stabbed

729
00:38:32,200 --> 00:38:33,920
to the neck, roll for 
initiative. 

730
00:38:33,920 --> 00:38:36,400
And it's like, bro, what the 
fuck are we doing here? 

731
00:38:36,400 --> 00:38:42,680
Yeah, I think in OSC, because 
I've been running OSC recently, 

732
00:38:43,680 --> 00:38:47,680
I think the assassin has a like 
a + 4 chance to just insta kill 

733
00:38:47,680 --> 00:38:50,440
and then aware person, you know?
Yeah. 

734
00:38:52,360 --> 00:38:55,360
Also in Wolves Upon the Coast, 
really the rule is like if 

735
00:38:55,360 --> 00:38:58,760
someone's not aware and you 
attack them, you just kill them,

736
00:38:58,840 --> 00:39:02,960
you know? 
Which is a reasonable thing. 

737
00:39:04,600 --> 00:39:09,600
Oh, that's why I think you add 
like three more of those for 

738
00:39:09,600 --> 00:39:15,080
last time because why why why 
this last time? 

739
00:39:15,080 --> 00:39:16,760
I meant to keep adding it and I 
didn't. 

740
00:39:18,440 --> 00:39:21,440
I I've kept forgetting to put 
the F so I. 

741
00:39:22,080 --> 00:39:24,520
Stands for fuck. 
Yeah, no, it doesn't. 

742
00:39:24,520 --> 00:39:27,360
It stands for Very Nice things. 
After you're in the chat, you 

743
00:39:27,360 --> 00:39:31,520
know what we're talking about. 
So anyway, so then cover and 

744
00:39:31,560 --> 00:39:33,760
light and heavy. 
So cover is interesting because 

745
00:39:33,760 --> 00:39:36,720
it's fucking important and I 
like that in a game that 

746
00:39:36,720 --> 00:39:39,520
literally revolves around 
bullets and ammo and shit, I 

747
00:39:39,520 --> 00:39:41,840
would really, really like yeah, 
the cover. 

748
00:39:42,000 --> 00:39:47,640
Because basically what it says 
is being under no cover makes 

749
00:39:47,640 --> 00:39:49,440
attack against the target 
enhanced. 

750
00:39:49,600 --> 00:39:51,760
So if you're in the open, you're
fucked. 

751
00:39:51,960 --> 00:39:55,720
Like you're like, you're not 
just normal, you're fucked. 

752
00:39:55,720 --> 00:39:59,880
Being in light cover gives you 
the normal rules against you. 

753
00:40:00,240 --> 00:40:03,560
So like, it is the game is 
designed for you to get behind 

754
00:40:03,560 --> 00:40:06,360
shit, which when you're shooting
bullets at people is a 

755
00:40:06,360 --> 00:40:08,080
completely reasonable thing to 
do. 

756
00:40:08,080 --> 00:40:11,880
I want to get behind stuff. 
This of is probably my like 

757
00:40:12,120 --> 00:40:16,040
favorite part of the rules 
because it deals with guns like 

758
00:40:16,200 --> 00:40:19,440
like I thought the idea of like,
Oh yeah, hey, if you have no 

759
00:40:19,440 --> 00:40:22,520
cover, every shots enhanced at 
you, I'm like, oh, that's 

760
00:40:22,520 --> 00:40:26,080
perfect because it that's how it
works in real life. 

761
00:40:26,080 --> 00:40:28,960
If you are having a gunfight and
you stand in the open, you're 

762
00:40:28,960 --> 00:40:31,760
the dead person. 
And then also like it, it 

763
00:40:31,760 --> 00:40:35,480
incentivizes actions for the 
players like oh, this is a cover

764
00:40:35,480 --> 00:40:37,960
based game. 
Oh, it really is a cover based 

765
00:40:37,960 --> 00:40:39,920
game now, because if you're not 
in cover, you're fucked no 

766
00:40:39,920 --> 00:40:40,920
matter what. 
So. 

767
00:40:41,040 --> 00:40:42,920
I don't like it. 
Yeah. 

768
00:40:42,920 --> 00:40:45,040
And light. 
Light cover, overturned tables, 

769
00:40:45,040 --> 00:40:46,960
low walls, wooden fence, regular
shit. 

770
00:40:46,960 --> 00:40:48,320
That's normal rules. 
Yeah. 

771
00:40:48,320 --> 00:40:53,160
And it's only heavy cover, like 
a concrete bunker, a high solid 

772
00:40:53,160 --> 00:40:55,120
wall, like a well guarded 
position. 

773
00:40:55,440 --> 00:40:58,720
Then the attacks are just 
impaired against you, not that 

774
00:40:58,720 --> 00:41:02,920
they can't hit you. 
And it does say cover can be 

775
00:41:02,920 --> 00:41:06,000
circumvented by flanking, 
forcing the enemy to move, using

776
00:41:06,000 --> 00:41:07,640
weapons that ignore cover, stuff
like that. 

777
00:41:07,640 --> 00:41:09,680
So I really dig this. 
I think it's great. 

778
00:41:10,160 --> 00:41:14,000
Yeah. 3.4 taking damage. 
Incoming damage first reduces a 

779
00:41:14,000 --> 00:41:16,320
character's resolve, which 
again, you have resolved. 

780
00:41:16,320 --> 00:41:18,200
You don't know how much yet. 
I'll be You have it still. 

781
00:41:18,200 --> 00:41:20,680
Like I didn't realize resolve 
was so much later in this. 

782
00:41:21,120 --> 00:41:23,880
Yeah, when there's all this, 
Yeah, when there's all this, 

783
00:41:23,880 --> 00:41:26,120
just zero, you become banged up,
capital. 

784
00:41:26,120 --> 00:41:27,800
Banged up. 
If a banged up character takes 

785
00:41:27,800 --> 00:41:31,920
regular damage, including damage
it carried over, they must 

786
00:41:31,920 --> 00:41:35,920
attempt a vitality. 
Isn't it Vigor? 

787
00:41:36,680 --> 00:41:38,440
It is vigor. 
All right. 

788
00:41:38,600 --> 00:41:42,920
So it should say vigor not it 
should say VIG not VIT are. 

789
00:41:43,320 --> 00:41:45,240
We totally. 
Is there vitality later in the 

790
00:41:45,240 --> 00:41:46,640
character section? 
I don't remember. 

791
00:41:48,480 --> 00:41:50,800
Oh God, I don't know. 
There's vigor at the beginning. 

792
00:41:50,800 --> 00:41:52,480
Is there vitality later? 
I don't know. 

793
00:41:52,480 --> 00:41:53,800
I guess we'll find out. 
So. 

794
00:41:54,160 --> 00:41:56,680
Maybe you have Resolve and 
Vitality? 

795
00:41:56,720 --> 00:41:58,880
I'm not sure we'll get to in 
character creation. 

796
00:42:00,040 --> 00:42:04,000
So they must attempt AVIT save 
minus the amount of damage they 

797
00:42:04,000 --> 00:42:07,080
have taken over their resolve. 
If they fail, they take critical

798
00:42:07,080 --> 00:42:10,840
damage. 
OK so as far as this game goes, 

799
00:42:10,840 --> 00:42:13,320
what does critical damage mean? 
A character who takes critical 

800
00:42:13,320 --> 00:42:17,280
damage also gains the wounded 
condition and must make a will 

801
00:42:17,280 --> 00:42:19,200
save. 
If they fail the will save they 

802
00:42:19,200 --> 00:42:24,440
also gain the peril condition. 
Fear based attacks also reduce 

803
00:42:24,440 --> 00:42:26,320
resolve, but a banged up 
character who takes fear based 

804
00:42:26,320 --> 00:42:30,840
damage or is a will save instead
of vitality or gains the panic 

805
00:42:30,840 --> 00:42:34,920
condition. 
A player character can spend 1 

806
00:42:34,920 --> 00:42:37,880
exploration turn tending to an 
incapacitated character, moving 

807
00:42:37,880 --> 00:42:39,880
one random condition from them 
and bring them back to 

808
00:42:39,880 --> 00:42:42,440
consciousness. 
Alternatively, a shot of 

809
00:42:42,440 --> 00:42:45,280
morphine can jolt them back in 
the consciousness for the 

810
00:42:45,280 --> 00:42:50,720
duration of 1 exploration turn. 
I will say this Morphine does 

811
00:42:50,720 --> 00:42:53,600
not jolt you back. 
I will. 

812
00:42:53,960 --> 00:42:56,280
Say this from absolute 
certainty. 

813
00:42:56,280 --> 00:43:00,400
As someone who's given a lot of 
morphine in my life, I think 

814
00:43:00,400 --> 00:43:03,960
what would be better here would 
be epinephrine, which in layman 

815
00:43:03,960 --> 00:43:08,120
terms would be adrenaline, which
is the thing that will get that 

816
00:43:08,120 --> 00:43:09,800
heart up pumping. 
And I'll tell you that from 

817
00:43:09,800 --> 00:43:10,640
experience too. 
I'm going. 

818
00:43:11,280 --> 00:43:14,000
To take some morphine and go do 
vigorous activities. 

819
00:43:14,120 --> 00:43:17,440
Yeah, but I mean, I get it. 
I get it Like you're, you're, 

820
00:43:17,480 --> 00:43:19,160
you're, it's a painkiller. 
So you're killing the pains. 

821
00:43:19,160 --> 00:43:21,480
You can get back into it. 
But like the idea of a shot of 

822
00:43:21,480 --> 00:43:25,640
morphine jolting them back to 
consciousness again, adrenaline 

823
00:43:25,640 --> 00:43:30,320
or epinephrine, specifically 
epinephrine atropine would would

824
00:43:30,480 --> 00:43:34,280
either of those things would be,
in my opinion, a better use here

825
00:43:34,440 --> 00:43:38,520
for the use in the game. 
Imagine getting on morphine and 

826
00:43:38,520 --> 00:43:43,640
having to go do anything. 
What I see what they're doing it

827
00:43:43,640 --> 00:43:45,440
and like I, I get it. 
Like it totally makes sense. 

828
00:43:45,480 --> 00:43:47,640
I think I would just, I would 
just switch it out. 

829
00:43:47,640 --> 00:43:50,920
But I do it is what I do for my 
life. 

830
00:43:51,160 --> 00:43:55,440
So yeah, I get it. 
So enemy actions on their turn, 

831
00:43:55,440 --> 00:43:58,200
enemies can basically do the 
same shit that people can do 

832
00:43:58,200 --> 00:44:00,760
regular stuff. 
They replace all saves with 

833
00:44:00,760 --> 00:44:04,080
morale saves. 
And then humans would prioritize

834
00:44:04,080 --> 00:44:05,880
these targets, flank and 
maneuver and stuff like that. 

835
00:44:06,240 --> 00:44:09,360
Enemy resolve works the same, 
etcetera, etcetera, etcetera, 

836
00:44:09,600 --> 00:44:12,840
right? 
Other stuff, things happen, blah

837
00:44:12,840 --> 00:44:14,320
blah blah. 
Weapon attachments. 

838
00:44:14,320 --> 00:44:18,360
There are some you got scopes, 
extended magazines, heavy 

839
00:44:18,360 --> 00:44:22,280
stocks, suppressors, bipod, 
reflex sight, bayonet. 

840
00:44:22,280 --> 00:44:23,520
I love all these. 
They're great. 

841
00:44:23,960 --> 00:44:25,960
Scope removes the automatic 
tags. 

842
00:44:25,960 --> 00:44:28,240
You can't fire scope weapon with
automatic. 

843
00:44:28,240 --> 00:44:30,000
I like that. 
That makes sense. 

844
00:44:30,000 --> 00:44:33,400
Plus plus 100% all rage bands. 
I dig it. 

845
00:44:33,400 --> 00:44:40,080
Removes light cover to no cover.
Great heavy stock only mark a 

846
00:44:40,080 --> 00:44:42,720
usage dot during weapons checks 
on a one to two. 

847
00:44:42,720 --> 00:44:45,160
I love that I all of these are 
really really great. 

848
00:44:45,160 --> 00:44:48,640
Even like the bipod set up 
before combat or as a complex 

849
00:44:48,640 --> 00:44:50,280
action. 
While set up, automatic fire 

850
00:44:50,280 --> 00:44:52,720
does not reduce your reliability
die size. 

851
00:44:52,720 --> 00:44:54,840
These are really well done. 
I like all of these. 

852
00:44:56,360 --> 00:44:57,960
There is a lot of good in this 
game. 

853
00:44:57,960 --> 00:45:00,880
Like there's a lot of good. 
I fucking love the scope, by the

854
00:45:00,880 --> 00:45:02,600
way. 
I would I would take the scope 

855
00:45:03,400 --> 00:45:05,440
weapon attachment. 
All of its in a heartbeat. 

856
00:45:05,560 --> 00:45:08,800
Yeah yeah, yeah. 
Basically, if someone's not in 

857
00:45:08,800 --> 00:45:11,640
heavy cover, you're just 
enhancing all the time. 

