Hello and welcome to The Weekly Show Podcast.
My name is Ryan. And I'm Sakura Kinamoto.
And today, today, we're going to be reviewing Daisy Chainsaw from
Charlotte Laskowski. This is a game of magical girls,
cosmic threats, and saving the world one episode at a time.
Hell yeah. Hell yeah, this is an
interesting game. I like this game a lot actually.
The more I read this game though, I'm like I I really do
like this game so. Yeah, I like it.
I'm a big fan. Personally grew up on a lot of
magical girl shows. I watched Taylor Moon as a kid.
I obviously just referenced card capture Sakura, which I loved as
a kid. I fucking love that show.
This show was the best. So I was stoked on this, you
know, and I think the potential for characters and like the very
like episodic like 26 episode anime series kind of feel that
you can accomplish through this is like very satisfying and like
a lot of fun for a format. Yeah, for sure.
And I like, yeah, I mean, we'll get into the format of this
stuff in it. It's really neat.
I love the book, too. You know what I realized?
Almost every game we reviewed, I think maybe except for Wolf Old.
So far this year it has been a Space Penguin release, and it
wasn't even on purpose. Wow, Wow.
Actually it did. I guess what it has been, Yeah.
Well, we did Nielsen not and then we did what did we do after
that? Something.
Yeah, we absolutely did something after that.
You are. You couldn't be more correct.
To. Say that that is what we did,
but Daisy chainsaw us a space Penguin release and then Swivers
I guess was not a space Penguin release, but Dirt was an editor.
OK. It's all German, Jason,
essentially is what you're saying.
Well I mean everything is pretty much dirt adjacent
realistically. It's like 6° of separation.
Kevin Bacon. Yeah, but it's it's actually
just jerk, bro. I'm not kidding when I say I
would be shocked. I would be.
I don't think it's possible to pick up any TTRPG that exists
and have it be more than six degrees from Jarrett Crater.
Any any modern one or like any of all time like can I pick?
Up all time I guarantee you could get.
I guarantee you could get to Classic Traveler in six easily
because all you have to do is find someone who had done a
classic Traveler hack and then find a game that Jarrett Crater
had like edited based from that, you know what I mean?
OK, so Aaron motherfucking king. I was gonna say Aaron King is
the first one. It's.
The first one because he did the the spice world, which is
legally distinct from Dune and definitely not even close.
Aaron King has been on the weekly scroll, and the weekly
scroll hosts boom. That's like, that's like 2°.
It's like 3° like bottom line, boom.
You know, it's, it's crazy, but so, so realistically.
Another direction So. Yeah, but realistically be
bonded in two, I guess. But also, like I said, jerk did
the Swipers episode or review the swipers.
But the Daisy Chainsaw book is a really neat book.
I love I so for those in podcast land that can't see, we'll get
into what it physically looks like in a second, but it is a
spiral bound book. Yeah, I love that.
I I love a spiral bound for table play.
It is so perfect. I mean, that's the reason I got
the spiral bound eco mofos was specifically to to be able to
sit at the table. So I really, really love the
form out of this book in a nice spiral bound.
It's got a nice black spiral on it.
It's still A5 sized, and we'll get into a little bit more of
that when we actually get in the game.
And I think we're just going to do that because our goal now is,
remember when we used to do 45 minutes of like Kickstart the
podcast? Oh, quite.
A terrible idea. I mean, I will say it was during
that like post lockdown Kickstarter boom.
So I think in the time it was like a massive use of our time,
but it made sense then because it was just blowing up at that
time in like 2021-2022, 2023 ish.
But yeah, it makes it's fine that we don't do that anymore.
Yeah, it's funny because we, our episodes are still kind of long.
We definitely talk too fucking much, right?
But I can see I save things into chunks of like hundreds in
folders and stuff. And we have a folder at 100
episodes and then in the next folder it's beyond 100.
It was like 130 episodes before we hit the same time that 100
episodes was. So we are getting slightly
faster and, and, and for that, we'll just fucking start the
game. Let's get into it.
So Daisy chainsaw the cover slaps.
What you're going to find through a lot of the book is
pixel art and pixel fonts. Beautiful.
Yeah, it was great. The book is really enjoyable to
go through. But yeah, this cover is is a cut
above the rest of the book. It's really very good.
Yeah, I'm a big fan. So it has a it has a magical
girl on it and they have a chainsaw and they're chainsawing
up some stuff looking all cute and deadly and that's neat.
Purples, greens, Reds. It it slaps.
The cover is absolutely really. Good color palette too.
Yeah, yeah, all the way through is fantastic.
Yeah, really, really good getting into it.
So first of all, before we get too deep, let's go to this nice
black page and talk about the fact that we got.
Look at this. We got bookmarks, baby.
Wow. Very nice to see.
We also get we go to the the the the main page for Daisy chainsaw
art layout and development and writing all Charlotte Oskowski
editing by Matthew K. And then there is a blood
splatter pixel art that is not hyperlinked, but it's whatever
from Jason Tom Lee dot itch dot IO slash Blood Dash FX in case
you want some blood splatter effects there and then some
thank yous to some people and then big hog dot games that's
also not hyperlinked. I would definitely if you're
going to hyperlink your whole book, hyperlink the link to your
website of all things yeah and then it's the book starts with
two character sheets. Fine place.
I'm good with that. It's interesting.
I think in the actual book, the what's interesting is the
character seats are on the back of other pages.
It would have been I think interesting if they just did the
character sheets both on the back of themselves because then
you could theoretically tear out that one page and have like 2
character sheets from the book. But with this you can't because
in the book itself, it's on the back of the table of contents
and the back of the like the edit, the what's the sheet that
we, what's the page we just went over like the one that says
Stacy Chainsaw and has all the stuff on it.
What would you call this page? The not the title and credits
page. That's not the right thing, but
that is technically still true that page.
But whatever that page. I'm missing more.
Yeah, and then one of the pages has blood all over it, which is
neat. And then I guess 1 doesn't.
So you get, are they both the same?
Yeah, they're both cards. Yeah.
So character sheets in the beginning.
That's cool. Then we get to the table of
contents and guess what, friends?
Guess what? Table of contents is completely
hyperlinked, which is fantastic. It's amazing.
That's really nice. It's nice.
I did read this physically. This is definitely 1.
It made it so easy. As I said with the format, it
was really nice to read this physically.
So I did chop in and check the the other ones.
And one thing that I did notice in the PDF, I don't know if it
is on here, I guess it is the pages are Gray not white.
Oh yeah, which I I'm a big fan of.
It's a very light Gray, but it definitely makes it slightly
easier on the eyes, like if you're going to have.
Look at yeah. If you're going to have white
background, we've said this a bunch, like have a texture on
it, make it like eggshell even, because if you're looking at
like a a computer screen and it's just a white.
IPad at night. It blasts you you know in the
face, which is awful, but it is slightly Gray which I didn't
really notice but it is really nice.
So table of contents we have I think 7 sections we got playing
the game character creation, weapons, spells, the team combat
and the DM guide. The whole book is roughly what
like 75 ish pages yeah 7475 if you go with the notes back it's
not too bad. No, let me.
See, mechanically, a pretty tight little game too.
It's it seems like a lot of fun to play.
It's very easy to kind of get down.
Yeah, yeah, yeah, yeah. So I said this before and.
You'll say it again and. I'll say it again and again,
intro into the game. So playing the game, I use the
same pixel art as the as the as the primary title pages.
They're out and it says Once Upon a time in a normal high
school, the the little the catch phrase kind of thing.
Daisy Chainsaw is a game of magical girls, cosmic threats
and saving the world one episode at a time.
Players role play as magical girls, teenagers with special
powers living a double life. So there's all section here.
It's to to start playing, it's for three to seven people and
the disaster master or the DM, that is the name that they've
used for their their GM, the disaster master.
I don't mind that. That's neat.
I love, I love people kind of a good little yeah, DMGM, little
little court, the dark master, whatever you call it.
There's a neat, but basically you need stuff people, some 6
headed dice, right and a disaster master and we'll get
into the rest later. And then as far as the rest of
the players, that is the next section.
The rest of the players basically says that the the role
you will play as these magical girls and you are in CS, your
main characters and you have these special powers.
You're living in a double life and you were first noticed by a
mascot that enabled your magical powers.
We'll talk more about mascots later because I do have
questions about the mascot section.
Like I know what it is, but I've questions about like the way it
was to put in the book. There are transformation
sequences between your normal life and your magical girl
persona. Anyone that's ever seen a
magical girl anime, like again, Sailor Moon is going to be the
one that pops into people's heads a lot, but they're very
much as a clear, like whole fucking sequence and.
If you go on Crunchyroll there are a ton of magical girl animes
and I'm like I've never even heard of this one bro like what
is this? Yeah, it gets, it's neat.
I like it. I mean, at the end of the day,
my it's always funny to me because I'll tell people this
and I'll be like, Sailor Moon would beat the fuck out of Goku.
And you could see the like the dudes be like, no, And it's just
they're universal. Like Sailor Moon would destroy
Goku. Like it's not even close.
Are you looking at me like that's not true?
As if she's not literally universal power.
I mean, I guess that is true. So yeah.