858
00:45:11,640 --> 00:45:13,520
Fuck yeah, I would. 
But here's the interesting 

859
00:45:13,520 --> 00:45:15,240
thing. 
Why the fuck is weapon 

860
00:45:15,240 --> 00:45:20,760
attachments way down here when 
special weapons was like way up 

861
00:45:20,760 --> 00:45:23,680
here? 
Like it's just a weird order. 

862
00:45:23,720 --> 00:45:27,040
This is definitely Azine more. 
Why is anything in any order? 

863
00:45:27,600 --> 00:45:30,480
Yeah, why are we just now 
getting to character creation? 

864
00:45:30,880 --> 00:45:35,400
Yeah, I would love to just edit 
this and just be like, here, let

865
00:45:35,400 --> 00:45:37,520
me, let me. 
There's nothing wrong with, 

866
00:45:37,520 --> 00:45:39,240
well, there's a couple s s that 
shouldn't be here. 

867
00:45:39,240 --> 00:45:41,680
There's a couple extra spaces 
and stuff, but let's just 

868
00:45:42,080 --> 00:45:45,440
reorganize some sections. 
Let's number them correctly. 

869
00:45:45,440 --> 00:45:46,800
And this would be a fucking 
banger. 

870
00:45:47,400 --> 00:45:51,440
Yeah. 
But anyway, so running into 

871
00:45:51,440 --> 00:45:55,760
character creation, who's to say
why you decided to abandon if 

872
00:45:55,760 --> 00:45:58,120
you comfort the village or metro
station in order to adventure 

873
00:45:58,120 --> 00:45:59,880
out into the mutant infested 
tunnels? 

874
00:46:00,840 --> 00:46:03,320
Just fucking because, right? 
So I. 

875
00:46:03,600 --> 00:46:05,880
Felt like it. 
I was feeling good that day. 

876
00:46:06,080 --> 00:46:08,960
You know, so no, there is no 
vitality as far as I can tell. 

877
00:46:08,960 --> 00:46:11,280
So they used Vita bunch instead 
of vig. 

878
00:46:13,360 --> 00:46:15,080
So that's just another thing to 
add to the list. 

879
00:46:15,080 --> 00:46:22,280
So stats 3D6 keep the highest 2 
for each of your stats for D20 

880
00:46:22,280 --> 00:46:26,880
roll under is that is into the 
odd keep the highest 2 mouse 

881
00:46:26,880 --> 00:46:29,520
shredder 2 where they keep you 
get the three right? 

882
00:46:29,520 --> 00:46:32,000
Like yeah, do you have bad stats
in this holy? 

883
00:46:32,320 --> 00:46:33,800
Shit, your chats fucking 
sucking. 

884
00:46:34,480 --> 00:46:38,440
Yeah, but it says if the sum of 
all four is less than 32, which 

885
00:46:38,440 --> 00:46:41,440
makes sense, right? 
SO3D6, the average of 3D6 is the

886
00:46:41,440 --> 00:46:43,680
average of AD 6. 
Is what like a three 3.5? 

887
00:46:43,680 --> 00:46:48,400
Something like that. 3.5 yeah. 
So 7:00-ish on average. 4 times 

888
00:46:48,800 --> 00:46:55,680
gives you what like a 28 so it 
says if it's less than 32 you 

889
00:46:55,680 --> 00:47:00,400
can re roll your lowest one and 
then swap out any 2 values once 

890
00:47:00,400 --> 00:47:02,480
if you want. 
So it like they they there's 

891
00:47:02,480 --> 00:47:04,160
numbers that they want that's 
clearly what they want. 

892
00:47:04,160 --> 00:47:10,120
It's about 8 per yeah. 
But I mean you're but but the 

893
00:47:10,120 --> 00:47:12,680
game does say it's hard and 
you're talking about doing 

894
00:47:12,680 --> 00:47:16,680
impaired and enhanced a lot 
advantages and disadvantages, 

895
00:47:16,680 --> 00:47:21,040
things like that. 
So I will say they do make a 

896
00:47:21,040 --> 00:47:23,000
little bit harder, but it's, I 
mean, I don't think it's just 

897
00:47:23,000 --> 00:47:24,840
bad math. 
They, you know, it would say 36 

898
00:47:24,840 --> 00:47:28,800
if not, you know, instead of 32.
So it's just rough, you know, 

899
00:47:28,840 --> 00:47:30,080
and I'm fine. 
I, I like it. 

900
00:47:30,080 --> 00:47:31,560
There's no reason not to fail a 
bunch. 

901
00:47:32,360 --> 00:47:33,960
Resolve the bullet. 
Two fives. 

902
00:47:33,960 --> 00:47:36,440
I want you to know what. 
What was your total? 

903
00:47:36,680 --> 00:47:39,280
You got a 5050 What and. 
What I I gave up and adding it 

904
00:47:39,280 --> 00:47:41,800
because we started talking and I
stopped doing the math in my 

905
00:47:41,800 --> 00:47:44,960
head. 
But I got let's see, I had an 

906
00:47:44,960 --> 00:47:51,280
825, so I was at 18. 
OK, see this next one. 

907
00:47:52,200 --> 00:47:56,280
I'm at 6:00. 
So that puts me at 24. 

908
00:47:57,920 --> 00:48:00,120
Well, that's that's four. 
You already did your 4. 

909
00:48:00,400 --> 00:48:03,480
That's four, yeah. 
So you need to reroll the lowest

910
00:48:03,480 --> 00:48:05,440
1. 
So reroll one of those fives. 

911
00:48:08,600 --> 00:48:13,560
It's a nine. 
Yeah, so you got 98 what, 7 and 

912
00:48:13,560 --> 00:48:15,000
five? 
That's terrible. 

913
00:48:15,000 --> 00:48:20,840
What's 9 + 8 + 7 + 5 9-8 and 
seven together is 8 * 3 is 24 by

914
00:48:20,840 --> 00:48:26,080
like 29? 
Yes. 

915
00:48:26,680 --> 00:48:28,680
Yeah. 
I want you to know I was saying 

916
00:48:28,680 --> 00:48:32,080
987 and five in my head and on 
the nine key those were not the 

917
00:48:32,080 --> 00:48:35,040
buttons I was pressing. 
So that's why I put pause for so

918
00:48:35,040 --> 00:48:36,000
long. 
I was like what's wrong with my 

919
00:48:36,000 --> 00:48:38,720
brain bro? 
See I just did 9-8 and seven is 

920
00:48:38,720 --> 00:48:42,720
the same as 888 which is 24 + 5.
Yeah, I could have done that, 

921
00:48:42,720 --> 00:48:46,360
but I didn't wanna. 
Anyway, so so that's your 

922
00:48:46,360 --> 00:48:48,040
character stats. 
So you're, that's not, I mean, 

923
00:48:48,920 --> 00:48:52,720
yeah, good luck. 
Yeah, but so you get 1D6 

924
00:48:52,720 --> 00:48:55,960
starting resolve, you get. 
So keep rolling it out, buddy. 

925
00:48:55,960 --> 00:49:00,280
So let's roll A1D6 for your 
starting resolve, and let's roll

926
00:49:00,280 --> 00:49:03,920
A1D6 for your starting bullets. 
Multiply the result by 10. 

927
00:49:03,920 --> 00:49:06,200
So roll 1D6 for your resolve. 
Just make character. 

928
00:49:06,200 --> 00:49:08,800
Let's just run it out. 
Yeah, OK. 

929
00:49:08,800 --> 00:49:12,640
My resolve is a four. 
Not terrible, all right, Roll 

930
00:49:12,640 --> 00:49:18,480
1D6 for your bullets. 2. 
So 2 * 10 you got 20 bullets, 

931
00:49:18,600 --> 00:49:22,400
plane bullets and it says these 
bullets are 76 twos, which makes

932
00:49:22,400 --> 00:49:25,160
sense it's Soviet Union, that's 
what you put in an AK47. 

933
00:49:26,800 --> 00:49:30,360
I will say they bring up bullets
later and and it's incorrect. 

934
00:49:30,360 --> 00:49:34,400
So will remind me to remember 
that I do like it says it'll 

935
00:49:34,680 --> 00:49:36,240
work in most weapons. 
We'll get to that in a second. 

936
00:49:36,240 --> 00:49:39,560
So cross reference sees 2 values
on the table on the next page to

937
00:49:39,560 --> 00:49:41,360
determine your character's 
background starting inventory. 

938
00:49:41,360 --> 00:49:42,880
Let's just jump to that right 
now because I love this. 

939
00:49:42,880 --> 00:49:45,720
I love this shit. 
So you got A4 and A2, right? 

940
00:49:45,720 --> 00:49:52,640
So what'd you get? 
Four and two occupation burglar.

941
00:49:52,760 --> 00:49:57,400
Just like real life, I have a 
dagger and some lock picks. 

942
00:49:57,760 --> 00:49:59,720
Nice, there's some good shit in 
here. 

943
00:50:00,000 --> 00:50:03,480
A lock shit like this. 
So this is also very Into the 

944
00:50:03,520 --> 00:50:05,520
Odd. 
Yeah, yeah, yeah. 

945
00:50:05,760 --> 00:50:07,960
Which of this is a not a 
criticism at all. 

946
00:50:07,960 --> 00:50:10,080
I think that's one of the, you 
know, they've taken a lot of 

947
00:50:10,080 --> 00:50:12,920
things from Into the Odd and use
them well. 

948
00:50:12,920 --> 00:50:15,600
Like, I like the impaired and 
enhanced damage. 

949
00:50:15,600 --> 00:50:19,120
I like the kind of system of 
getting us some starting items 

950
00:50:19,120 --> 00:50:20,920
in the background. 
Yeah. 

951
00:50:20,920 --> 00:50:22,640
And I like each one you're on, 
so yeah. 

952
00:50:23,040 --> 00:50:28,800
Mutant hunter, Station Guard, 
Rat catcher, Bandit, Smuggler, 

953
00:50:28,800 --> 00:50:30,880
Cook. 
You know, just you're an oiler, 

954
00:50:31,720 --> 00:50:34,600
enter into the oil and bug 
catching that. 

955
00:50:35,000 --> 00:50:38,800
There you go. 
So so yeah. 

956
00:50:38,800 --> 00:50:42,120
So you always start with a 
battery operated flashlight, a 

957
00:50:42,120 --> 00:50:46,080
weapon of your choice, and then 
underlying items replace your 

958
00:50:46,080 --> 00:50:48,400
starting weapon. 
Cool. 

959
00:50:48,440 --> 00:50:52,920
So you don't get a weapon of 
your choice if you roll a 

960
00:50:52,920 --> 00:50:55,400
background that has a weapon. 
Yeah, but the one on the on the 

961
00:50:55,400 --> 00:50:57,600
background are pretty good. 
There's a bolt action rifle, 

962
00:50:57,600 --> 00:51:01,880
submachine gun, Harpoon gun, 
harpoon, you know. 

963
00:51:03,320 --> 00:51:06,400
Let's see. 
Real quick the I will say, and 

964
00:51:06,400 --> 00:51:09,320
this is just me being an asshole
at this point, the underlining 

965
00:51:09,800 --> 00:51:12,880
for some of these is different 
from the underlining of other 

966
00:51:12,880 --> 00:51:13,720
ones. 
Some of them. 

967
00:51:13,760 --> 00:51:16,000
And some of them are bolded and 
some are unbolded. 

968
00:51:16,000 --> 00:51:19,920
Yeah, yeah, yeah. 
I just noticed that. 

969
00:51:20,480 --> 00:51:23,680
So getting him inventory, as we 
said, inventory is like mouse 

970
00:51:23,680 --> 00:51:25,640
Twitter. 
Even on your character sheet 

971
00:51:26,080 --> 00:51:29,080
you'll see it's got like the 
main hand offhand and then like 

972
00:51:29,080 --> 00:51:30,920
6 empty slots. 
It is just the master thing, 

973
00:51:31,080 --> 00:51:33,800
which is fine because it fucks. 
And Master's inventory is some 

974
00:51:33,800 --> 00:51:36,480
of the best inventory out there,
which I think they borrowed from

975
00:51:36,480 --> 00:51:37,640
somebody. 
Something else that I need to 

976
00:51:37,640 --> 00:51:41,480
read, but I love it. 
So characters carry items in 

977
00:51:41,480 --> 00:51:43,560
their inventory slots, one item 
per slot. 

978
00:51:43,560 --> 00:51:46,880
Items are one inch squares or 
two inch by 1 inch rectangles 

979
00:51:46,880 --> 00:51:49,400
printed on thick paper. 
And write that shit down. 

980
00:51:49,880 --> 00:51:51,160
Inventory split into two 
sections. 

981
00:51:51,160 --> 00:51:53,000
OK, so you get supply counters 
and inventory slots. 

982
00:51:53,000 --> 00:51:54,480
Let me bring up a character 
sheet real quick. 

983
00:51:54,880 --> 00:51:57,000
It's in the back of the book, 
which is fine, but you also do 

984
00:51:57,000 --> 00:51:58,840
get it as a download in the 
book. 