Anyway, they have transformation sequences between the normal
life and their magical persona, trying to become strong enough
to deal with the big bad of the season, which we will also get
into later in the game. And there is a crossover between
the their normal life and their transformative magic war
persona, which could be permanent scars, trauma, things
like that. That the the lives do crossover
between the two and then MCS progress as team by their power
level. That's basically what this is.
It's a breakdown of the game here in the rest of the players
section, underneath the Playing the game section.
Then we're moving into rolling the dice.
And we've said this over and over again, that having a little
primer to what the game is and the basics of how to play it
before you get into character creation is the ideal way, in
our opinion, to do a game. And guess what they do here
exactly? That They just give you a
breakdown of what you're going to do in the game they give you
a section here on rolling the dice So what a roll generally
will look like and then goes into character creation and our.
Opinions are inherently correct in case you're wrong.
Yeah, it's objective, not subjective because we are
clearly authorities in the space, Brent.
So rolling the dice, basically how it works is MC is described,
what they want to do, the DM referees and then they roll
stuff like it normal. It's a TTMPG people.
We know this. And the way it works is you roll
a number you you're pretty much going to work with a primary
stat and a secondary stat. You have 4 stats all together.
But the way the base roll works is you roll a number of dice
equal to your primary stat and then if a number on the die is
equal to or less than your secondary stat, it's a hit.
So the example basically like if you have a three inch arm and a
2IN or let's say A4 inch arm and a 2IN power, you roll what I say
4, you roll 4 dice for the charm.
And if one of them is A2 or less because your power is 2, that's
a hit, right? As many as there are, right?
And then a six is always a miss. A1 is always a hit no matter
what. And it explodes, but explodes in
an interesting way because, and it can keep exploding.
It counts as another hit because you're not exploding damage and
stuff like that hits for your damage.
So if you roll A1, that's a hit. And then if you roll another
one, that's a hit. And if you rolled A2 and the
primary stat was a 2, that's another hit.
And you don't roll anymore. But that's three additional
hits. Every time you roll under it
counts as a hit. I I always think it's it's funny
that like I'm so used to exploding guys happening on the
highest. You know, it's very like it's
fun to have the inverted just like, yeah, roll the lowest
possible. Your ones exploded in this game,
which makes sense to me to roll under.
Yeah, it's named and I like there's a little graphic here
in, in, in, in pixel art of ways to roll.
And it's a, a phone, which I assume it means electronic.
You can roll electronically or there's actually 2D sixes here
that are covered in blood, which is dope.
Perfect. And there is an example here of
exactly what I just talked about with like the four and the three
and everything, and it's great. I like it.
There's some pixel art on it for like dice and stuff too.
It's great. And then we get into character
creation. You want to take character
creation buddy. So character creation takes 4
easy steps, and boy do we love a numbered list of steps for
character creation. You have to choose your weapon,
choose your quirk, allocate statistics and spells and
abilities. They all have page numbers, and
all of those page numbers are hyperlinked.
That's right. There are bookmarks, the table
of contents is hyperlinked, and there's inline hyperlinks in
this PDF. Big.
Claps, claps in the chat. Ryan's noise gate kills the
clapping sound, but he is actually clapping, right?
Now I that's why I say claps. Clap, clap, clap.
Clap. Clap.
Clap, clap, clap.
There you go. Clap, clap, clap, clap.
Yeah, trying to think if we, you know what, we'll get there.
Don't worry guys, we're going to get there.
So right after that we have a list of weapons.
This is basically just a simple breakdown of all the weapons.
It says what they are a short, little like fun description, not
really abilities. And then the two stat options,
you can take from those to be your primary stat for your main
weapon or your secondary stat from your offhand weapon.
Anything you want to add there? Ryan No.
That's a it's a good list because what we, we, we, we get
the list of them here and then we'll get there's a whole
chapter that goes into detail about them later because they,
they're so important to your character.
So nothing to add the. Chapters.
Pretty neat. I'm wondering though if the
blurb under character creation work explains how the stat
works. Is the only place that that is.
Where what is? Under Choose Your Weapon, we're
going to talk about the primary and secondary statistics.
Well, it's in the beginning on rolling the dice and then it's
again under the choose your weapon section basically.
I'll summarize real quick. When you're picking weapons, you
have a primary. You have a secondary.
From those, there are two stats under those.
For your primary weapon, either one of those stats can become
your primary stat. For your offhanded weapon,
either one under that can become the secondary stat.
The only thing is, your primary and secondary stat obviously
cannot be the same stat. I guess it's not obvious, but
cannot be the same stat. So if you pick a bat and you
have charm as your primary, you cannot then pick a gun as your
secondary and have charm as well.
You'd have to pick focus as your secondary.
I mean, those are what you know. Like we said earlier, makes you
decide how many dice you roll and what you roll have to roll
under on those dice to get a hit.
There we go, I did it. Yep.
So forward to well, then you get well, you get 2 weapons.
Did you do that? Yeah.
I did. OK, well then I I missed, I
missed that. Primary and secondary, yeah.
Yeah. Allocating statistics, yeah.
So you have 4 charm, focus, heart and power.
They all start at 1. You get 6 points to a lot
between them. The maximum any stat can reach
is 6. There are also like four kind of
drive stats or like minor stats which are how many spells you
know, your speed, which is your movement speed, harm pool, which
is your your HP and saving throw.
So charm is your ability to persuade or captivate when
you're in your magical form. When you transform, you know it
is your magical acuity equals the spells you, the spells you
know is charm -1 and it says spells are covered on page 49.
It's inline hyperlink. So beautiful, so beautiful.
Yeah. Focus, mental acuity, clarity,
thinking under pressure and speed.
Your speed is equal to your focus plus primary stat and five
foot increments. Very standard kind of grid move.
Every square is five feet. Heart is willpower, courage,
mental and physical harm and your harmful is equal to harm
times 3. Power is intimidation, show of
strength, show of force, and it's your saving role.
Your saving throw is roll over. It's the.
Power over. Focus.
Yeah. It's real power over focus.
Yeah. And then you have burnout
points, which are equal to your team level.
And we'll talk more about burnout points when we get to
the burnout points section. Really, like I mean, four sets
is fine for me personally, you know that.
I think 3 is ideal, 4 is great. But I do like that each of the
four have their own drives thing.
If you're going to have one thing be a drive thing, like
it's nice to have that all four have like a nice rounded Dr.
thing. I agree.
I will say I did notice before we move on that when we go to
the steps in the beginning where it says become a main character
in four easy steps, it's choose your weapon is one, choose your
Quark is 2, allocate stats is 3. But when you actually get down
into those, one is choose your weapons and then they do 2
allocate stats. So they've mixed up two and
three in the order compared to like the the list above, like
immediately above. And I think if you yeah, so
they've they've they flipped allocate stats to 2 and quirk to
three as opposed to in the list. So that's just, I mean, it's
whatever, but it is the thing that I noticed.
And that is honey, I mean, I've noticed, and now you've pointed
out. Yeah.
So choose your quirk. Weapon quirks are described as
like physical modifications you make to your weapon There, you
know, you you customize your, you know, your magical girl
sniper rifle. Yeah.
Weapon quirks. Yeah, abstract physical
modification to a main weapon that affects its basic function.
And look, you only get one permanent quirk at a time,
unless you take the same weapon twice, in which case you get 2.
You can get temp quirks in combat through the Jury Rigging
maneuver, which we'll go over on page 61 when we get there, and
you can change your quirks upon advancement.
Nice simple part there. And spells.
Spells and abilities. Like we said earlier, the number
of spells you know is determined by charm is charm -1 and your
abilities are determined by your power level.
Yeah, you can replace spells during advancement, gaining more
spells when charm is raised or in place of additional
abilities. For abilities, you pick 2 Tier 1
abilities and gain more each power level.
Advancement Tier 2 spells and abilities are unlocked at power
level 5. That's PL. tier 3 at power level
8. The default range for spells is
charm times 2 and the duration is defaultly one term, nice and
simple and abilities ranges equivalent to your your weapon
range. So a lot of time for melee
weapons, it's going to be in combat.
But listen, if you're, you know, a cat boy made with a sniper
rifle, maybe not the character that I was writing as I went
through this. You have a longer range.
Actually, you know what character I thought of when I
was going through this. You've ever seen that vine of
like the guy dressed in like a cat girl made outfit and he he's
like welcome to Cat Cafe where we're cuter and kittens.
I'm braid in the diversity hire and in his roommates walk in.
Have you ever seen that video? That's the guy I would play for
this. I'd be a magical girl cat boy, a
cat boy maid named Braden with a sniper rifle and it would be a
fucking blast. I'd have a great, great time
playing that character. We're gonna we need to just do
back-to-back games of like Daisy chainsaws, magical girls and
perils and princesses. And like, you know, one thing,
you've said this numerous times. We're going to say it as we
continue to go through I this it's so tight.
This game is so clean all the way through.
It definitely checks tons of boxes for me in the style of
game that I enjoy and and enjoy reading and would like to play
of just everything makes sense. There's no fiddly bits like it's
been carved down to what's necessary and which in in my
opinion allows a lot more freedom versus the the opposite.