985
00:51:58,840 --> 00:52:03,360
So this is the character sheet. 
So it's got name, background, 

986
00:52:03,360 --> 00:52:06,720
current, XP, life, MXP. 
It's got spots for your 4 stats.

987
00:52:07,000 --> 00:52:09,480
Then it does say VIT on it, not 
VIG. 

988
00:52:11,200 --> 00:52:13,720
Are we assholes? 
Like is it my talent? 

989
00:52:14,600 --> 00:52:15,880
No. 
It's vigor, no. 

990
00:52:15,880 --> 00:52:20,120
It's vigor, yeah. 
Yeah, that's. 

991
00:52:21,880 --> 00:52:25,200
It is bigger. 
A pretty egregious mistake, 

992
00:52:25,200 --> 00:52:28,080
actually. 
To put the wrong stat halfway 

993
00:52:28,080 --> 00:52:30,080
through the game to switch 
stats, Yeah, it's kind of crazy.

994
00:52:31,280 --> 00:52:34,200
But so let's go back to the 
character sheet real quick. 

995
00:52:35,440 --> 00:52:38,200
And then there's a current and 
Max resolve, and then there's 

996
00:52:38,200 --> 00:52:40,400
live it up re roll and the 
reveling re roll. 

997
00:52:40,400 --> 00:52:43,120
I like that those are on there. 
There's the main hand offhanded 

998
00:52:43,120 --> 00:52:46,600
to worn items that you can have.
So we'll get to it in a second. 

999
00:52:46,600 --> 00:52:49,280
But if you're wearing it, you 
can just you can snap. 

1000
00:52:49,280 --> 00:52:52,040
You can just use it. 
I think it's a simple action. 

1001
00:52:52,120 --> 00:52:54,800
But then if it's any of the six 
slots that are in your pack, it 

1002
00:52:54,800 --> 00:52:57,160
takes a complex action to 
achieve from your pack. 

1003
00:52:57,440 --> 00:52:59,800
So there are these are your 
inventory slots, But then you 

1004
00:52:59,800 --> 00:53:03,200
have these counters up top the 
bed roll rations and battery 

1005
00:53:03,840 --> 00:53:06,480
supply tracks, which is what 
it's talking about here. 

1006
00:53:06,480 --> 00:53:08,840
So supply counters and inventory
slots. 

1007
00:53:08,840 --> 00:53:12,240
Supply supply counters are for 
battery charger rash in the bed 

1008
00:53:12,240 --> 00:53:14,160
roll and then your inventory 
slots. 

1009
00:53:14,160 --> 00:53:17,000
As I said, there's three types, 
the hand slots, the worn items, 

1010
00:53:17,000 --> 00:53:18,600
the pack slots. 
We went over all of that 

1011
00:53:18,600 --> 00:53:19,680
already. 
Blah, blah, blah, blah, blah 

1012
00:53:20,080 --> 00:53:21,960
usage dot. 
Most of them have three dots. 

1013
00:53:21,960 --> 00:53:24,080
When all three dots are marked, 
the item is either depleted or 

1014
00:53:24,080 --> 00:53:27,160
destroyed. 
A dot can be a race for 200 

1015
00:53:27,160 --> 00:53:29,920
bullets. 
It's it's dots. 

1016
00:53:29,960 --> 00:53:31,240
We've all played these games 
before. 

1017
00:53:32,880 --> 00:53:34,840
Moving on. 
Conditions are placed in a 

1018
00:53:34,840 --> 00:53:38,440
character's packed slots. 
The specific slot is chosen by 

1019
00:53:38,440 --> 00:53:42,040
the player. 
One condition slash item per 

1020
00:53:42,040 --> 00:53:43,760
slot. 
Conditions may stay in packed 

1021
00:53:43,760 --> 00:53:47,000
slots. 
Conditions can only be removed 

1022
00:53:47,000 --> 00:53:48,760
when their clear condition is 
met. 

1023
00:53:49,160 --> 00:53:51,920
When all six are filled, a 
character's incapacitated. 

1024
00:53:51,920 --> 00:53:57,600
So again, looking at condition 
cards, which is also listed on 

1025
00:53:57,600 --> 00:54:00,960
here, we'll pull, we'll pull 
this up. 

1026
00:54:01,600 --> 00:54:05,320
So it does say on the condition 
cards on the sheet, it says 

1027
00:54:05,320 --> 00:54:07,560
exhausted, starving, wounded, 
banged up, peril. 

1028
00:54:07,560 --> 00:54:10,880
It lists what it is. 
And then on the card itself it 

1029
00:54:10,880 --> 00:54:14,680
says, for example, condition 
exhausted and then says clear 

1030
00:54:15,000 --> 00:54:18,960
after a long rest. 
So every condition card here has

1031
00:54:18,960 --> 00:54:20,240
the clear condition underneath 
it. 

1032
00:54:20,240 --> 00:54:22,480
That's great. 
Yeah. 

1033
00:54:22,520 --> 00:54:25,920
If they're nice, little they're 
again, it's If you're gonna take

1034
00:54:25,920 --> 00:54:27,600
something from a mouse reader 
taking the inventory system, 

1035
00:54:27,600 --> 00:54:28,720
it's the best thing you'd 
possibly take. 

1036
00:54:28,720 --> 00:54:30,360
And. 
I'll take the best some. 

1037
00:54:31,000 --> 00:54:34,280
I always love when condition, 
not always actually, but a lot 

1038
00:54:34,280 --> 00:54:36,200
of times I really do love when 
the conditions are things that 

1039
00:54:36,200 --> 00:54:38,320
take up inventory slots, 
especially when you have limited

1040
00:54:38,320 --> 00:54:40,320
inventory slots. 
That makes inventory management 

1041
00:54:40,320 --> 00:54:42,360
like it's its own mini game, you
know? 

1042
00:54:42,840 --> 00:54:43,640
Yeah. 
Is that just? 

1043
00:54:43,640 --> 00:54:45,920
Like a weird side thing that we 
don't pay attention to. 

1044
00:54:46,680 --> 00:54:48,640
I think we've talked about this 
before where I think it's 

1045
00:54:48,640 --> 00:54:51,240
incredibly clever, but I would 
never do it. 

1046
00:54:52,600 --> 00:54:54,760
Yeah. 
Yeah, I feel like we've had this

1047
00:54:54,760 --> 00:54:58,120
conversation before. 
I think I like, I like, I like, 

1048
00:54:59,080 --> 00:55:01,040
I think it's really smart to be 
like, hey, like you're hurting 

1049
00:55:01,040 --> 00:55:05,000
so you can carry 1 less thing 
like that's great, but like. 

1050
00:55:05,880 --> 00:55:08,560
But. 
But I just wouldn't do it. 

1051
00:55:08,560 --> 00:55:14,120
Like something about it feel so 
meta that it kind of I think 

1052
00:55:14,120 --> 00:55:16,440
that's what it is that that like
it's one. 

1053
00:55:16,440 --> 00:55:17,800
But again, it's one of those 
things that I think is 

1054
00:55:17,800 --> 00:55:20,000
incredibly clever. 
I I mean all the end of the odds

1055
00:55:20,000 --> 00:55:22,520
do it because it does the core 
of the game care and mushroom or

1056
00:55:22,520 --> 00:55:23,920
all of it. 
It's great. 

1057
00:55:23,920 --> 00:55:25,600
It's clever. 
I'll play with it, but I would 

1058
00:55:25,600 --> 00:55:27,960
never put it in my game and I 
would never, I would never do 

1059
00:55:27,960 --> 00:55:30,240
it. 
I like the flip actually. 

1060
00:55:31,160 --> 00:55:36,280
In vast Lands and and Synthetic 
cream Machine by Luke Reyes, 

1061
00:55:38,720 --> 00:55:44,080
there is a your powers and 
abilities and spells take up 

1062
00:55:44,400 --> 00:55:47,680
inventory slots. 
So you can really only have like

1063
00:55:48,480 --> 00:55:51,480
as many powers as you can fit 
into your inventory. 

1064
00:55:51,480 --> 00:55:53,240
And I like that. 
It's like a positive thing 

1065
00:55:53,240 --> 00:55:54,440
though. 
It's like the flip, you know? 

1066
00:55:54,720 --> 00:55:57,200
Yeah, it's interesting. 
Yeah, I don't. 

1067
00:55:57,720 --> 00:55:58,720
We should review that 
eventually. 

1068
00:55:59,680 --> 00:56:01,520
Oh, yeah, we will. 
But I I just, I don't know. 

1069
00:56:01,520 --> 00:56:04,000
I don't know why I'm like, just 
let me inventory just be my 

1070
00:56:04,000 --> 00:56:05,480
stuff. 
You know what I mean? 

1071
00:56:05,520 --> 00:56:09,240
Yeah, like if I got if I got a 
backpack in pockets, like I'm 

1072
00:56:09,440 --> 00:56:11,000
like, I'm just putting stuff in 
it. 

1073
00:56:11,000 --> 00:56:11,760
I don't know. 
I don't know. 

1074
00:56:12,000 --> 00:56:13,360
But I think you'd like that take
on it. 

1075
00:56:13,360 --> 00:56:14,600
We'll go through it eventually, 
but yeah. 

1076
00:56:14,800 --> 00:56:17,720
But again, it's into the odd and
there's it's not a knock on this

1077
00:56:17,720 --> 00:56:19,920
game. 
It's just a a curiosity into the

1078
00:56:19,920 --> 00:56:23,880
odd that for some reason just is
that the. 

1079
00:56:24,000 --> 00:56:25,440
Odd thing Or is the mouse for 
the thing? 

1080
00:56:25,440 --> 00:56:27,040
I can't remember. 
That no, it's into the odd. 

1081
00:56:27,040 --> 00:56:28,800
It's Cairn. 
It's it's all of it. 

1082
00:56:28,800 --> 00:56:31,560
Like, yeah, all the conditions. 
Yeah, I mean, especially, I 

1083
00:56:31,560 --> 00:56:33,600
mean, you know, like a Karen a 
bunch and stuff. 

1084
00:56:33,600 --> 00:56:36,480
But yeah, I don't live in a 
horror, you know. 

1085
00:56:37,000 --> 00:56:40,280
So anyway, weapons and items. 
This is another thing too, where

1086
00:56:40,280 --> 00:56:41,720
I'm like, why? 
Why? 

1087
00:56:43,680 --> 00:56:46,800
Why is the special weapon rules 
not with the weapon rules? 

1088
00:56:46,800 --> 00:56:50,040
Yeah, that's a really, really 
amazing question, right? 

1089
00:56:50,320 --> 00:56:54,080
Yeah. 
Why the weapon attachments with 

1090
00:56:54,080 --> 00:56:55,600
the weapons? 
With the weapons, I don't know. 

1091
00:56:55,960 --> 00:56:58,120
I don't know, I don't know. 
This thing needs. 

1092
00:56:59,760 --> 00:57:02,600
There's a lot of solid, there's 
a lot of solid good here. 

1093
00:57:02,760 --> 00:57:05,800
You know, like I, I mentioned in
playing this, I'm interested in 

1094
00:57:05,800 --> 00:57:08,240
how brutal the roles are, 
Although I will say that it does

1095
00:57:08,240 --> 00:57:11,280
say specifically modifiers 
affect your like the role, the 

1096
00:57:11,280 --> 00:57:12,880
number you're rolling under and 
not your role itself. 

1097
00:57:13,240 --> 00:57:15,040
But then should how that really 
gives you I? 

1098
00:57:15,680 --> 00:57:19,080
Mean it's Robin Peter Paul like 
it's just it's just a way to 

1099
00:57:19,080 --> 00:57:22,360
make the make the role more 
consistently simple than having 

1100
00:57:22,360 --> 00:57:25,000
to be like, wait, do I add 2 or 
do I -, 2 do I add 2 -, 2 I. 

1101
00:57:25,400 --> 00:57:29,080
Completely 100% agree with that 
alone. 

1102
00:57:30,040 --> 00:57:31,800
Because it doesn't make a 
difference whether you're adding

1103
00:57:31,800 --> 00:57:33,880
two to the one or subtracting 2 
from the other. 

1104
00:57:34,120 --> 00:57:37,120
It's just easier to add it 
before you do the roll so you 

1105
00:57:37,120 --> 00:57:38,600
know exactly what the number is.
Yeah, and being. 

1106
00:57:38,600 --> 00:57:40,480
Able to just roll a die and be 
like that's the number I don't 

1107
00:57:40,480 --> 00:57:43,640
need to modify it yeah way more 
simple blame it shouldn't 

1108
00:57:43,640 --> 00:57:45,960
playing us there's there's a lot
of stuff in here that I'd like 

1109
00:57:45,960 --> 00:57:51,760
and I would like to play around 
with but yeah a solid editing 

1110
00:57:51,760 --> 00:57:55,680
pass would have done would have 
made this a really great Z you 

1111
00:57:55,680 --> 00:57:57,960
know like. 
And yeah, I because again, we 

1112
00:57:57,960 --> 00:57:59,800
said this. 
The game, The game. 

1113
00:57:59,840 --> 00:58:01,920
The game. 
Yeah, the game in this is good, 

1114
00:58:02,080 --> 00:58:05,960
but the product itself, yeah. 
Yeah, is it's, it's got issues 

1115
00:58:05,960 --> 00:58:07,800
like literally like let me do, 
I'll do it. 

1116
00:58:07,920 --> 00:58:11,920
Hit me up. 
He's dying to edit more stuff 

1117
00:58:11,920 --> 00:58:15,680
so. 
So weapons and items 6.1 weapon 

1118
00:58:15,680 --> 00:58:17,120
ranges. 
Guess what weapons have ranges, 

1119
00:58:17,120 --> 00:58:20,320
guys, There's and then things 
happen. 

1120
00:58:20,320 --> 00:58:22,360
There's long, there's extreme 
things like that. 

1121
00:58:22,360 --> 00:58:24,200
Guess what? 
If you're in the wrong range, 

1122
00:58:24,200 --> 00:58:26,800
you're impaired. 
And if you're in the the right 

1123
00:58:26,800 --> 00:58:28,920
range, you know things happen, 
right? 

1124
00:58:29,200 --> 00:58:31,520
Long range shots become harder 
to effectively place. 

1125
00:58:31,520 --> 00:58:33,560
Reduce weapons damaged ice by 
one step. 

1126
00:58:33,560 --> 00:58:36,400
Extreme range attacks of this 
range are always impaired. 

1127
00:58:36,640 --> 00:58:38,800
It's cool. 
I like if, if, if cover's going 

1128
00:58:38,800 --> 00:58:40,960
to matter and make the ranges 
matter and it's interesting. 

1129
00:58:40,960 --> 00:58:43,520
It's range bands cool. 
It's exactly how you think range

1130
00:58:43,520 --> 00:58:45,400
bands would work. 
Armor. 

1131
00:58:45,720 --> 00:58:47,320
OK, this is the only time armor 
is talked about. 

1132
00:58:47,320 --> 00:58:48,480
Like in the entire freaking 
then. 

1133
00:58:48,480 --> 00:58:50,720
They make no sense. 
You can mark a dot on armor, 

1134
00:58:51,040 --> 00:58:53,240
bulletproof vest, helmets, 
makeshift Shields to reduce 

1135
00:58:53,240 --> 00:58:55,160
incoming damage by two. 
My assumption is that there is 

1136
00:58:55,160 --> 00:58:58,760
not really armor. 
It is just that like if you have

1137
00:58:58,760 --> 00:59:02,840
a bulletproof vest you have 
usage dots and the usage dot 

1138
00:59:02,840 --> 00:59:04,560
just lets you reduce damage by 
two. 

1139
00:59:04,680 --> 00:59:07,560
And then after you've marked the
three dots the the piece of 

1140
00:59:07,560 --> 00:59:08,800
armor is broken. 
Yeah. 

1141
00:59:08,880 --> 00:59:11,840
And then you got to do that long
rest action where you can. 

1142
00:59:13,280 --> 00:59:14,680
Or just pick something else. 
Yeah, Yeah. 

1143
00:59:15,160 --> 00:59:21,560
But like, there's no, there's no
silk, there's no D4 damage 

1144
00:59:21,560 --> 00:59:24,360
reduction. 
It literally is just mark a dot 

1145
00:59:24,560 --> 00:59:25,880
reduced by two. 
Move on. 

1146
00:59:27,360 --> 00:59:28,640
I'm fine with that. 
I think it works, yeah. 

1147
00:59:28,640 --> 00:59:30,360
Nice and clean. 
So yeah. 

1148
00:59:30,400 --> 00:59:33,080
Well, I think it and especially 
for this where it's like, you 

1149
00:59:33,080 --> 00:59:34,960
know, you're not going to be, 
why would you damage? 

1150
00:59:34,960 --> 00:59:37,080
So like it makes sense with the 
dot system? 

1151
00:59:38,360 --> 00:59:40,160
Every empty item so I can hold 
100 bullets? 

1152
00:59:40,320 --> 00:59:42,080
Great. 
Firearms need the appropriate 

1153
00:59:42,080 --> 00:59:45,640
ammo to be worn or held in order
to be used. 

1154
00:59:46,320 --> 00:59:49,720
Every firearm uses the same 
bullet. 776776 isn't a bullet, 

1155
00:59:49,720 --> 00:59:51,880
it's 762. 
It's what they listed earlier, 

1156
00:59:53,240 --> 00:59:56,080
but the same caliber uses 
currency. 

1157
00:59:56,280 --> 00:59:58,840
For the sake of simplicity will 
make the following assumptions. 

1158
00:59:58,880 --> 01:00:00,600
This is one of my favorite 
things in the entire book. 

1159
01:00:01,360 --> 01:00:04,200
Bullet length doesn't matter. 
You can make bullets from your 

1160
01:00:04,200 --> 01:00:06,040
evolver. 
You can take bullets from your 

1161
01:00:06,040 --> 01:00:07,680
evolver and put them in your 
bolt action rifle. 

1162
01:00:07,880 --> 01:00:10,040
Let's call it nuclear magic. 
I love that. 

1163
01:00:10,280 --> 01:00:14,720
Great because it's like, wait, 
are they 762 or are they 223 or 

1164
01:00:14,720 --> 01:00:17,080
are they 556? 
Like are they NATO rounds? 

1165
01:00:17,240 --> 01:00:19,720
Are they 45? 
Like it would just be such a 

1166
01:00:19,720 --> 01:00:22,720
giant pain in the Dick to just 
be like everything is 762. 

1167
01:00:22,760 --> 01:00:25,720
If if it's an AK, you can sell a
baby for it. 

1168
01:00:25,720 --> 01:00:33,160
Like like that's that's it. 
I love that clips are assumed to

1169
01:00:33,160 --> 01:00:36,920
already have been put into a 
magazine or clip when you need 

1170
01:00:36,920 --> 01:00:38,440
them. 
I will say I do appreciate that 

1171
01:00:38,440 --> 01:00:40,760
they use magazine appropriately 
through the entire thing. 

1172
01:00:41,040 --> 01:00:44,640
If I have one fucking knock. 
One of many knocks on all the 

1173
01:00:44,640 --> 01:00:48,040
Warhammer books I love is when 
an author in the same fucking 

1174
01:00:48,040 --> 01:00:50,040
sentence will interchange 
magazine and clip. 

1175
01:00:50,040 --> 01:00:51,520
A magazine is not a fucking 
clip. 

1176
01:00:51,760 --> 01:00:53,720
It's 2 completely different 
things that belong there to 

1177
01:00:53,720 --> 01:00:55,120
completely different kinds of 
guns. 

1178
01:00:55,560 --> 01:00:58,080
Warhammer stop calling magazines
clips. 

1179
01:00:58,800 --> 01:01:00,040
They're going to, they're going 
to see this so. 

1180
01:01:00,160 --> 01:01:06,000
They fucking better magazines. 
Bullets are assumed to have 

1181
01:01:06,000 --> 01:01:08,120
already been put in a magazine 
or clip and you need them for 

1182
01:01:08,120 --> 01:01:11,000
instance when reloading. 
No need to simulate loading each

1183
01:01:11,000 --> 01:01:12,920
bullet into the magazine or 
having to swap them out because 

1184
01:01:12,920 --> 01:01:14,080
that's a fucking pain in the 
Dick. 

1185
01:01:14,600 --> 01:01:18,680
When loading a weapon with 
bullets, reduce, yeah, reduce 

1186
01:01:18,720 --> 01:01:22,320
the number of bullets available 
in an inventory slot or item 

1187
01:01:22,320 --> 01:01:27,160
holding bullets by the weapons 
magazine size if you're taking 

1188
01:01:27,160 --> 01:01:29,960
bullets out of the weapon. 
Note how many ammunition dots 

1189
01:01:29,960 --> 01:01:32,680
have not been marked. 
There are no ammunition dots, 

1190
01:01:32,840 --> 01:01:34,320
Yeah. 
We're back. 

1191
01:01:35,440 --> 01:01:39,520
Multiply that by the weapons 
bullets per attack and add that 

1192
01:01:39,520 --> 01:01:42,000
number to whichever inventory 
slot you want to put the bullets

1193
01:01:42,000 --> 01:01:52,040
into. 
OK OK, they need to fix ammo. 

1194
01:01:52,040 --> 01:01:56,160
If give me an ammo card that's 
got 100 slot 100 dots on it. 

1195
01:01:56,280 --> 01:01:58,400
I'm just going to have a little 
piece of paper on the side 

1196
01:01:58,680 --> 01:02:00,360
they'll have like just 100 dots 
on. 

1197
01:02:00,680 --> 01:02:06,440
It yeah, or even just like the 
magazine, like like I would you 

1198
01:02:06,440 --> 01:02:09,400
know, what I would want to do is
just like if it's if it says 20,

1199
01:02:09,760 --> 01:02:12,080
I'm flipping it over and just 
putting a dot on the back of the

1200
01:02:12,080 --> 01:02:14,240
card every time. 
And once I hit 20 dots like that

1201
01:02:14,240 --> 01:02:15,560
fucking magazine, you know what 
I mean? 

1202
01:02:15,560 --> 01:02:18,240
Like just something or like, oh,
just magazines. 

1203
01:02:18,280 --> 01:02:21,760
Just give me a magazine card. 
That I can just like. 

1204
01:02:21,760 --> 01:02:24,200
Mark, you know what I mean like 
the ammo card or whatever, but 

1205
01:02:24,200 --> 01:02:26,960
like you know, cool magazine 
with like dots on it, but there 

1206
01:02:26,960 --> 01:02:29,760
is nothing there is nowhere to 
mark ammo dots like I can't find

1207
01:02:29,760 --> 01:02:30,520
them. 
Maybe I'm wrong. 

1208
01:02:30,520 --> 01:02:33,480
I think they missed that there's
no item card for ammo like 

1209
01:02:33,480 --> 01:02:36,680
anything. 
So anyway, bedroll when sleeping

1210
01:02:36,680 --> 01:02:39,800
in a bedroll roll AD 6 on a 5 to
6 market uses dot if you're 

1211
01:02:39,800 --> 01:02:41,440
sleeping on the surface at the 
mercy the elements. 

1212
01:02:41,840 --> 01:02:45,120
Basically your bed roll can go 
bad, which sucks, and your 

1213
01:02:45,120 --> 01:02:47,680
batteries can go bad, which 
sucks and you're you. 

1214
01:02:47,920 --> 01:02:51,080
There's healing at it. 
Morphine restores 2D6 resolve to

1215
01:02:51,080 --> 01:02:53,640
yourself or an adjacent target 
is a simple action. 

1216
01:02:54,200 --> 01:02:59,640
I mean, I'll feel real good, but
I don't know how like resolved 

1217
01:02:59,640 --> 01:03:01,120
I'll be on the morphine we 
talked about those feel. 

1218
01:03:01,320 --> 01:03:02,880
Really great and feel like going
to sleep. 

1219
01:03:03,760 --> 01:03:06,240
There's any have? 
You ever had a bed roll go bad 

1220
01:03:06,280 --> 01:03:10,280
on you before camping? 
You mean like when it starts to 

1221
01:03:10,280 --> 01:03:11,240
tear and the phone starts coming
out? 

1222
01:03:11,320 --> 01:03:14,200
Yeah, we're like or if you have 
like an inflatable one like and 

1223
01:03:14,200 --> 01:03:16,880
it stops holding air 'cause I 
have an inflatable like roll 

1224
01:03:16,880 --> 01:03:18,520
because. 
You'll just be on the ground and

1225
01:03:18,520 --> 01:03:19,760
it'll be like puffed up around 
you. 

1226
01:03:20,400 --> 01:03:23,800
I keep waking up 'cause I'm like
sunk it in and my shoulders hurt

1227
01:03:23,800 --> 01:03:27,200
but this fucking sucks. 
I always got the ones that had 

1228
01:03:27,200 --> 01:03:29,880
like a built in motor and it had
like a never flat motor. 

1229
01:03:30,080 --> 01:03:32,680
So like it senses the air 
pressure and if the air pressure

1230
01:03:32,680 --> 01:03:34,560
gets too low it like kicks 
itself on for a little bit. 

1231
01:03:35,040 --> 01:03:36,920
That's fancy. 
Yeah, they're nice. 

1232
01:03:36,920 --> 01:03:40,520
Yeah. 
I mean when I was travel, when I

1233
01:03:40,520 --> 01:03:45,080
was travelling, doing my job, I 
just brought a blow up measures 

1234
01:03:45,080 --> 01:03:46,800
with me everywhere. 
I was just like cool, I got a 

1235
01:03:46,800 --> 01:03:47,680
bed. 
All right. 

1236
01:03:48,720 --> 01:03:52,480
Anyway, healing items, anti rod 
meds are a thing. 