Super agree. I think the ability to like have
a like a tight system and like it just be a tool set for
decision making instead of telling you everything you
possibly do obviously opens up a lot of doors for you to be to
make weird shit happen in your game.
And I'm a big fan of that, yeah. Absolutely.
I think advancements next right? Yeah.
So advancements, cool teams off the bat, start at power level 1,
shortened PL. and it's very much like milestone advancement.
It's not XP game, and you go from power level 1 to 10.
And what's really cool about this page, other than the fact I
really like the colors and the use of color on this page, is
that every power level, it tells you exactly what you get.
So power level 1, you begin with two Tier 1 abilities and six
points towards your stats. Power level 2, you gain 1 tier
one ability, so on and so forth. It's just nice not to have the
question to know exactly what you get.
And I just think visually, everything about this book is
really good, you know? I mean it's laid out super clean
and well too. Like it's not 2 column.
I mean we're just going to beat the shit out of two column
forever. It can be done really well.
It has been a. Two column fine.
I mean I I get the your complaints with it but.
Yeah, I mean, when it's done well, it's I'm fine with it.
I just don't. I love the way that they did it
in this, though, because I think we we said the same thing about
I think Wolfwald where like the font doesn't have to be tiny.
Every page has room to breathe. None of it feels crowded.
There's room for the pixel art, you know, and like you said, the
color on this page, like the the nice rainbow color.
It definitely it says advancement but I thought
gaveaway advance the every fucking time I flip asses
because the logo I don't know some reminds me of it a little
bit too. I can cast.
It, yeah, but it's a great page. Great piece of art coming up for
this character example. Yeah, Andromeda.
Andromeda. Yeah, she's cool.
Yeah. Yeah, really good.
The guitar with like a blood on it.
Yeah, she obviously beat the shit out of somebody with, you
know. Yeah, moving on.
Oh, we get to the weapon section.
OK, Woo, woo. Let's go over a weapon.
Ryan, what weapon do you want to go over?
I don't well, we never we never read through the list of the
weapons. What?
Let's run through the list of the weapons first so that people
have the list. It's I got it says we got a
baseball bat, brass knuckles, chainsaw gun.
Did I write hat? I don't think hat is.
Yeah, that's a great. One Cortana knives, microphone,
roller skates and a whip. Is it really hat and did I just
put a period there or did I fuck that up?
It's really hat. No, it is hat.
It is hat. Cool, cool, cool, cool, cool.
I put a period. In there, you're familiar.
You get familiar with Hat. Yeah, so.
Yeah, Yeah. Well, that I mean then that's
obviously, but then that makes sense.
I mean, obviously chainsaw, I mean, if we're if we're going to
get down, we have to go. Over chainsaw.
Chainsaw. Daisy.
And the game's called Daisy Chainsaw.
I mean, you. Did you listen to Daisy Chainsaw
while you were reading Daisy Chainsaw?
I did not. So.
Oh, man. You didn't get the riot girl
experience, man. Come on.
I've I've messed up in this situation.
You done? Fucked up.
I do love the chainsaw one. Well, and as we're scrolling
through this too, I do want to say there is a magical girl art,
like gorgeous, fucking stunning pixel art for every one of
these. So like the baseball one, for
example, is this girl with long hair in like purple tights and
like a purple like crop top and a purple skirt holding a
baseball bat covered in blood. And it's fantastic, you know,
and then moving on to, I mean, even within baseball still,
there is another girl in a like a pitching pitcher's pose with a
pitcher's outfit, but every weapon has has one or two pieces
of pixel art. So great because there hasn't
been a ton of art to this point, but it definitely picks up here
like crazy for for all of these. I forgot to point out in the
original weapon list that you we just we just read they have a
little like short blurb under each one and the one for
chainsaw is a distant revving sound and I just thought was a
it's a funny description. Nice.
Yeah, I mean, and the chainsaw girl art here is great too, like
a green, big puffy dress, you know, covered in blood, big pink
ponytails and then just a chainsaw covered in blood.
So talk to me about no. You talk to me about you pick
chainsaw. OK, all right, I got it.
So chainsaw. So every every weapon we talked
about this before you get you you said as hunter said, you get
2 weapons. You get a primary weapon and a
secondary weapon or a a main hand weapon and off hand weapon.
So and then you pick one of the primary stats.
So it says heart and then the alt is power.
I do like that in the list above it listed the two stats, but in
the actual three page stat block for your weapon, because it's
such an important part of character, it does list a
primary stat and then what I believe is like the alternative,
the alternate stat to use for it, right.
So for this one for chainsaw, it's heart and power.
And then in in all of the weapons you get a couple of
things. You get a trait, you get the
quirks you can choose from, and then you get a list of Tier 1
abilities, Tier 2 Tier 2 abilities, and tier 3 abilities.
So for Chainsaw, the trait is Dismember.
I'm shocked it says certain abilities can dismember an
opponent permanently crushing one of their body parts, limbs,
tentacles, or otherwise. Any ability that crushes body
part will instead dismember. And then the quirks you can
choose from. There's there's four here, we'll
pick one, there's Semi chisel, there's Antique Kickback,
there's Lumberjack, and there's big teeth.
What are you thinking? I'm thinking big teeth.
I was thinking big teeth too. So the chainsaw is made.
Yeah, with dude. I'm just saying my chainsaw
would definitely be just like a chainsaword.
She just wasn't going to start as chainsaword.
Your chainsaw is made with resplendent monster teeth.
Enemies within range equal to your power level are bewitched
towards you every time you dismember an enemy.
That's dope. That's dope, yeah.
And then you get a list of Tier 1, Tier 2 and Tier 3's ability.
So there is 1234, there's five. I think there's five in each.
Yeah, there's roughly 5 in each. So let's pick like you want to
do 1 of each? I mean, I feel like we have to
pick Daisy Chainsaw first of all.
It's it's the biggest font on the page.
Is it a bigger font? No, it's it's all caps.
That's why it looks a little different.
But obviously you have to pick the one that's the name of the
game. It's like that Leo.
It's like that Leo meme where he sits up in the chair and is like
pointing. Oh yeah, he's like, yeah.
So Daisy, it's the some Tarantino bullshit fucking
hacks. Sure, yeah, I'm sure that's it.
It says David Chainsaw is harm. Your favorite flower grows from
the cuts and damage done with this attack, entangling your
target for rounds equal to your heart.
Blood splatters from the enemy in a burst equal to your power
level, spreading the flowers and causing a tangle to anyone in
the burst for one round. Once again, it is such a clean,
light system, right where you can easily create these
abilities and and quirks and and and powers and things by
literally is going, yes, it's your heart plus your charm
times, your magic, plus you're like, Oh, I totally get it
because there's only four and it's they're easy numbers and it
does for one round for like 2 times your heart for distance.
Like it's so nice to not have any calculations.
Basically, you're just like, Oh, it does charm, so 3 and this and
that. All of them are like that too.
They're very clever. They're very interesting, but
they're super easy to track. So two, what are you thinking?
We got carving, come and get it. Knee chopper, spare gas can and
tear through. I don't know, I did not read
these as deeply. Honestly I was very zoned into
gun and hat when I breathe through.
I'm going to go tear through so you don't just you don't stop
just because they're dead. I think there's a typo there.
It says they're THEIR instead of TGYRE.
Am I dumb? No, they are dead.
Yeah, that's a typo there. Once you cut through something,
you continue to cut through an adjacent enemy, dealing the
excess harm from a lethal attack with no roll.
So basically tear through his cleave.
It this is your cleave with your chainsaw, which is great.
And then tier 3, chain NATO, Daisy Chainsaw Deluxe.
Yeah, chain NATO is insane. The hedge trimmer, the
Lumberjack Special, and the Revan Perry.
So obviously we have to do Chainsaw Deluxe, Daisy Chainsaw
Deluxe, right? But if not, then obviously chain
NATO the Daisy chainsaw deluxe is a passive ability that
requires Daisy chainsaw love when you can stack your
abilities right. It upgrades the Daisy chainsaw
ability to inflict harm to the target equal to your primary
harm and inflict harm equal to your secondary to all within the
burst. It's dope you cut something up,
it grows your favorite flower and then you get like burst
abilities and stuff it's it's dope.
So that's how the weapons work. That's how every single weapon
in the game. How many did we, how many did we
go through on the list? It's 12345678.
There's nine and all nine basically get a three page
spread because of this is basically how your characters,
like your weapons really dictate your entire character.
Was there anything really special about hat or gun that
you wanted to go over? I mean, not in the way that like
it's any more better or anything than anything else.
It's just like there's a sense of humor that runs through these
that like, makes you enjoy reading them.
Like Gun has. It's one of its abilities.
It's Tier 2 Court What? Page are you on?
I'm on page 23. It just has big fucking gun on
the Tier 3 ability is an even even bigger fucking gun.
And it's just, it's funny, you know, you read through it and
you're like, you know, it's enjoyable to go through.
There's a sense of humor throughout this, which I mean,
this is a great game to have a sense of humor about, you know?
Yeah. I mean, everything is literally
like all these cute girls and then everything is just covered
in blood and like every, every page has these pixelated blood
splatters and stuff. And it is fun.
But yeah, you're right. Like the Mad Hatter underneath
the hat stuff like it it, it's it's like you said, it's very
cute, It's very funny. It all fits extremely well.