1237
01:03:52,480 --> 01:03:56,840
Single air filter for a mask can
protect against harm for gases, 

1238
01:03:56,840 --> 01:04:00,880
for stuff advancement. 
So the party gains one XP for 

1239
01:04:00,960 --> 01:04:03,960
every bullets worth of valuable 
community supplies they bring 

1240
01:04:03,960 --> 01:04:07,680
back to a sediment or station. 
Bullets gained from selling 

1241
01:04:07,680 --> 01:04:11,160
loot, weapons, stuff like that 
do not count towards XP. 

1242
01:04:11,520 --> 01:04:14,480
Community supply items are 
clearly marked as size. 

1243
01:04:14,480 --> 01:04:18,120
So what this is saying is that 
the point of the game is 

1244
01:04:18,120 --> 01:04:21,440
community, and what you're doing
isn't just going around and 

1245
01:04:21,440 --> 01:04:24,200
fucking around. 
You're going out to get stuff to

1246
01:04:24,200 --> 01:04:28,800
help your community, and if you 
want to advance, you advance by 

1247
01:04:28,800 --> 01:04:32,360
helping your community. 
Any bullets you get for selling 

1248
01:04:32,360 --> 01:04:35,360
shit or finding shit or doing 
whatever, what is just bullets? 

1249
01:04:35,360 --> 01:04:39,280
And you can shoot shit with it. 
But to advance, you have to help

1250
01:04:39,280 --> 01:04:41,520
advance your community to 
advance yourself. 

1251
01:04:42,920 --> 01:04:46,800
It's cool. 
I think I wish more people think

1252
01:04:46,800 --> 01:04:49,480
that way. 
You know, man, just, you know, 

1253
01:04:49,840 --> 01:04:53,160
Western individualism, right? 
Yeah, you sound like a fucking 

1254
01:04:53,200 --> 01:04:55,520
socialist right now, buddy. 
Yeah, yeah. 

1255
01:04:58,440 --> 01:05:03,960
Anyway, anyway, when a character
reaches the next level, they 

1256
01:05:03,960 --> 01:05:08,480
gain 1D3 more resolve to a 
maximum of 15 and roll AD 20 for

1257
01:05:08,480 --> 01:05:12,040
each of their attributes. 
I think it's the only time they 

1258
01:05:12,040 --> 01:05:13,440
say attributes all the time, not
stats. 

1259
01:05:13,840 --> 01:05:16,320
If they roll over their 
attribute, they may increase 

1260
01:05:16,320 --> 01:05:18,480
their attribute by 1 to a 
maximum of 15. 

1261
01:05:18,760 --> 01:05:22,120
So like you can advance kind of 
quickly, you know, from your low

1262
01:05:22,120 --> 01:05:23,800
numbers. 
And there is a little chart here

1263
01:05:23,800 --> 01:05:31,440
for the advancement. 
SO5 it's basically I there isn't

1264
01:05:31,440 --> 01:05:37,440
a consistent to get to level 0 
requires 500XP no 0. 

1265
01:05:38,080 --> 01:05:44,800
Zero to 1 is 501 to 2 is 15. 
Two to three is 3003 to 4 is 

1266
01:05:44,800 --> 01:05:46,720
5004. 
Oh, wait. 

1267
01:05:47,320 --> 01:05:48,400
Yes, OK. 
Thank you. 

1268
01:05:49,240 --> 01:05:50,840
Yeah. 
Well then 5000 should not have a

1269
01:05:50,840 --> 01:05:52,840
number next to it. 
Or sorry, 5 should not have a 

1270
01:05:52,840 --> 01:05:57,280
number next to it. 
Or just it should just or just 

1271
01:05:57,280 --> 01:05:58,720
zero shouldn't be on this list. 
Or zero. 

1272
01:05:58,720 --> 01:05:59,680
Shouldn't be on there. 
Yeah, you're. 

1273
01:06:00,000 --> 01:06:01,200
Right. 
Both of them anyway. 

1274
01:06:01,200 --> 01:06:06,800
So it's 515 hundred, 3005 
thousand, 75111 thousand, which 

1275
01:06:06,800 --> 01:06:08,640
is not consistent math, but it's
fine. 

1276
01:06:12,480 --> 01:06:14,720
And then we get to a bunch of 
stuff we're just going to cruise

1277
01:06:14,720 --> 01:06:16,600
through. 
So we're at Section 8 out of 

1278
01:06:16,600 --> 01:06:19,800
like maybe 14. 
And then we get a weird kind of 

1279
01:06:19,800 --> 01:06:23,000
mix of like gaming stuff and 
then stuff that's important of 

1280
01:06:23,000 --> 01:06:24,520
the game and things. 
So we're going to cruise through

1281
01:06:24,520 --> 01:06:26,600
parts of this. 
So gaming rad. 

1282
01:06:26,600 --> 01:06:28,720
There's GM best practices. 
It talks about presenting a 

1283
01:06:28,720 --> 01:06:31,280
living world, being a fan of the
players, telegraphing danger, 

1284
01:06:31,280 --> 01:06:33,640
rewarding ingenuity. 
Bunch of OSR shit, right? 

1285
01:06:33,960 --> 01:06:35,760
Infuse everything with 
Sovietica. 

1286
01:06:36,280 --> 01:06:39,440
Just keep it, you know, calm, 
say comrade a lot and you're 

1287
01:06:39,440 --> 01:06:45,400
good. 
Kill fascists in game. 

1288
01:06:46,800 --> 01:06:50,560
The reason I say game so that 
you are aware is that Twitch TOS

1289
01:06:50,560 --> 01:06:53,280
is a thing and we can get banned
for saying this shit if we're 

1290
01:06:53,280 --> 01:06:55,680
not talking about a video game. 
Yeah, that's right. 

1291
01:06:56,640 --> 01:06:59,000
The nuclear war that destroyed 
the USSR has encouraged certain 

1292
01:06:59,000 --> 01:07:01,080
people to unfurl the banner of 
Nazism. 

1293
01:07:02,680 --> 01:07:05,440
Also other things have 
encouraged people to do that. 

1294
01:07:06,080 --> 01:07:10,960
I love this. 
Like Soviet flight ad. 

1295
01:07:11,960 --> 01:07:17,760
That's great asking for saves. 
It talks about when to ask for 

1296
01:07:17,760 --> 01:07:21,000
saves here, which is interesting
and like when you would do the 

1297
01:07:21,000 --> 01:07:25,160
save. 
So again, they do VIT instead of

1298
01:07:25,400 --> 01:07:28,760
VIG, but saves to avoid 
consequences through strength 

1299
01:07:28,760 --> 01:07:30,640
and endurance. 
Like it's just avoiding through 

1300
01:07:30,640 --> 01:07:33,600
the thing that it listed before.
It talks about consequences, 

1301
01:07:33,600 --> 01:07:35,920
which I really, really like. 
I think this is a good thing to 

1302
01:07:35,920 --> 01:07:37,680
have if you have a game where 
you're like, there are 

1303
01:07:37,680 --> 01:07:39,880
consequences, right? 
And it's not like APBTA that 

1304
01:07:39,880 --> 01:07:41,720
gives you just like a pick list 
of fucking choose your own 

1305
01:07:41,720 --> 01:07:47,560
adventure. 
Actually, like giving example 

1306
01:07:47,560 --> 01:07:50,160
consequences is such a good 
thing to have. 

1307
01:07:50,160 --> 01:07:53,520
So it talks about like if you're
doing danger, how much danger to

1308
01:07:53,520 --> 01:07:56,200
give, if you're having them lose
time, how much time to lose, 

1309
01:07:56,200 --> 01:07:59,960
what kind of conditions work, 
like when to mark usage dots, 

1310
01:07:59,960 --> 01:08:01,840
when to make them do certain 
things. 

1311
01:08:01,840 --> 01:08:04,880
I think that's a great thing 
that if you have an OSR game 

1312
01:08:04,880 --> 01:08:07,120
that just says you suffer 
consequences, give some 

1313
01:08:07,120 --> 01:08:10,560
consequence examples, give some 
context to like what the bad is.

1314
01:08:12,480 --> 01:08:14,600
Talk about adventures here and 
like what you're doing, 

1315
01:08:14,600 --> 01:08:16,760
Supplies, resources, useful 
items, things like that. 

1316
01:08:16,960 --> 01:08:20,920
Phases the of an adventure which
is investigation, exploration, 

1317
01:08:21,160 --> 01:08:26,640
extraction, incursions, which is
delving into specific like 

1318
01:08:27,279 --> 01:08:34,560
locales, places and it talks 
about like area sizes, actions 

1319
01:08:34,560 --> 01:08:36,920
you can take during exploring, 
searching rooms, light and 

1320
01:08:36,920 --> 01:08:38,920
darkness, patrols, traps, 
everything. 

1321
01:08:39,160 --> 01:08:41,720
A lot of great stuff. 
Great picture here of like a 

1322
01:08:41,720 --> 01:08:43,840
bottom top brutalist 
architecture. 

1323
01:08:44,000 --> 01:08:46,520
Honestly Soviet brutalist 
architecture, some of the most 

1324
01:08:46,520 --> 01:08:47,800
beautiful shit in the fucking 
world. 

1325
01:08:47,800 --> 01:08:49,960
I don't give a fuck. 
I think it's amazing. 

1326
01:08:52,080 --> 01:08:54,359
People were all in on brutalism 
and then people got all out on 

1327
01:08:54,359 --> 01:08:55,760
brutalism and started talking 
shit. 

1328
01:08:55,800 --> 01:09:00,040
Fuck you. 
So here's a weird thing that I 

1329
01:09:00,040 --> 01:09:02,640
think should be way earlier 
because I love it. 

1330
01:09:02,920 --> 01:09:06,439
Treasure shards. 
We don't know who broke the 

1331
01:09:06,439 --> 01:09:08,600
world, but we know what did it. 
Even now. 

1332
01:09:08,600 --> 01:09:11,640
Stalkers Dell, The most 
dangerous fucked up irradiated 

1333
01:09:11,640 --> 01:09:16,000
recesses of the former SRS 
defined their own uranium based 

1334
01:09:16,000 --> 01:09:19,960
holy grails. 
Shards of the SAR Bomba, the 

1335
01:09:19,960 --> 01:09:22,920
largest thermonuclear device 
ever detonated. 

1336
01:09:23,240 --> 01:09:26,000
Overtime these shards have 
congealed the radiation around 

1337
01:09:26,000 --> 01:09:29,680
them and grown unstable. 
Arcane and dangerous shards have

1338
01:09:29,680 --> 01:09:32,080
been known to attach themselves 
to living things when their 

1339
01:09:32,080 --> 01:09:36,160
container fails or is opened, 
granting the creature powerful 

1340
01:09:36,160 --> 01:09:40,240
abilities, horrifying changes, 
and really fucked up mutations 

1341
01:09:40,240 --> 01:09:43,600
in their bodies. 
Consuming A Shard and inquiring 

1342
01:09:43,600 --> 01:09:46,240
and acquiring a power or 
mutation takes an expiration 

1343
01:09:46,240 --> 01:09:49,640
turn and always reduces the 
consumer's resolve to 0, 

1344
01:09:49,640 --> 01:09:51,319
triggering all the requisite 
saves. 

1345
01:09:51,319 --> 01:09:55,080
You can just fucking die, right?
Using a power requires a will 

1346
01:09:55,080 --> 01:09:56,840
save. 
If the save is failed, the 

1347
01:09:56,840 --> 01:09:59,640
character takes on the RAD 
condition or the power fails at 

1348
01:09:59,640 --> 01:10:02,040
the players discretion. 
This condition cannot be 

1349
01:10:02,040 --> 01:10:03,880
removed. 
See with the table on the next 

1350
01:10:03,880 --> 01:10:05,680
page for possible mutation 
powers. 

1351
01:10:06,000 --> 01:10:20,680
Roll me AD 10. 5 blood affinity.
You need blood to survive and 

1352
01:10:20,680 --> 01:10:23,680
rations won't cut it. 
This lets you shape your blood 

1353
01:10:23,680 --> 01:10:26,560
into horrifying weapons. 
Nice. 

1354
01:10:27,400 --> 01:10:30,960
The other options are mutant 
arm, glow eyes, mind meld, 

1355
01:10:30,960 --> 01:10:34,680
juggernaut, phase time walk, 
telekinesis, electric field, and

1356
01:10:34,680 --> 01:10:36,520
feral. 
This fucks. 

1357
01:10:36,960 --> 01:10:39,720
Yeah definitely There's a mutant
on the front cover. 

1358
01:10:39,920 --> 01:10:43,400
Why is this buried deep in the 
GM section and not literally in 

1359
01:10:43,400 --> 01:10:46,000
the character creation section 
or in the character rule 

1360
01:10:46,000 --> 01:10:47,640
section? 
Is like a core part of the game.