Yeah. Big fan.
So we're going to, we're going to cruise through the weapons,
the knife. Is going through you, the
listener yourself, because there's a lot of really funny
stuff. It's really good.
Like, this is like Ryan said, like how your character is made.
And so many of these quirks are like look like so much fun to
use and would be so satisfying to use.
And they're just clever. This is a well written game.
Yeah, it really is. I have to say though, I do
there. Oh, is there?
No. Oh, no.
OK I was going to say there's no primary art for the hat one
because the hat familiar trait is so long that there's no room
for it, but there is someone on the next page I do.
I do want to say though, I do think I mean the microphone 1 is
very cute but she's wearing all black and I'm a piece of shit so
like that's what gets it. But I do think that the knives 1
might be my favorite art for all of them.
The girl is literally just like juggling cleavers and her fate.
Like you can't even see the details on her face because it's
so covered in blood. I love that piece of art so
much. It's one of my favorite pieces
in the entire game. But but yeah, it's great.
All right, so we're done through weapons.
Do you want to pick up spells? Sure.
Or you want. Me to keep going.
I mean, I can pick up spells. There's not.
We're not going to go through a ton of them.
There are, in fact, spells. I'll read a little blurb though.
Every MC can feel the thrum of magic in their veins.
Spells are inherently known to the MCS and range from small
pieces of magical power to massive disruptions that change
the scope of the fight. MCS with at least two charm are
able to understand the spells they know.
That's right. You have to have two charm,
because it's charm -1 you have to have at least 2.
Yeah, there are spells and they're, they're fun.
Let's see, You want, you want to pick tier one?
I'll pick Tier 2. Sure.
So in tier one we got Locus Cure, Emergency, Eyes on me,
Fairy Bolt and Falling Star, Force Field, Grasping Vine,
Mark, Minamorphosis Shield, and slow.
I'm going to go with let's go with blow kiss because I love a
nice nested list. It says it's a utility spell.
You blow a kiss in the direction of a target within range equal
to your charm, applying one random status effect for one
round. And then there's AD 6 list for
the status effects you could give.
And then it's invoke a flame, entangle, poison, bewitch and
bolster. Those are these static effects
that you can pass out with your blown kiss.
So smooch your bewitching smooch, you know.
Hey all, my smooch is bewitching.
Yeah. Yeah, Tier 2 we have Afterimage,
Blink, Glitter Bomb, Heel, Illusion, Looking Glass,
Megamorphosis as opposed to many morphosis in tier one, Poison
gas, A pretty cure, rescue, soul link, stealth, and the pit.
It's kind of boring one, but I really did like the pit.
Literally just you just like open up an endless chasm.
Yeah. So up to three adjacent enemies
fall into an endless pit. They may only escape if they can
fly, teleport, or climb. It takes 2 action to do so.
Then you just fucking open up a hole to the center of the earth
and to them and they just fall forever into it.
It's gone. It's fun that this is like a
cute magical girl thing, but they're all covered in blood and
they're like opening pits to hell to just there.
It needs to drop into you. Know Aswan does.
Yeah, very normal stuff. And then for Tier 3 we have
Fireball, magic Mirror, mirror, meteor shower, Pixie dust, the
Power of friendship, resuscitate, sanctuary, Skyfall,
Rhythming rhythming vines. And that's it.
Feels like tier 3 is shorter list.
Maybe it's not, maybe it just might be in my imagination.
But I think we have to do for Tier 3 the power of friendship.
Of a friendship, yeah. Yeah, obviously, yeah.
Because that's great. And also we have a joke in my
household where we'll call the power of friendship on stuff
that we're watching when things happen, Especially because we
watch a lot of anime and sometimes things just like work
out and everyone gets a lot stronger suddenly and it's like
a friendship moment. Like that's the power of
friendship right there. So, power of friendship.
You begin channeling a giant orb of energy from the tip of your
weapon, casting light across the battlefield, beckoning your
allies to join. At the end of the round, inflict
harm equal to the power, equal to power to enemies within a
burst, equal to primary. Harm dealt is multiplied by the
number of allies who join the spell with their last action.
On their turn, their charm is added to the total harm done.
You can genuinely do insane damage with this one.
Also I love it's like magical girls, you know?
They all shape up and pull out their weapons and massive energy
ball flies. At the end of the day, I it's a
great spell. Yeah, it's dope.
It's dope. I mean, a lot of, a lot of them
are fantastic, you know? And this is a cool page coming
up, the AOE example. So this is an example for every
kind of like area of effect spell.
So you have the three length cone, 3 length cone diagonal.
I'm not going to ray them off, but they're here.
And it's a really great utility for something that's grid based.
But that frankly is like mostly narrative.
Like there isn't like is a grid based combat system, but like
you're doing a lot of magical girl stuff, you know?
Yeah. Absolutely, it is nice to have
that. Where did I I think I think what
I'm I think I'm ahead in my notes of where I thought I yeah,
I am. Now do you want me to the team
or you want me to pick up the team?
Feel free to pick up the team. OK, so there's a second here.
It's just it talks about the team and it basically just says
that the team is the name for the group of magical girl MCS,
right? And it could be an actual team,
like a baseball team. It's basically like what, what,
why are you all together? Are you in a sorority?
Are you in a club? You just a bunch of friends or
you all join a baseball team together, like whatever like
that is, you know, you figure out the team and then we get to
and it's a great, you know, it's a great piece of art in the
background. They put together a lot of the
the art pieces from the the weapon section, like the knives
girl that I'm a fan of with mixed with a chainsaw girl and,
and stuff like that here. It's great.
It's great page full page here. Then we get to the mascot.
So you're going to roll up a mascot for me.
So I have your D sixes ready, but I do have questions about
the mascot. So basically the way the mascot
works is it is important to the team for a ton of reasons.
You know, it is the the source of all the powers.
It's simply it's drawn to you because you have powers.
And sometimes the mascot may be the very thing that led you in
whatever way to gaining your powers in the 1st place.
But yeah, so you roll 4D6 for mascot and you do D6 for origin,
purpose, look and attitude. All right, So what do you, what
do we got? So the origin of my mascot?
It's from outer space. The purpose?
Eldridge Agenda. Obviously.
Obviously it's me. Look, Alien also obviously
really fallen in well here. And two, it's attitudes.
Friendly Oh, I was I mean cold would have been fantastic, but
here. So here's my issue.
I think that's great. I think that's super cute and
everything. What the fuck is a mascot right?
Like I know because I've watched magical girl shit right?
But for someone picking up this game, they're going to be like,
is this just some some dude in a fucking fur suit that's like
outside of like a store like what ISM?
You know what I mean? It's.
True, I've seen a lot of anime. I mean it's not just magical
girl anime, a lot of the animes have a little small mascot
character so I mean. Dan has the fucking grandma in
the fucking bear with, you know what I mean?
Like, yeah, yeah, right. We understand that, right?
And I understand that this is, I mean, geared towards people that
know what magical girl anime is, but for people that don't like
if I gave this to like Kaylee or something, you should be like, I
don't know what fucking clue what a mascot is.
You know what I mean? Like, you know, it's just, I
think a little bit of clarification, but to be like,
it's probably a pet, It's a random animal, It's a bear, like
it's. A cat with a moon symbol on its
forehead. Exactly.
There's there's a ton of examples in the book.
It would have been nice to have one here, I think because I it
just if you don't know, if you're, if you're not a big
enemy watcher or anything like that, I feel like you might get
lost here not knowing kind of what the mascot is supposed to
be. Yeah, that's probably fair.
But you know. Also, if you're not a big anime
watcher, you're a fucking nerd. Get cool.
Yeah, listen, the nerds are cool now.
For the past decade. I say that as if it hasn't been
this way for the past, like fucking decade, right?
Millennials in our stunted childhood with our inability to
advance because of what boomers left the world to be you know we
we, we got adult money and then relived our childhoods you know
so you're. Getting adult money.
I get, I do. OK, so combat.
So we're going to get more into the the kind of rules of the
game. So there's a whole combat
chapter, which is I think probably the biggest chapter in
the game, and then this is going to take up the bulk of the rest
of the book. There is like a one page thing
for pushing your limits in the DM guide.
So these are the core rules of the game.
We're going to hop into here now and dig a little deeper into it.
That they work. So combat happens in turns and
rounds. Hey, guess what?
It's a TTRPG. It's just like all the other
ones. The initiative is really
interesting though. I think the closest, I think the
closest initiative I remember to this would be Death in Space.
And I remember reading the Death in Space initiative and being
like, I don't know about that. And then we played the Death in
Space initiative and it was really fucking cool.
So that's basically how this works.
And I'm talking slow installing because I want Hunter here and
he ran away for a second to to to talk about this because this
is something I do want to discuss, so I will I'll read it
now. So initiative, you roll dice
equal to your primary ability. Everyone does and you count the
hits against the highest initiative value of the enemies
right? So you roll say say your highest
ability charm and you have three.
You roll 3 dice and the initiative value against the the
biggest bad on the field is 4. You have to roll equal to or
under 4 and the most hits gets to go 1st and then you go
ordered by that way. And if there's ties, it goes to
focus for for breaking the stat. It it's an interesting way.