1361
01:10:48,520 --> 01:10:53,200
I don't know, is this kind of 
like a secret thing that they 

1362
01:10:53,200 --> 01:10:55,840
discover as they play? 
I mean, we don't know because 

1363
01:10:55,840 --> 01:10:58,640
this is all but it says we don't
know who broke the world, but we

1364
01:10:58,640 --> 01:11:01,040
know what did it. 
So people are aware of the SAR 

1365
01:11:01,040 --> 01:11:07,760
bomba shards like I I, and it's 
not like someone, it's not like 

1366
01:11:07,760 --> 01:11:10,480
every player is just going to 
like stop at GM advice like 

1367
01:11:10,480 --> 01:11:12,200
they're going to read this shit.
You know that is. 

1368
01:11:12,520 --> 01:11:15,160
True. 
This is a cool, cool, cool thing

1369
01:11:15,160 --> 01:11:17,000
that adds another cool element 
to the game. 

1370
01:11:17,120 --> 01:11:22,120
It should be higher talk about 
community supplies, talking 

1371
01:11:22,120 --> 01:11:25,200
about there's community supply 
tables, which is full of stuff, 

1372
01:11:25,800 --> 01:11:28,240
surface exploration. 
So there's like a mini game here

1373
01:11:28,240 --> 01:11:30,840
of literally like making a map, 
which is really cool. 

1374
01:11:30,840 --> 01:11:37,200
So you roll for different 
landmarks and then you do this 

1375
01:11:37,200 --> 01:11:41,280
whole thing where you you take 
out a piece of paper, you you 

1376
01:11:41,280 --> 01:11:43,640
roll your dice and those are 
landmarks. 

1377
01:11:43,640 --> 01:11:46,800
You draw lines that represent 
roads, You draw lines that 

1378
01:11:46,800 --> 01:11:48,920
represent railroads. 
You name your sediments. 

1379
01:11:48,920 --> 01:11:51,080
You do a whole thing. 
So you can you just use this to 

1380
01:11:51,080 --> 01:11:52,960
create like a whole map, which 
is dope. 

1381
01:11:53,720 --> 01:11:58,360
Reminds me a little bit of the 
maps in Torch Vine or Varts 

1382
01:11:58,360 --> 01:11:59,400
Vine. 
Yeah, yeah, that too. 

1383
01:12:00,040 --> 01:12:02,080
But like Torque, you could like 
put your die down and then put 

1384
01:12:02,080 --> 01:12:03,520
the other day down and do a 
thing, remember. 

1385
01:12:03,520 --> 01:12:04,240
True. 
Yeah. 

1386
01:12:04,800 --> 01:12:07,640
But yeah. 
Weather tables, encounters and 

1387
01:12:07,640 --> 01:12:12,160
reactions table. 
There's a whole there's creature

1388
01:12:12,160 --> 01:12:16,440
cards here, so bandits, 
Austern's Mountaineer, Spetsnaz 

1389
01:12:16,440 --> 01:12:21,320
guy, and they It's cool because 
each one has the stats, morale, 

1390
01:12:21,320 --> 01:12:26,160
resolve, defiance, and armor. 
But D 4 -, 1 armor? 

1391
01:12:26,160 --> 01:12:29,920
What the fuck does that mean? 
Because armor is just usage dots

1392
01:12:29,920 --> 01:12:31,320
Is that the number of usage 
dots? 

1393
01:12:31,320 --> 01:12:34,880
Makes no sense. 
I might have jumped over that 

1394
01:12:34,880 --> 01:12:36,560
armor in the enemy section 
though. 

1395
01:12:37,200 --> 01:12:40,320
It's got a tax which is any 
firearm D10 armor piercing ammo.

1396
01:12:40,960 --> 01:12:45,520
But it also lists once to 
continue serving the USSSUSSRS 

1397
01:12:45,520 --> 01:12:47,280
intelligence directorate, which 
is cool. 

1398
01:12:47,360 --> 01:12:50,960
I like the once thing. 
There's a there's D4 of them and

1399
01:12:50,960 --> 01:12:54,000
there's a critical you got 
absolutely shredded turn into a 

1400
01:12:54,000 --> 01:12:56,120
fine red mist. 
You die on the spot at the 

1401
01:12:56,120 --> 01:12:58,000
spetsnaz guy crits you love 
that. 

1402
01:12:58,320 --> 01:13:07,400
And then there is like D6 
prestigious petsnats guys, and 

1403
01:13:07,400 --> 01:13:09,680
then it lists like six of these 
guys, But on some of the other 

1404
01:13:09,680 --> 01:13:14,640
ones there's like under bandit, 
it's D6 infamous bandit. 

1405
01:13:14,640 --> 01:13:16,880
So it gives you like the 
breakdown of like who they could

1406
01:13:16,880 --> 01:13:19,080
be. 
So each one of these is really, 

1407
01:13:19,080 --> 01:13:21,080
really cool. 
Like each card has a lot of 

1408
01:13:21,080 --> 01:13:22,840
stuff. 
Your stature attacks, 

1409
01:13:23,560 --> 01:13:27,960
information once criticals 
against you, different powers 

1410
01:13:27,960 --> 01:13:29,640
they can have. 
Like all of them have AD 6 

1411
01:13:29,640 --> 01:13:30,560
table. 
These are great. 

1412
01:13:30,560 --> 01:13:32,080
These are really great. 
I love these a lot. 

1413
01:13:33,280 --> 01:13:36,240
Yeah, I think the armor is. 
He doesn't say, but I would 

1414
01:13:36,240 --> 01:13:40,360
assume that it's like how many 
usages of armor they have, 

1415
01:13:40,360 --> 01:13:43,400
right? 
Because just -2 to incoming 

1416
01:13:43,400 --> 01:13:46,840
damage or armor, right? 
Yeah, that could be explained a 

1417
01:13:46,840 --> 01:13:50,400
little bit better. 
Then we get to section 12, 

1418
01:13:50,400 --> 01:13:52,760
Stations and trains, where we 
talk about stations and train 

1419
01:13:52,760 --> 01:13:56,680
under 12. 
We have 11.1 in the metro, which

1420
01:13:56,680 --> 01:13:58,960
is it's always weird to have 11 
after 12. 

1421
01:13:59,640 --> 01:14:01,640
I think that's just another 
error in the layout here. 

1422
01:14:03,480 --> 01:14:05,560
We have the train, we have the 
train crew. 

1423
01:14:05,840 --> 01:14:07,720
So there's a lot of stuff here 
that we get into. 

1424
01:14:07,720 --> 01:14:11,160
But like there's a loyalty table
for people that are like the 

1425
01:14:11,160 --> 01:14:14,680
train crew and like there's 
start talking about proletarians

1426
01:14:14,680 --> 01:14:19,120
and bourgeois dice and stuff. 
I mean, it gets, there's a lot 

1427
01:14:19,120 --> 01:14:21,000
of world building stuff here 
that's really. 

1428
01:14:21,000 --> 01:14:23,480
Interesting. 
Yeah, there's a lot of tools for

1429
01:14:23,480 --> 01:14:27,360
the the game Master that have a 
good time setting this up and 

1430
01:14:27,360 --> 01:14:29,520
like figuring how things are 
working. 

1431
01:14:29,520 --> 01:14:32,280
You know I love a good map 
making procedure too so. 

1432
01:14:32,440 --> 01:14:35,360
Yeah, it's crazy with a loyalty 
table when you start getting 

1433
01:14:35,360 --> 01:14:38,720
into this like proletariat and 
bourgeois dice, you add 1 

1434
01:14:38,720 --> 01:14:41,240
proletariat die for every 
loyalist on the crew and one 

1435
01:14:41,240 --> 01:14:43,920
bourgeois dice for every 
saboteur on the crew and like 

1436
01:14:44,200 --> 01:14:48,600
creating loyalists and saboteur 
NPCS and stuff like it gets. 

1437
01:14:48,680 --> 01:14:54,600
It gets so deep here. 13 in 
settlement, settlement creation,

1438
01:14:54,880 --> 01:14:56,960
there's a whole bunch of tables 
here to create settlements and 

1439
01:14:56,960 --> 01:15:02,880
stuff. 14 is factions and then 
you get like a whole bunch of 

1440
01:15:02,880 --> 01:15:05,720
different ways to do factions 
with themes and assets and goals

1441
01:15:05,720 --> 01:15:07,920
and defining new factions and 
all sorts of stuff. 

1442
01:15:07,920 --> 01:15:10,480
The faction turn, which is 
great. 

1443
01:15:10,480 --> 01:15:13,000
You get to the appendix, which 
is kind of which is like weapon 

1444
01:15:13,000 --> 01:15:17,920
cards, but again there's no 
usage dots on these and there's 

1445
01:15:17,920 --> 01:15:23,120
no ammo dots that you can use. 
And then we get to the character

1446
01:15:23,120 --> 01:15:28,840
sheet on the back, which again 
has VIT instead of VIG, and then

1447
01:15:28,880 --> 01:15:31,960
a piece of Soviet art on the 
back. 

1448
01:15:32,040 --> 01:15:36,360
And that's the game. 
Pretty cool. 

1449
01:15:36,360 --> 01:15:38,800
I like a lot of things about 
this game, you know? 

1450
01:15:38,880 --> 01:15:42,920
Yeah, yeah, yeah, yeah, yeah, 
yeah. 

1451
01:15:43,320 --> 01:15:45,960
Why don't we talk about that in 
the review scores? 

1452
01:15:46,640 --> 01:15:50,200
No. 
I say yes. 

1453
01:15:50,360 --> 01:15:55,440
So this this is going to be a 
Zine, not a book, which I think 

1454
01:15:55,520 --> 01:15:57,560
will be nicer to this than if we
did a book. 

1455
01:15:58,400 --> 01:16:00,920
Honestly, going through this, I 
was like, damn, it's really 

1456
01:16:00,920 --> 01:16:03,440
getting off easy because we're 
not going to grade it on the 

1457
01:16:03,440 --> 01:16:04,720
book layout. 
I. 

1458
01:16:04,800 --> 01:16:07,720
Mean it's 40 pages. 
We could call it Book. 

1459
01:16:08,320 --> 01:16:10,440
I don't know, it doesn't feel 
bookie to me. 

1460
01:16:10,440 --> 01:16:13,960
No, it's a Zine. 
So we here on the show, for 

1461
01:16:13,960 --> 01:16:18,480
those that are unaware give we 
quantify our terrible opinions 

1462
01:16:18,760 --> 01:16:21,000
with numbers. 
Zines are different than books. 

1463
01:16:21,000 --> 01:16:25,080
Books have 5 scores, zines have 
3 scores. 

1464
01:16:25,080 --> 01:16:28,640
We do the difference because for
this exact reason, like a lot of

1465
01:16:28,640 --> 01:16:30,920
zines have like less art, the 
layout sometimes a little bit 

1466
01:16:30,920 --> 01:16:32,400
simpler, there's a little bit 
less to it. 

1467
01:16:32,400 --> 01:16:35,760
So to to grade something like 
this versus something that's 

1468
01:16:35,760 --> 01:16:39,720
like 400 pages on the same 
scale, it just has never, never 

1469
01:16:39,720 --> 01:16:41,000
felt right to be started doing 
it this way. 

1470
01:16:41,000 --> 01:16:43,200
So we score scenes on three 
scores. 

1471
01:16:43,680 --> 01:16:46,960
We do it on visuals, which is 
all of the visuals of the book. 

1472
01:16:46,960 --> 01:16:51,880
It is the visual layout, it is 
the art, it is everything rule 

1473
01:16:51,880 --> 01:16:57,200
set, which is if it's a new rule
set, do we like if it's adapted 

1474
01:16:57,200 --> 01:16:58,800
rule set, how well is it 
adapted? 

1475
01:16:58,840 --> 01:17:03,600
And then vibes are little bit of
a catch all, but also like if 

1476
01:17:03,600 --> 01:17:07,280
you how do the visuals and rule 
set work together so that when 

1477
01:17:07,280 --> 01:17:10,840
you close the final page of the 
book, you want to play the game,

1478
01:17:10,840 --> 01:17:12,920
That's kind of the vibes. 
Do you really when when you're 

1479
01:17:12,920 --> 01:17:14,440
done reading this, do you want 
to fucking play it? 

1480
01:17:14,440 --> 01:17:17,680
And that's the vibe. 
So all of them are up to 10 

1481
01:17:17,680 --> 01:17:22,000
points each and for a total of 
30 on Zenes. 

1482
01:17:22,000 --> 01:17:29,600
So visuals we got to, we got to 
put the layout somewhere. 

1483
01:17:29,840 --> 01:17:33,000
Yeah, I think the layout's going
here. 

1484
01:17:33,720 --> 01:17:36,920
It's got to because I mean, we 
can't be that nice that we're 

1485
01:17:36,920 --> 01:17:39,680
ignoring literally the glaring 
issue in the entire book, which 

1486
01:17:39,680 --> 01:17:42,800
is that my fuck didn't need an 
editing pass because there's so 

1487
01:17:42,800 --> 01:17:46,160
many. 
I've never seen a game with more

1488
01:17:46,160 --> 01:17:50,040
errors in it and like literally 
to the point that like their own

1489
01:17:50,040 --> 01:17:54,920
itch address is a placeholder 
text, which is crazy to me. 

1490
01:17:54,920 --> 01:17:57,240
So some positives though. 
There's good art. 

1491
01:17:58,120 --> 01:18:00,120
Even for Zen, Zen's always have 
a little bit. 

1492
01:18:00,120 --> 01:18:03,800
Not always, but they most often 
like have more sparse art. 

1493
01:18:04,040 --> 01:18:06,880
This has got some good pay, like
a little page ending art and 

1494
01:18:06,880 --> 01:18:09,760
some like full pages scattered 
in between, and they're all 

1495
01:18:09,760 --> 01:18:12,120
really good. 
I think we skipped like the 

1496
01:18:12,120 --> 01:18:14,200
raccoons driving a car the. 
Raccoons driving a car? 

1497
01:18:14,600 --> 01:18:16,920
Yeah, we did. 
But then that's a great piece. 

1498
01:18:17,160 --> 01:18:19,400
And the cover Fox love the 
colors. 

1499
01:18:20,280 --> 01:18:27,160
Yeah, so positives neg and the 
layout with minus the errors 

1500
01:18:27,160 --> 01:18:31,400
would be fine. 
It's just black and white text. 

1501
01:18:31,440 --> 01:18:34,960
I I'm a big fan of usability if 
we were given the usability 

1502
01:18:34,960 --> 01:18:37,680
score. 
Anytime you can do 1.11.2, like 

1503
01:18:37,680 --> 01:18:41,560
you can literally just be like 
hop to section 32 instead of 

1504
01:18:41,560 --> 01:18:43,960
being like go to chapter 1 and 
find stats. 

1505
01:18:43,960 --> 01:18:46,720
You can literally just go no, go
to 1.2, right? 

1506
01:18:46,960 --> 01:18:50,560
I love that. 
Section 3 two. 

1507
01:18:50,560 --> 01:18:52,560
Which Section 3 two are we 
talking about? 

1508
01:18:52,560 --> 01:18:55,880
This is the problem. 
There are so many errors in 

1509
01:18:55,880 --> 01:18:59,960
this, it's crazy. 
And that has to be factored in 

1510
01:18:59,960 --> 01:19:02,080
somewhere. 
So yeah, are we doing that in 

1511
01:19:02,080 --> 01:19:04,240
visuals? 
We do it in vibes like I think 

1512
01:19:04,240 --> 01:19:05,440
we do. 
It in visuals. 

1513
01:19:06,440 --> 01:19:07,600
OK. 
OK. 

1514
01:19:07,720 --> 01:19:08,760
All right. 
Well then. 

1515
01:19:09,400 --> 01:19:11,840
Unless you have a bait. 
Listen, I'm not married to the 

1516
01:19:11,840 --> 01:19:14,320
idea, so if you have a way you 
prefer to go about it. 

1517
01:19:15,040 --> 01:19:17,400
I mean, we could do it in vibes.
It's kind of like just the catch

1518
01:19:17,400 --> 01:19:19,680
all a little bit for this 
because it does bring my vibes 

1519
01:19:19,680 --> 01:19:21,120
down pretty hard that I. 
Felt like that. 

1520
01:19:21,120 --> 01:19:22,760
I caught air. 
Like crazy. 

1521
01:19:24,240 --> 01:19:26,760
Yeah, let's just let's just 
let's just throw that in vibes. 

1522
01:19:27,320 --> 01:19:29,520
And because visuals we keep to 
visuals. 

1523
01:19:30,360 --> 01:19:33,120
The layout is fine. 
It's it's adequate. 

1524
01:19:33,120 --> 01:19:36,440
It's got a decent art, It's got 
a OK cover and it's got a great 

1525
01:19:36,440 --> 01:19:38,920
cover. 
That like if layout is part of 

1526
01:19:38,920 --> 01:19:41,600
visual, there's parts of the 
layout that I do not think are 

1527
01:19:41,600 --> 01:19:43,480
good. 
There is a page that Lily has 

1528
01:19:44,280 --> 01:19:47,000
two sections in the top right 
corner and the rest of it is 

1529
01:19:47,000 --> 01:19:51,240
empty. 
Fine, we'll put individuals if 

1530
01:19:51,240 --> 01:19:54,280
that's the case. 
Fuck bro. 

1531
01:19:54,560 --> 01:19:56,520
Yeah, it's going to, it's going 
to hurt. 

1532
01:19:56,520 --> 01:20:01,840
I would. 
Yeah, it's it is, man. 

1533
01:20:01,840 --> 01:20:04,080
It is. 
So I mean. 

1534
01:20:04,200 --> 01:20:06,720
Wherever we put it, it's going 
to be sub 5 I think. 

1535
01:20:07,040 --> 01:20:09,120
Yeah. 
I mean, I think it's going to I,

1536
01:20:09,200 --> 01:20:11,200
for me personally, I think it 
makes the most sense. 

1537
01:20:11,200 --> 01:20:13,640
Here is a visual aspect of going
through it. 

1538
01:20:14,320 --> 01:20:17,720
OK, So what are your thoughts? 
I'm thinking, oh God, I don't 

1539
01:20:17,720 --> 01:20:18,760
know. 
I'm thinking like a four, 

1540
01:20:18,760 --> 01:20:19,360
honestly. 
I'm. 

1541
01:20:19,360 --> 01:20:22,240
Thinking like a four too, 
because again, and this is 

1542
01:20:22,240 --> 01:20:29,120
specifically because of all of 
the errors throughout the 

1543
01:20:29,120 --> 01:20:31,920
layout, it's insane. 
It's like I lost count of them. 

1544
01:20:31,920 --> 01:20:35,720
Like there's just so many. 
But I think the cover art is 

1545
01:20:35,720 --> 01:20:37,840
gorgeous. 
I think the use for the most 

1546
01:20:37,840 --> 01:20:38,560
part. 
Is great. 

1547
01:20:38,800 --> 01:20:42,040
The full page art is all really 
cool, you know. 

1548
01:20:42,840 --> 01:20:46,440
So this is mostly because again,
This is why I almost kind of 

1549
01:20:46,440 --> 01:20:48,800
want to do it as a book just so 
we can kind of throw this in 

1550
01:20:48,800 --> 01:20:51,440
there. 
But it doesn't matter it this 

1551
01:20:51,440 --> 01:20:55,080
score is mostly for when going 
through the layout of the book, 

1552
01:20:55,280 --> 01:20:59,120
how many errors are in here, 
which again, and this feels like

1553
01:21:00,560 --> 01:21:07,200
rad like .8 and didn't quite 
roll over to one point O as a 

1554
01:21:07,200 --> 01:21:10,960
release, because once again, 
there's so many errors that you 

1555
01:21:10,960 --> 01:21:14,160
would think a publisher would 
catch or an editor would catch. 

1556
01:21:15,360 --> 01:21:18,720
But yeah, so rule set. 
OK, so we it's it's it's it's a 

1557
01:21:18,720 --> 01:21:23,160
mouse rotor hack, but there's 
also a lot of other cool stuff 

1558
01:21:23,160 --> 01:21:26,640
involved with it. 
I love the use of the bullets as

1559
01:21:26,640 --> 01:21:29,480
both currency and ammo. 
I think I I do think there's 

1560
01:21:29,480 --> 01:21:33,040
some issue with the way that the
ammo usage needs to be kind of 

1561
01:21:33,040 --> 01:21:36,480
sorted out. 
Yeah, I like it. 

1562
01:21:36,480 --> 01:21:41,720
Inventory system, I really like 
what else was like really fun 

1563
01:21:41,720 --> 01:21:44,000
and interesting in the rules. 
I know there was a bunch of 

1564
01:21:44,000 --> 01:21:49,480
stuff that we talked about. 
I like the rest actions. 

1565
01:21:49,520 --> 01:21:54,000
I think those are fantastic. 
Cover is really, really great. 

1566
01:21:54,280 --> 01:21:56,360
Yeah, Cover's great. 
Yeah, there's a lot of rules 

1567
01:21:56,360 --> 01:21:59,280
added on to this, like kind of 
mouse Ritter into the odd frame 

1568
01:21:59,280 --> 01:22:00,440
and like. 
Those are good. 

1569
01:22:00,440 --> 01:22:03,360
This is a good idea. 
Yeah, yeah, yeah, I I really 

1570
01:22:03,360 --> 01:22:09,200
love the the occupation and 
starting items as your resolve 

1571
01:22:09,200 --> 01:22:12,280
and bullet like rolls. 
Those are really great. 

1572
01:22:12,520 --> 01:22:13,960
I mean, again, we've talked 
about this before. 

1573
01:22:14,120 --> 01:22:17,320
I think the game is really good 
and I just think the product is 

1574
01:22:17,320 --> 01:22:22,720
not very is is is less good than
the quality of the game because 

1575
01:22:22,720 --> 01:22:26,720
of just again, how many errors 
are are like. 

1576
01:22:27,120 --> 01:22:31,920
And I think what gives me is 
how, how, how easy the errors 

1577
01:22:31,920 --> 01:22:33,640
are to fix. 
Like, they're so obvious. 

1578
01:22:33,640 --> 01:22:35,240
You know what I mean? 
It's not like you accidentally 

1579
01:22:35,240 --> 01:22:39,080
put like too many commas or like
spelled a word wrong. 

1580
01:22:39,080 --> 01:22:41,600
It's like, literally like. 
Well, I'm looking at the 

1581
01:22:41,600 --> 01:22:46,800
comments on hippolyta dot H dot 
IO back slash rad and someone 

1582
01:22:46,800 --> 01:22:50,960
else pointed out almost 
everything we pointed out in the

1583
01:22:50,960 --> 01:22:52,920
comment four months ago and got 
no reply. 

1584
01:22:52,920 --> 01:22:59,880
So I'm wondering if there's 
going to be make an update or 

1585
01:22:59,880 --> 01:23:01,760
they're gonna fix it. 
I don't know. 

1586
01:23:01,760 --> 01:23:03,040
I don't. 
Know we'll see, we'll see. 

1587
01:23:03,520 --> 01:23:07,600
So anyway, so rule set. 
I like this, I like this. 

1588
01:23:07,600 --> 01:23:11,720
I think I would play the shit 
out of this, especially as as an

1589
01:23:11,720 --> 01:23:14,120
into the odd person. 
I think I think I think it was a

1590
01:23:14,120 --> 01:23:17,920
good comparison to compare this 
and nuked as because I say this 

1591
01:23:17,920 --> 01:23:19,400
to people all the time. 
I actually recently had a 

1592
01:23:19,400 --> 01:23:21,320
conversation with somebody where
I was like, I feel like Nave and

1593
01:23:21,320 --> 01:23:26,120
Cairn are like opposite sides of
the same coin, or they're like a

1594
01:23:26,120 --> 01:23:29,720
very similar game, but one is 
more kind of BX and one is into 

1595
01:23:29,720 --> 01:23:32,640
the odd. 
And I feel like this and Newt 

1596
01:23:32,640 --> 01:23:35,440
are kind of the opposite sides. 
I will say that, and I said this

1597
01:23:35,440 --> 01:23:37,440
before and we talked about a lot
in the review, that nuke just 

1598
01:23:37,440 --> 01:23:38,680
one of my favorite hacks of all 
time. 

1599
01:23:38,680 --> 01:23:41,440
I think they did a really, 
really good job of taking the 

1600
01:23:41,440 --> 01:23:46,800
very core of nave and as little 
as they could and then added a 

1601
01:23:46,800 --> 01:23:50,600
bunch of Black Hat to it. 
And I think they really take 

1602
01:23:50,600 --> 01:23:55,000
this game really takes the core 
of mouse Rider and the inventory

1603
01:23:55,000 --> 01:23:57,240
system and then add so much cool
stuff to it. 

1604
01:23:57,240 --> 01:24:00,200
I really, really, really like a 
lot of what they do. 

1605
01:24:00,520 --> 01:24:02,560
So what are you? 
What are you thinking for this? 

1606
01:24:03,680 --> 01:24:08,640
You know, I'm thinking that you 
give me a number. 

1607
01:24:17,080 --> 01:24:19,240
Well, I mean, how do you feel 
about it? 

1608
01:24:19,240 --> 01:24:21,280
Like it's like, are you thinking
it's like really good? 

1609
01:24:21,280 --> 01:24:23,240
Do you think it's like really 
good? 

1610
01:24:23,280 --> 01:24:25,960
I think I'm really good too. 
I do think this is really, 

1611
01:24:25,960 --> 01:24:27,680
really good. 
I think we need to give more 

1612
01:24:27,680 --> 01:24:29,680
really goods and less grades to 
some stuff. 

1613
01:24:30,200 --> 01:24:33,440
Yeah. 
I mean, I'm not I'm not on great

1614
01:24:33,440 --> 01:24:36,560
on this one just because in the 
rule set there's some rules that

1615
01:24:36,560 --> 01:24:40,440
I yes, that that aren't they 
need some. 