Like when I first read it, I was like, this feels like a lot of
rolling to just do initiative to have to like roll and then do
your hits and then find the initiative value and then do all
your stuff. But I do enjoy the way it works
because what goes after that? Basically it says most hits go
first. I was explaining initiative and
and the hits versus the the bad guy.
So the most hits goes first. If no hits the DM chooses an
enemy to go. But say say you rolled enough to
get a hit and you get to go first.
Whoever acts chooses who acts next.
But if you choose an ally, an enemy has to go after that.
So you can never do 2 allies in a well you can theoretically do
2 allies in a row, but you can't pick two allies in a row.
If you do ally after you, it has to be an enemy and then you go
go from there. Except that all power level 0
baddies a cannon fodder. They act as a group if they're
like next if they're adjacent right.
So I was saying that the the this is the closest thing to
death and space initiative that I've read before, because death
and space initiative does that. The difference is in death and
space, you can pick all of your allies in a row if you want, but
then you get fucked because all the enemies get to go in a row,
right? So there is no.
Breaking up that kind of, yeah. Yeah.
So I really like this. I think, like I said, I when I
first wrote it, I thought that the I thought it was a little
clunky or it might take a little bit of time to do everyone
rolling basically to hit against the the highest initiative value
the bad guy. But it makes sense and I really
do like the pick, the pick and choose initiative.
What do you think of it? I overall am actually, I feel
pretty positive about this. You know, I mean, where
everyone's at the roll initiative anyway.
In most other traditional games, it's like, yeah, everyone's
rolling to hit, but like I trust the people around me to be able
to count their own hits on their dice without me needing to look
over their shoulders. So yeah, I feel like this is
cool. I also really do love the
picking the next person to go kind of thing, like the death in
space thing. And I like this.
I also like that it forces like you to break it up, like it
can't just be all allies. Like if you pick an ally, it has
to be an enemy afterwards. Like I think that's an
interesting way because it keeps you from bulldozing immediately,
You know, I think this works great.
I would love to do this. Yeah, I, I, I think it's so
interesting. I, I like it better than just
like base initiative. I mean, my favorite initiatives
are something clever like this or I don't give a fuck.
Just go yeah, yeah, Triga stack. I'll forever say I think the
Triga stack might be the most interesting idea.
It's such a cool idea. Yeah, I just don't want to do it
in person. Me neither.
Yeah, it's very clever. I think it just might be too
clever. So yeah, I really, I just really
like, I like the initiative. I think it's really interesting.
So that's basically it says here combat, it goes combat consist
of stuff like that. And it goes from there.
The next section is a section about moving.
Oh, I missed some stuff. So actions here.
So MCS and enemies get 2 actions per turn, and those actions are
attack, maneuver, move, or use an ability or spell.
One thing I I'd also noticed here, if you're going to give me
a list of things and then give me a list explaining those
things, just put it in the same order.
You know, this is the second time in the book it says attack,
maneuver, move or use an ability or spell.
And then it lists it in Move, attack and then status effects,
which gives you maneuvers and stuff and then abilities and
stuff. So I'm like, if it's move,
attack, just do move and attack in the list at the top.
I don't know, it's like it's not a big fucking deal, but it's a
second time. They they, they switch the
order, but it's whatever. So.
I like the action economy of games where you have two actions
and you that's not forced movement.
Like movement can be an action. Inherently moving is an action,
but you can choose to forgo that and use that.
Instead of just forgoing movement and then just getting
to do one thing, you can do two things.
I really, really appreciate and enjoy that in games that I play.
Yeah. Well, and the cool thing about
that too is often times that allows you to attack twice or
move twice and which which equates to like a dash, which is
cool. I also do really like that for
the most part this game, the bad guys and the good guys work the
same, which it's nice to not have to learn a whole different
way to run bad guys if you already know how to run the good
guys. Which really makes it where
anyone could really GM if they wanted to.
You know what I mean? You're not learning anything to
use it besides what you already know.
Really, if you've played this game as a player, you can GM it.
Yeah, it's really nice. So first we get to move, and in
moving, you spin an action to move and it's in five foot
increments. It's grid combat.
And we've said this before, you move equal to your speed, which
is your focus stat plus your primary stat, right?
So an MC with three focus and two charm, which is a primary
stat, has five speeds. So 25 feet.
There you go. Rough terrain is a -, 2 to your
speed, which ends up being 10 feet short.
And then if focus is your primary stat, you get to add it
twice. I'm super focused.
Yeah, which is nice. So if you do say, if you have a
really low, say put like one in focus and your primary is high,
you know you're not going to be able to move as far.
But that double focus is, is what's up next.
We get to attack. So the way attacks work, your
basic attack is we've, we've talked about this numerous
times. This is the third time we're
going to go over this and not in a bad way.
I think every time we've talked about it, it's been a good way
to go over. It I think it's fine, yeah.
Yeah. So you a basic attack is an
action and it's it's rolling your prime.
It's rolling a number of dice equal to your primary stat,
equal to or less than the number of your secondary stat.
And that is the number of hits that you do.
And the hits that you do is the same number of of harm that you
inflict. So if you do three hit, two hit
three harm again. This game is so clean.
I love it. Very.
Easy. Yeah.
And it it. I love a dice pool game and I
love a clever dice pool game. This is not how I written the
dice pool game. That's on out.
This is not how a lot of dice pool games work, but it works
really well. It's very clever.
A roll under to Hit Dice pool game determined by your stat
secondary stat. Very cool, let's steal the fuck
out of this mechanic. It's so good.
The other thing too though is what was I going to say?
Fuck my my, I'm not on my 80, my my, my Adderalls and I keep
losing my train of thought today.
Nope, it's gone. Something about hits and attacks
and stuff and I totally I I lost it so I was hoping it would come
back. It didn't.
So that is how attacks work. M CS ability to attack at range
depends on the weapon traits. There is an example here.
We talked about MC doing a basic attack into an enemy.
The primary set is 4 and then they have a bonus die from a
previous invoke maneuver. Whatever.
That's not right with that. So no yes four and then their
secondary stat is 3 and they were all like 1223.
So that's four hits and they were all the one.
So they get like five hits, but it's based on what it's it's
again, it's super clever, it's super interesting.
Oh, this is what I was going to say.
I really, really love and there's not a ton out there when
I can find them. They're really great.
Are rules like tactical narrative games, which feels
like an oxymoron, but it's not. But this is one of them where
you can just like I just play tested cryo trackus with with
Marco yesterday and he's working on something that's like again,
like it's rules light, but there's like fun narrative
actions and spaceships and stuff.
Greenhorns reminds me of that just a little bit, which is, you
know, a down we go thing. But this specifically, like I
really love the the tight tactical aspects of it, but
being rules light so that the narrative can take over, you
know? Totally.
Yeah, so going forward from there, we get into a cool little
piece here of the baseball Batgirl beating the shit out of
like a flying creature. It's got stars around its head.
So moving into status effects here.
So static effects are ongoing conditions or modifiers, most
commonly from maneuvers and abilities.
They're counted by round, not turn.
That's important, especially when we get to bosses later.
And harm and saving throws are taken at the beginning of the
round, before the 1st turn. This is a question I was going
to ask later because it comes up later, but might as well get
now. The actual words in the book are
static. Status effects are counted by
round, not by turn. Harm and saving throws for
afflictions are taken at the beginning of each round.
Which one comes first? Oh I you know it's funny I had a
very similar thought when I was reading this but I'm of the
opinion I like to leave some stuff up to the table.
Like I don't want everything to be hardline.
So how do you feel like it should work at your table?
I feel like the harm and saving throw happening first is more
beneficial to the players. Does the effect?
Where's the harm? Yeah, the harm and saving throw.
So you're saying the harm before the saving throw?
Yeah, yeah, yeah, yeah, yeah, yeah.
Because the harm and saving throw happens before anything
else, but over the first round, before anything beginning the
round, it happens. And because it comes up with
bosses later. And I was like, well, what comes
first? Do you save against the harm so
you don't take the harm that round?
Or do you take the harm and then save and then it goes on from
there? And it really, I guess it's like
if you want to be like extra nice or not because I would
definitely do harm and then save against it.
Yeah, you would. Yeah, you said you would too.
Yeah, I would. But yeah, I'm rethinking after I
we've said it out loud how I would actually do that because I
read this and you know me, I always think about games better
and understand them better after we talk about them.
But yeah, you know. Yeah, it's a that's, it's a
question I have for like for the designer is like if, if there,
if there is a, a order you do want that in.
It does come up a couple of times without an explanation of
because if you if there is an effect that would give you harm
and you can't save from it, Do you take the harm before you
save or do you save to not take the harm that route?
You know it, it's up in there. So that's how static effects
work. And then we get to maneuvers,
which is one of the ways that you can commonly get these
ongoing conditions and stuff. So there are a number of
maneuvers and it takes an action and some spells and abilities
use them and any effects are considered status effects.
So there are assist, bolster, invoke, jury, rig and protect
are the the options here. We should read Jury Rig because
it's has to do with something we've referenced already.
Right. OK, so Jury Rig, whether you're
channeling magic from the heart or tinkering with a bad idea,
Jury Rig allows you to modify your weapon temporarily.
Add another quirk to one of your weapons until you are reduced to
half HP, which is the way that you can get temporary quirks as
opposed to the primary quirk. Or if you take 2 weapons coming
to two primary quirks, the other one that's kind of important.
I mean, they all are bolster, invoke the involvement.
Rob is the assist one because through encouraging words or
active assistance, you grant an ally additional die to their
next role, whatever it may be. But you can assist when people
are down to 0 HP to to to stop. We'll get to that later, but
that is the thing that comes up. There's the maneuvers you can
do. The next is the afflictions.
So the afflictions are harm from afflictions taken at the
beginning of the round, MCS and bosses.
So harm from the affliction is taken at the beginning of the
round. MCS and bosses can roll to
resist afflictions when they are first applied.
And you'll see saving throws in 64.
We'll get to that. And it is hyperlinked, which is
great. And and you can save at the
beginning of the round once for each affliction, right?
But it's still never says explicitly where if you take the
harm before or not. You MCS and bosses can resist
when it's first applied, but then it specifically says they
can save at the beginning of the round to get rid of an
affliction once for each affliction, but doesn't say harm
first or not. The other thing is all other
enemies cannot resist afflictions.
If you're not an MC or a boss, if it if you get something would
afflict you, you just are afflicted perfect.
And and at the beginning of each round, those afflicted non boss
MCS roll AD 6 and on a six the effect ends.
I like that it's clever. It's clean to just be like, Nah,
you're fucked unless you like roll A6 and then you're out and
you can just 'cause you can just be like, Oh, those four dudes
are 46 is oh, no, they're all not done yet.
Like super clean. Like it's such an easy way to to
do with the afflictions. Very easy to manage, and yeah, I
think I would say that at the beginning of turn I'd let them
save against the affliction before taking damage.
You would. I would, yeah.
I would because I like my players.
And I want them to have a good time.
I mean, I, I think also me like making a call like that is very
dependent on the game that we're playing and the table.
Yeah. And the table.
But yeah, I mean, I, I think the table and also the game, this is
very much a magical girl MC anime game.
And I want them to feel like they're cool, powerful girls
with chainsaws. So I'd let them do that.
Yeah. It's very much a framing thing
as far as like what you find joy in.
Give me a 32nd rant here. I started doing keto again.
It's been great. I lost 10 lbs in the last month.
Here we go, some online influence.
You're talking about trial? Vegan keto, it's been great so
but but I find joy in the process of crying my carbs out
to nothing and like dialing in the macros and all this.
I find joy from that because for me, food is enjoyable, but I
don't get joy from food. Like I eat food because I'm
hungry or I'm bored, but like I don't, it's not like a thing,
but I know people who literally are like I have joy from food if
I don't like this is the thing that brings me actual happiness,
the food and the eating it like all of that.
I don't even get that. Like food is a tasty, but it's
fuel for me more than anything. Yeah.
So it's very much like a it's it's a it's a mind frame and how
you look at things, right. Hence the OSR people.
Like I don't get why people like games that are hard and stuff
like that. It's the same thing with like
soul stuff. Like why do you want to play a
game where you die a million times?
It's challenge of it, right? Yeah, I.
Mean I don't die a million times in most souls games, that's
just. Anyway, yeah, anyway, you can't.
Give me an anyway after talking about keto you online
influencer. There's nothing wrong, no keto
fucking works obviously. But listen, my point is what I
enjoy from games are games that are difficult and I'll die a
bunch, so to do harm first makes sense from for me in my
perspective of what I enjoy about games.
I'd rather have a game that would harm me first because I
find that enjoyable. I like the harm and the risk of
death and the low stats and stuff like that.
But you're framing what you said.
Yeah, of course, you know, I mean, yes, there's only one
right way and it is your own personal worldview.
Yeah, especially of the two of us.
My way, yeah. Right, but your framing makes
absolute sense for like a table, right?
Of like they're magical girls, why wouldn't you give them every
option to like save before heart like that makes that's makes so
much sense. Anyway, that was Maria.
So afflictions. We just talked about what what
happens They get applied to you. There are a number of them.
We get a flame, bewitch, bleed, crush, entangled poison, stun
and taunt. These aren't super hard.
We can go over a couple of them. Crush was interesting because we
talked about chainsaw. Anything that would apply crush
if you're using your chainsaw you also instead.
It's like dismembered. The static effects only affect
specific weapons, attacks and body parts.
The enemy is unable to use a crushed weapon, so you actually
dismembered it or bleed. You suffer 1 harm, so that can
be an ongoing thing, which is cool.
Like bleed literally that suffer 1 harm.
It's 3 words to explain that of fiction.
I love how clean these are. Stunned cannot take any actions,
like super easy. Bewitched cannot take any
offensive actions towards a target, but may take defensive
utility actions. They're just nice.
They're clean, they're really easy, they're super
straightforward. I really like them a lot.
Then we get into abilities and spells.
So the way these works, we they work are they each take one
action unless noted or labeled passive.
We need to talk about a passive on the Daisy Chainsaw Deluxe was
passive. It basically just like boosted
the Daisy Chainsaw. Whenever you use an ability or
spell, you accrue burnout points equal to the tier of the ability
or spell. So if you're using a Tier 2
spell, you accrue 2 burnout points.
We'll get to burnout points later.
There's a whole section on that. And then you are not required to
roll unless you make the spell as a spell attack.
And then each of the spells and abilities have a type.
There's harm, defense, familiar, passive, and utility.
And we, we, we saw those earlier when routing to the spells and,
and, and things like that. Each one was listed as a type.
And then all ranges for spells and abilities are fighting
increments and last a number of turns from when the MC used it.
They have a default range double to the caster's charm and a
duration of one turn and the ability to share the range with
a weapon. So we talked about AOE stuff a
little bit earlier. You showed the the, the page of,
of. Yeah, I mean, that was a single
page. It could have just been tossed
here, I guess. What?
Why did we do it earlier? Oh, cuz it was with the spell
list. It was with the spell.
List. Yeah, right.
Makes sense. Makes sense.
Yeah, yeah.
That's a fine place for it. Yeah, the areas affect options
here. We got aura, burst line and
cone. We're not gonna read those
because you've probably played the game before.
So guess they're in the book. Yeah, guess what a line is.
So next we get to saving throws. This is interesting.
So we talked about this a little bit with the spell part before.
So when an MC or boss is at risk of an affliction, they get to
make a saving throw. Nobody else, right?
And you roll power against your focus.
When I say that, I mean you roll, you know, primary number
of dice at or below focus number to get your hits right.
And if hits are equal to or exceed the hits that caused the
affliction, the effect is prevented.
You don't have to. You don't have to do that.
So if someone hit you with three hits to give you an affliction,
you have to get three or more hits to stop it from happening
to you. But if the affliction is not
from a roll, you save against the power level of the source.
So whatever did its power level clean.
Clean. Yeah.
Absolutely. Another example of this game is
being it's high game. That makes a lot of sense, and
you don't have to think super hard about the mechanics.
Harm pool. So your harm pool is equal three
times your heart and you may opt so questions here about this.
We'll we'll get to the end of this.
So you may opt to avoid a single killing blow per episode by
taking a permanent scar dope. If you do that, you immediately
push your limits. You push limits and you suffer
no harm. So you take a scar, you suffer
no harm, and then you roll the push limits and we'll get to
that in a second. The scar is forever visible
while you're transformed, and may or not be visible while you
are mundane while you are not transformed.
So you go into your high school and one of the girls in your
high school, your Japanese high school, is a big scar across
your face. So you can get knocked out if
you surpass your harm pool. So if your harmful is 4 and and
you go to five, you're knocked the fuck out right?
Enemies tend to ignore it. Knocked out MCS, you must be
tended with an assist maneuver within three turns or you die.
So there's no saving throws or anything, it's just someone has
to get to you and then an assisted ally stays unconscious
but recovers 1 HP when the encounter ends.
So here's my question. This is a clarification question
I have about this. So the way it seems, maybe it's
different, maybe it's deeper with the the beasties and the
monsters and stuff. If you surpass your harm pool,
you get knocked unconscious. But on the paragraph above that
it says MCS may opt to avoid a single killing blow per episode.
What is a killing blow? Because from what I understand
from the harm pool is if you surpass it, you just get knocked
out and then you can get saved with an assist.
So I'm not sure what the killing blow would be unless there is
like an enemy in the book that specifically says, hey, this is
a killing blow, right? So I, I don't, I don't know what
the clarification is here for that.
And, and yeah, Hunter, what do you think?
Oh, just one second. So, so yeah.
So I'm not sure about that. We'll we'll go to the burnout
pool real quick and talk about that.
So measure of the teams, your burnout pool is a measure of
your teams, a stress, exertion, exhaustion, magical exhaustion,
all that stuff all mixed together and you get burnout
points, right, that accumulate as MCS cast spells or harm
abilities at a value equal to the tier.
The speller ability is. That's what he said before.
So you, if you do a 2 tier, Tier 2 spell, it's two burnout
points, right? And your burnout points
accumulate with the spells and abilities.
And then there is a soft cap to the burnout pool, right?
And you can't exceed it. So there's a, a chart here.
So at power level 1 as a team, you can have you have 10 burnout
points and then it goes from from 1:00 to 10:00.