1616
01:24:40,440 --> 01:24:44,640
More yeah, the something with 
ammo needs to be sorted. 

1617
01:24:46,000 --> 01:24:48,200
Something with ammo cards needs 
to be sorted. 

1618
01:24:48,200 --> 01:24:50,080
There's some, there's some 
things that I think that with, 

1619
01:24:50,160 --> 01:24:53,280
again, an editor being like, 
hey. 

1620
01:24:53,640 --> 01:24:56,120
Dan, honestly, I'm talking 
myself out of A7 at this point. 

1621
01:24:56,120 --> 01:24:59,440
I'm now thinking of 6. 
No, I I'm a good on A7, I'm good

1622
01:24:59,440 --> 01:25:03,280
on A7, I think, I think, I 
think, I think, I think the 

1623
01:25:03,600 --> 01:25:07,960
issues bring it down to A7 and 
there's not outside of ammo like

1624
01:25:07,960 --> 01:25:12,480
name me something else. 
Hey, how does advantage work? 

1625
01:25:12,480 --> 01:25:14,760
Is it? 
Which one of those? 

1626
01:25:14,760 --> 01:25:20,000
Events there, there's just a 
bonus advantage, but yeah, so 

1627
01:25:20,280 --> 01:25:21,880
vibes. 
What are your thoughts on vibes?

1628
01:25:21,880 --> 01:25:25,280
So again, this vibes is just 
like how we feel like when we 

1629
01:25:25,280 --> 01:25:27,120
close the cover. 
Like, do you want to play this? 

1630
01:25:27,160 --> 01:25:29,600
Do you want to play this game? 
Yeah, I feel solid about this. 

1631
01:25:29,600 --> 01:25:32,280
I would definitely play this and
I'd consider running it as well,

1632
01:25:32,280 --> 01:25:35,480
just because I like all the GM 
tools and the map building. 

1633
01:25:36,120 --> 01:25:39,520
I think that's really cool, but 
I don't know. 

1634
01:25:39,520 --> 01:25:43,960
It's not, you know, blowing my 
hair back, you know? 

1635
01:25:44,800 --> 01:25:48,360
Yeah. 
You know I'm at about 7:00 for 

1636
01:25:48,360 --> 01:25:51,400
this one. 
That's, I mean, yeah, I was, I 

1637
01:25:51,440 --> 01:25:55,320
think it was between like a six 
and A7 on this because I think 

1638
01:25:55,320 --> 01:25:57,840
for the same ring like I would, 
I would definitely play this. 

1639
01:25:58,240 --> 01:26:01,160
It'd be fun to prep this to 
like, build a settlement, do all

1640
01:26:01,160 --> 01:26:01,800
that. 
Kind of stuff. 

1641
01:26:01,880 --> 01:26:04,360
I think that's what I'm more 
excited about, honestly, yeah. 

1642
01:26:06,280 --> 01:26:11,680
To prep it, I'll play it. 
But the problem again, like 

1643
01:26:12,120 --> 01:26:14,640
again, what what we what we talk
about with vibes and how I've 

1644
01:26:14,640 --> 01:26:16,440
kind of centered it in my head, 
I don't know if it's the same as

1645
01:26:16,440 --> 01:26:21,120
you, is that I like, if do the 
visuals reinforce the rule set? 

1646
01:26:21,120 --> 01:26:23,960
Do the rule set reinforce the 
visuals And the way that those 

1647
01:26:23,960 --> 01:26:27,040
two work together, Do you want 
to play this game is how I've 

1648
01:26:27,040 --> 01:26:30,960
come to vibes, right? 
Yeah, man, the errors really 

1649
01:26:30,960 --> 01:26:32,320
just kill my eyes. 
Really. 

1650
01:26:32,360 --> 01:26:36,440
Drag it down. 
Like, which is unfortunate, 

1651
01:26:36,920 --> 01:26:38,720
which is unfortunate because 
again, it's not like it's 

1652
01:26:38,720 --> 01:26:40,640
literally would take like 1 
pass. 

1653
01:26:40,640 --> 01:26:42,920
And that's what kills me. 
So it's like, oh, you throw this

1654
01:26:42,920 --> 01:26:45,320
in there, throw that page number
in there, throw that page number

1655
01:26:45,320 --> 01:26:46,880
in there, unless your page was 
the whole thing. 

1656
01:26:47,080 --> 01:26:48,600
Let's rearrange where weapons 
go. 

1657
01:26:48,800 --> 01:26:50,520
Let's fix the numbers that are 
wrong. 

1658
01:26:50,760 --> 01:26:52,680
Boom, this slaps. 
You know what I mean? 

1659
01:26:52,680 --> 01:26:56,480
So what are you thinking? 
If you said seven, I'll go 7, 

1660
01:26:56,480 --> 01:26:57,800
but I'm between the six and 
seven on this. 

1661
01:26:57,800 --> 01:27:00,200
I'm also kind of between 6:00 
and the seven. 

1662
01:27:00,240 --> 01:27:02,600
I don't know. 
I don't let you make the call 

1663
01:27:02,760 --> 01:27:07,000
so. 
I vibes is also kind of a bit of

1664
01:27:07,000 --> 01:27:08,680
a catch all. 
I like this. 

1665
01:27:09,400 --> 01:27:13,480
I think I'm going to go 7 on 
this because I think it deserves

1666
01:27:13,920 --> 01:27:17,080
like it deserves A7 deserves 
some love because I do really 

1667
01:27:17,080 --> 01:27:22,800
enjoy this and again, like it's 
hard to separate out the errors,

1668
01:27:22,800 --> 01:27:25,120
but if you if I don't think 
about the errors the game, I 

1669
01:27:25,160 --> 01:27:26,040
really. 
Like the game? 

1670
01:27:26,040 --> 01:27:27,080
I agree. 
I agree. 

1671
01:27:27,080 --> 01:27:33,880
So let's go with seven on vibes,
and that's going to be an 18. 

1672
01:27:35,440 --> 01:27:37,640
And I, I don't know, to kind of 
reinforce yourself. 

1673
01:27:37,640 --> 01:27:39,520
And I also think like the 
average person going through 

1674
01:27:39,520 --> 01:27:41,800
this as a product to play at 
their table is going to be 

1675
01:27:41,800 --> 01:27:44,400
slightly annoyed by the errors 
and maybe a little a little 

1676
01:27:44,440 --> 01:27:46,040
confused by them. 
But they're not going to be as 

1677
01:27:46,200 --> 01:27:50,080
as like zoned in to them as we 
are as people who just deep dive

1678
01:27:50,080 --> 01:27:51,720
this. 
But that's The thing is that's 

1679
01:27:51,720 --> 01:27:56,840
the thing too is like it. 
None of them are like we've 

1680
01:27:56,840 --> 01:27:58,840
looked at games before where 
like some of the errors are like

1681
01:27:58,840 --> 01:28:00,880
I don't understand because this 
is fucked up right? 

1682
01:28:01,560 --> 01:28:03,600
This is not this. 
This is literally and this is 

1683
01:28:03,600 --> 01:28:05,640
the thing that kills me. 
It's just like they're so easy 

1684
01:28:05,640 --> 01:28:07,040
to fix. 
This literally is just like you 

1685
01:28:07,040 --> 01:28:09,880
have two 3 point twos just make 
one to 3.3 like that's the. 

1686
01:28:10,800 --> 01:28:14,360
Is really the one for playing 
that I would have to, you know. 

1687
01:28:15,000 --> 01:28:16,400
Yeah. 
But that's just a question of 

1688
01:28:16,400 --> 01:28:21,160
like, I, I don't, I don't know 
it, it feels like it makes sense

1689
01:28:21,160 --> 01:28:23,520
in their brain, but like maybe 
just a little bit of explanation

1690
01:28:23,520 --> 01:28:25,680
was missed where it's like, yes,
I get that you're tracking all 

1691
01:28:25,680 --> 01:28:27,640
your bullets, but then the ammo 
thing. 

1692
01:28:27,640 --> 01:28:30,120
But then you talked about the 
ammo card and the dots, but 

1693
01:28:30,120 --> 01:28:32,600
there's no dots. 
Like I think that feels less 

1694
01:28:32,600 --> 01:28:36,440
like that feels just like maybe 
a tiny bit undercooked, but it's

1695
01:28:36,440 --> 01:28:41,360
not like it's the thing that's 
like page XX kills me where I'm 

1696
01:28:41,360 --> 01:28:44,640
like like that doesn't really 
make that big a fucking deal 

1697
01:28:44,640 --> 01:28:45,960
because there are two page 
numbers. 

1698
01:28:45,960 --> 01:28:47,320
You can just delete it and would
be the big deal. 

1699
01:28:47,320 --> 01:28:50,800
And that's what kills me is just
the errors are so like easy to 

1700
01:28:50,800 --> 01:28:54,680
catch and easy to fix and don't 
really affect like the game in a

1701
01:28:54,680 --> 01:28:56,680
way. 
It just affects the product. 

1702
01:28:56,680 --> 01:28:59,040
So that's why. 
But I do really like this. 

1703
01:28:59,040 --> 01:29:01,840
What sucks is that like if there
were no errors in this game, 

1704
01:29:03,000 --> 01:29:06,000
visuals would probably be at a 
six or seven two and this game 

1705
01:29:06,000 --> 01:29:07,480
would be up there in like in the
20s. 

1706
01:29:07,680 --> 01:29:10,360
Yeah, I agree. 
Because again, visuals in this, 

1707
01:29:10,360 --> 01:29:15,880
to clarify, is mostly a score of
the errors in the layout because

1708
01:29:15,880 --> 01:29:17,560
we have to put it somewhere 
because it's so egregious. 

1709
01:29:18,080 --> 01:29:20,080
In other games where there's 
like one or two little things, 

1710
01:29:20,080 --> 01:29:22,320
we just kind of ignored it in 
scenes because this is like, 

1711
01:29:22,320 --> 01:29:24,560
it's whatever. 
It's a Zine like, listen, if you

1712
01:29:24,800 --> 01:29:27,920
put together your Zine with your
little small crew and maybe just

1713
01:29:27,920 --> 01:29:30,960
you and one other person or you 
and two other people and there's

1714
01:29:30,960 --> 01:29:34,280
a couple errors, Yeah, it's. 
Whatever should happen. 

1715
01:29:34,880 --> 01:29:41,680
Yeah, but yeah, these are 
there's just so many, but quick 

1716
01:29:41,680 --> 01:29:43,640
reminder. 
So again, it's a great game. 

1717
01:29:43,760 --> 01:29:47,120
I I mean, I definitely think you
should go to Hippolytus itch 

1718
01:29:47,120 --> 01:29:50,520
page and snag this. 
Hopefully there will be some 

1719
01:29:50,520 --> 01:29:54,640
updates in the future for it 
just clean up all of these 

1720
01:29:54,640 --> 01:29:56,760
errors. 
But otherwise, again, I would 

1721
01:29:56,760 --> 01:29:58,280
love to play this game. 
I think it's great. 

1722
01:29:58,520 --> 01:30:01,360
The jam is going on right now, 
the radioactive jam. 

1723
01:30:01,360 --> 01:30:05,040
It's a itch dot IO slash jam 
slash radioactive dash jam. 

1724
01:30:05,320 --> 01:30:07,480
I'll make sure that that is in 
the links below. 

1725
01:30:07,480 --> 01:30:09,120
You definitely want to check 
that out. 

1726
01:30:09,360 --> 01:30:11,480
Check out this game. 
I think it's only like 5 bucks 

1727
01:30:11,480 --> 01:30:15,800
on their itch page again, that 
is and that is just Hippolita 

1728
01:30:16,400 --> 01:30:20,320
HIPOLITA dot it, Hippolita. 
That's right Hippolita dot itch 

1729
01:30:20,320 --> 01:30:22,920
dot IO and again that will be 
linked below. 

1730
01:30:23,600 --> 01:30:29,360
Fun, cool game, just again great
good game, less good product, 

1731
01:30:29,680 --> 01:30:31,200
which we run into a couple times
this year. 

1732
01:30:31,960 --> 01:30:35,320
Editors are important people, so
have get one. 

1733
01:30:36,160 --> 01:30:37,120
That's it. 
That's all we got. 

1734
01:30:37,120 --> 01:30:38,600
I've no idea what we're doing 
next week. 

1735
01:30:38,840 --> 01:30:40,880
I have one thing that I need to 
talk to Hunter about that we're 

1736
01:30:40,880 --> 01:30:43,640
doing next week. 
Probably another short Zine, but

1737
01:30:43,640 --> 01:30:46,360
that is our episode for today. 
Thank you for listening. 

1738
01:30:46,360 --> 01:30:48,480
We will try to be a little bit 
more consistent in our schedule 

1739
01:30:48,480 --> 01:30:49,640
going forward. 
Yeah. 

1740
01:30:49,640 --> 01:30:51,000
And that's us. 
All right. 

1741
01:30:51,840 --> 01:30:51,960
Bye.