It basically it adds to every time.
So it goes 10-12, fourteen, 16/18/2022 and then it changes
from there. 263034, right? That's how many burnout points
you can get before things start to go bad for you.
And what does that mean? It means that if you pass the
soft cap of your burnout pool, then when using spells or
abilities, you roll 1D6 plus one for each point exceeding the
pool. On 1/6, the action fails and you
take 1 harm. So that's a big deal if you
decide to pass the burnout pool. And as I said, here's a burnout
pool chart. So fun.
So a question that I had was the the harmful issue I have here.
It says MCS may out to avoid a single killing blow per episode,
right? With a permanent scar, right.
But then the very next paragraph says once you surpass your
harmful, you're knocked out. So what what would a killing
blow be then if you could just get knocked out once you pass
your HP? There's like AI think there's a.
Yeah, there's a little bit of disconnect in the language
there. I assume that's what they mean
is like getting down to 0. Yeah, but then you just get
knocked out. Why would you take a scar and
not just get I mean, I guess that's a possibility, but like
there's a big difference between saying killing blow and knocked
out. So I'm curious.
I think it's just AI think it's just a clarification thing.
I don't I don't, I can't I can't remember anything in the book
that would explain it better to be like, that's a killing blow.
That's not, you know, so we'll see.
That was just something that came out.
There's another great piece of art on the bottom of that too,
of the chainsaw girl, like with a with a chainsaw with hearts
all over it coming down at like this eyeball, this floating
eyeball thing with a, with a, with a sweat sweat drop on it.
So we're almost done, actually. So we have.
This book is very, it feels very condensed, you know?
Yeah. It's great.
Then we get Pusher Limits. I will say Pusher Limits has a
title header on it, as does weapons, as does combat and
stuff like that. It's not the table of contents.
So for its own thing, I know it's only like 1 page long, but
so that's one thing that I thought was missing is that this
is not in the table of contents as as as a hyperlink thing to
get to. So pushing your limits.
So how does this work? It does not require an action,
but must be done during your turn.
So as we said, if you do take a scar, you roll to push your
limits, right? And what is it?
Sometimes your best just isn't good enough and that happens and
you're facing down a horde of enemies, your power, magic and
adrenaline mixed together into something more potent and you
push your limits, right? It's it's explanatory.
So there are requirements and benefits to doing it.
So there are three possible requirements right You there's
outnumbered, almost dead, or burnout.
We talked about the burnout one already outnumbered means far
more enemies than you almost dead means you're down to like 1
HP and then you can push your limits.
One of those things you have to meet one of those requirements,
right? And then they're like it took, I
don't know if you saw that, like it took me two reads because
then it says this effect lasts three turns.
At the start of your turn, you may forego one of the beneficial
effects in order to extend the duration by one turn.
I was waiting for us to go over this because I read it through
the through the first time. I was like, I don't know what
this is I'm going to go for. Right, so here's the thing.
The way for those that can't see it.
Outnumbered, almost had burnout, and then harder to hit, Hit
harder in second wind are all bolded and then all the words
after them look all exactly the same.
So it looks like the requirements are outnumbered,
almost dead, burnout, harder to hit, hit harder in Second Wind.
Which makes no sense because as I read it, I'm like three of
those don't feel like requirements, right?
What it is, what I have decided what it means is the first 3 of
the requirements. The second three are the
benefits that you get when you push your limits, but nothing,
there's nothing that says benefits, right?
There's just that little, there's one kind of partial line
between burnout and then the the benefits of the explanations,
but it never uses the word benefits anywhere.
So if you meet the requirements, say you are outnumbered, you get
I guess, I guess all three of these effects, which is also.
This is not explained. Yeah, it's an interesting, like
I obviously understand how it works now that we're reading it,
but like this is towards the end of my night when I was reading
this and when there wasn't a break there, I just read each
line and I was like, wait, these are different things.
But yeah, I guess you get all three.
Yeah, well, you would have to, right, Because you basically you
would get harder to hit, which means attacks against suffer -2
to primary hit harder. You attacks gain +2 primary and
then second wind. Your abilities do not accumulate
burnout points and you don't have to roll for failure when
passing the burnout pool. Great.
And then above that, this effect lasts three turns, which means
push your limits last three turns.
At the start of your turn, you may forego one of the beneficial
effects in order to extend the duration by one turn.
So my assumption is you must get all three because then you get
all all three for three turns and then you can sack one to
extend it. But does that mean then you can
sack a second one to extend it again and a third one to extend
it again? This I honestly think push your
limits needs like another half a page of explanation because
there's there's no breakup between requirements and
benefits and there's nothing that says you get all three of
these. You take one like unless I
completely missed, no. It also says pushing your limits
requires at least two of the following to be true, but it
never says you take all three anything.
Like there's no explanation really of like how the benefit,
how many benefits you get if you if you get all three, if you can
technically extend by three turns by getting a 111 or if you
can only do it once. This needed another half a page,
I think, in my opinion, to explain this a little bit more
effectively. And then we get to the DM guide.
Do you want to undo that or do you want me to just like bounce
around it real quick and. I mean, there's some cool stuff
in here. I read through this like
lightly. I like the idea.
I mean, I'm not necessarily going to read through this, but
I really do like the focus on like Korean overarching
narrative like a season of a show and taking the big bad evil
person's plan and breaking those plans up to functional small
parts. And those being the episodes
that your characters are trying to like overcome.
I thought it was a really great structure for how to build this
your like adventure for. This.
Well, yeah, I mean episodes in a season.
Yeah. And then the season arc is
against like one primary antagonist.
It's fucking like, first of all, it's perfect for anime, right?
That's how it works. But that's perfect for TTRPGS
too, to just be like, every session is an episode and all
the episodes build towards one primary antagonist.
And then that's the season finale, you know?
It's funny because I was reading this and Abigail's watching The
Ghost Whisperer with Jennifer Love Hewitt.
Which but it has the same model. Like there is an overarching,
actually she's talking to ghosts at first, and then it becomes
this like there's an overarching bad thing happening that she's
working against. I'm like, this is exactly what
I'm reading right now. It's just a really good format.
And like, can you, when you say it out loud, it seems like a
very obvious format, but it's good to have here written.
I mean, it's always good to have those things written down in
front of you. But I like the also, I like the
the emphasis in like always escalating.
Yeah, like stakes are always raising.
Think like a cartoon villain. And I really liked the the
example antagonists in this too. I thought they were really fun,
cool setups for like an adventure.
Yeah, that'd be great. So, so in this section you get
you get guidance on creating and running a season, creating an
episode. There's a section on fighting
strategies, which is like a weird kind of just like one
paragraph tucked in for like crowd control, satisfaction
important and stuff like that. It's a weird I I get support in
the DM guide but that. I think it was good advice after
reading it like how you should be treating like.
I mean, I think it feels fairly obvious, but once again, it's
good to have there just in case you needed the idea, you know?
Yeah, yeah, yeah. There's, there's a whole enemy
section and it talks about how the enemies work, that there are
5 stats. They just have power level,
primary, secondary, harm pool, and initiative and that's it.
And then the power level of the enemy is basically their
difficulty. So there's an example here of
one that says the power level enemy.
So a team of three MCS at power level 1 can reasonably handle 3
power level 1 enemies. It's pretty like in enemies and
MCS are basically the same thing, right?
So it goes over how that stuff works and it actually says
enemies attack works just like an MCS attack.
So that's cool. There's all section around enemy
traits. You got a bunch of those.
You got armored, big elusive, fast magic rain, strong
Summoner. I like that little bit of like I
was gonna say monster of the wiki, but it's anything.
It's just like anything, a monster type.
Yeah. Then there are two other options
are the Canon fodder, which are the PL.
Zeros and then the enemy witches, which are basically
MCS. You just build an MC and then
fight against the the MCS with it.
So it's a little bit more fleshed out because they have
stats and stuff, which is really cool and they.
Love cannon fodder as like a concept for especially for
something like this. Like literally just nobody, zero
level bad guys that they just like are a bunch of them and
they just grind through. They're the putties.
Yeah, they're the putties. That's exactly what I was
thinking though. I was thinking.
Man dude I remember when Power Rangers like levelled up, maybe
it was after the first the ninja movie or whatever, but like the
putties got like more powerful and you couldn't beat them
unless you hit the thing in the middle of their chest.
I don't know, it was so ridiculous that like the putties
have levelled up from cannon fodder to like level 1.
Anyway, there's a whole page here on Emmy stats.
It gives you power level, primary, secondary HP and
initiative speed for zero to 10. So if you're at power level 5,
it tells you primaries 4 secondary IS3HP9 and it should
speed 3. It's great.
So you can literally just pick one you want, go through, throw
a type on it and you got enemies.
And that's really great. There's a bunch of yeah example
enemies here that are really neat.
Did you want to? I mean Matilda the gun witch of
the warehouse district is I mean, even just the names of
them are dope. Is Exix, demon Lord of the deep
dark depths? Those are dope.
And then that's the notes page, and that's the entire book.
We did. It and then back cover's got
blood on it and then it doesn't have the writing from the back
cover of the actual back cover, but it does have the blood
splatter there. So that's the book that was
super fun. I feel like, man, we are, we
are. We didn't do it.
I feel like the last two episodes is what we should have
been doing for the last 100. Cruising a lot faster. 11 you
learned. Yeah, and then you get loves.
So Daisy Chainsaw, this is this is the book, 75 pages.
So for those that don't know what the fuck we do here on the
show, we do quantify our terrible opinions with metrics.
We give them numbers. And for books, we give that five
metrics, right? There's art and layout,
usability, rule set, originality and value.
Art and layout is the art of the book, quality, quantity, usage.
Layout is the visual layout of the book.
How how it looks, how it you know, feels whatever usability
is, how usable it is pretty at the table or to read right.
So digitally if it's got hyperlinks, bookmarks in on
hyperlinks, things like that at the table.
Does it have, you know, bookmarks and stuff?
But also are the is the book itself laid out in a way that
makes it easy to read, easy to parse?
Is the information readily available to you when you need
it if you're running the game? Rule set is the rules of the
game. If it's an adapted rule set,
how, how, how, how do we like it?
If it's a unique rule set, how do we like it?
Originality is, you know, how to use a dictionary.
Its originality and value is bang for your buck.
How much does it cost? And not only that, how much do
you get for the money you spend? Are there extra adventures,
third party licenses, things like that?
So art and layout. What are your initial thoughts?
I mean, I think we have spoke about the whole time.
There's great amount of art in here.
There's really great art. It's fun to look at.
It very much fits the vibe. This book is very easy to read.
There's a good balance of like using kind of a, you know, the
Gray background with some pops of color here and there, but it
not being so overwhelmingly colorful that it's too much.
I feel really good about this. I thought it was a really
readable book. I'd read it again.
Yeah. I mean, what do you think I read
it. I read it two or three times.
Do you think, do you, do you feel really good about it or I?
Yeah, I think I do. Yeah, I think I do.
Yeah, yeah, yeah. I think it's a 2.
I think we're probably hitting probably around like A7 for
this. Yeah, I think so, yeah.
Yeah, yeah, yeah. Cuz I mean, I love the pixel
art. I love the pixel art, you know,
blood splatter, all of it, all the way through.
It's really, really gorgeous. I think this make this an 8 for
you. I don't know, it's hard.
It's hard because like art and layout is like when we look at
things like war planned or Merck Borg and stuff, those are like
art punk books, right? Like they're very much like art
is a primary focus of the entire game, which you don't need.
I bet you we could find like a nine A9 in art and layout that
has like 2 pieces are in it, right?
If the layout is just like stunning, right?
I mean, I think the layout is really good and really clean
throughout this. I mean, honestly, I mean, I do
really like the layout. I do really like the art.
I don't know what would make it any for you.
I don't. Know, that's what I was trying.
That's why I was asking you. I'm not really sure.
So maybe more, maybe I don't know, more art, I don't know.
It's hard to say. There's a good amount of art.
There's a ton of art. There's art on almost every
other page. And I really do like the layout
and I like the headers. I like the font.
I don't know man, I actually might be leaning towards an 8
for this in art and layout. Yeah, Yeah, I don't know, Like,
again, it's hard because like, again, this is a subjective.
This is subjective to us, right. If I was going to go towards 10,
like it would be like, let's make the background not white,
you know, let's get some of those rainbow colors as
background pages. You know, that that's pushing
nines and 10s for me. But I'd be, I'd be good on an 8
for this. I mean, I do.
Want the background pages to be super colorful.
I like the fact it's on like a white Gray but I'm I'm going to
call an 8 for this one but you're feel free to disagree
with me. No, I'm good on that.
I'm good on that. I'll go 8 for this.
I do really like it. I mean we, we will say so
comparatively I think we gave an 8 to Swivers with David Hoskins,
art and everything. OK, I still.
Yeah, I'm OK. Seven, you're right.
OK, I mean I don't, I mean I just I do think it's just
different, right? I do like the layout of this I.
Don't know. I think I'm really at like a
7.5, you know? I mean like I'm so perfectly
between an 8 and A7. It's really hard for me.
What, 7 usability. First of all, just the fact that
it's powerbound, dude, bro, just the fact that it's powerbound
for like use of the table automatically, bonus points for
me. And then as far as digital
tools, bookmarks, hyperlinks in the table of contents, inline
hyperlinks even within the pages themselves, when we hit the
creating a character page, they were giving you page reference
numbers. All the weapons are linked to
itself. I mean, the only more that you
could ask for digitally would be the whole link back to the table
of contents from each each page or each chapter heading section.
I do think that the Pusher limits is missing a section of
the table of contents and there's room for it.
But as far as usability goes, I mean, we said at the beginning
too, this is a perfect way that we I found to enjoy books, which
is what is this game kind of not in just like what is a TTRPG
like? What is this game?
This is the basic mechanic of the game.
And then let's give you characterization and then stack
all the rules. Perfect in my opinion.
I mean, I'm I'm I'm I really I really enjoy the usability of
this. OK.
Give me a number. I'm gonna, I'm probably at an 8
for this, OK? For usability.
Yeah, yeah, yeah, yeah. You'll allow it.
You'll allow are you? Are you going to put the number
in if I say something different? No, because you're the one
typing, so yeah. Rule set, Unique rule set.
We talked about it. I am I am a dice pool guy and
this is such a cool riff on like the traditional dice pool.
This number gives you a hit format and I think it's
reinforced throughout like how you use it.
It all fits together incredibly well.
You you every kind of like mechanic and as you go through
really makes a lot of sense within the context of this
system. I'm into it.
Yeah, I. Mean here's The thing is, you're
a dice pool guy, and what's your second favorite?
My second favorite dice pool game.
No, no second favorite type of mechanic for core mechanic. 20
Roll under. Roll Under This is a dice pool
roll under game. It's a dice pool.
It couldn't be better. So, and I love that interplay
between the primary and secondary stat.
You know, in other cases where you're like, yeah, you're going
to roll your primary against a different stat or whatever.
It's very cool. Yeah, well, and again, I love
this, the rules like tactical narrative games.
It's, it's is exactly where where my brain is for TTRPGS
anymore. And on top of that, it, it, it's
all clean. It's a puzzle that fits together
well, right. So like you have your 4 stats
with two primary, you use A2 primary stats to do your roles,
your range. You like the all the derived
things are based on your 4 primary stats.
And then everything else like the harm from hits uses stats
for range, the stats for speed. The speed is like, it all fits
together so well and flows together so well that like at
the end of the day, if you weren't sure, it's probably what
you think it is because it just makes sense.
You're like, why wouldn't speed just be this or that, You know
what I mean? Like everything just fits so
well. It's so clean, it's so tight.
Like there's like, I don't think there's any edge cases in here
based on the mechanics. Most of it's just clarification
of of things, but the way that the actual dice rolls and things
work, I fucking love the shit out of it.
I will say, I think under rules that we do have to talk about
the clarity of some of the things.
I do think that I do think that the entire pusher limiting could
probably use a whole nother page.
I do think that a little bit of clarity around harm and save.
I do think a little bit of clarity around like the kill
shot versus knockout. Like I think there's just a
couple of like lines missing that could clarify things just a
little bit more. I think it's one of the things
that might be like in the head and it makes sense, but like
just didn't hit paper. So I do think that there are
like, I do probably have like 2 or like one big question, like
two or three small questions that do affect the game play.
So I do think that has to come into effect.
But what are you? What are you thinking?
I don't know. I think if there was a lot of
clarity and there's a couple other places where I personally
would have liked some clarity that we really even talk about
in the show. They're very small kind of edge
cases, but like this could use like a solid whatever pass to
clarify, but I'm thinking of seven but with more clarity.
You know, yeah, I completely agree.
I think, I mean, I think two more, two more pages worth of
stuff in this book would really help completely clarify like any
of the questions. And I here's the thing too, is
like with a game like this, that is it's light, which allows for
a lot of narrative stuff like that.
But because the game is so tight, I don't like the I know
at one point you brought up like let the table decide.
I for this kind of game that is so like, like it fits so well
together. Having one or two things like
that where like add like feels even more.
Egregious just because it's everything else so dialed in.
Yeah, you know what I mean. It feels.
But so I'm good with the seven on this.
And then, yeah, if, if there was just a couple more bits of
clarity in here, I think it would be a pretty easy 8 for me.
Originality. I mean, I'm sure there's magical
girls stuff out there. Not many tabletop games I know
of though. No, not that I know of.
Is there, is there? What's so great about magical
girls Like is there, you know, you know, you know that that
that what's so great about like rule set, hack set?
There might have been there might have been one like that,
there might have been one like that.
And that's about the only one I know.
I don't, I haven't seen a Sailor Moon IPRPG yet, you know, so I
mean, yet being the keyword, I'm sure everything is going to be
the fucking. You know, I like the use of a
dice pool system. I like this dice pool system.
I like it in this game. I like the way quirks work.
I, I think this is pretty, you know, it's pretty good for me,
you know, think about 7:00. Yeah, yeah.
I think 7 for originality is, is is really good for this.
I mean, 7 is, is is really good and I do think it is really
good. And then value wise, so I have
the page from blah blah blah blah blah Space Penguin Inc.
Space Penguin. Don't know if you've heard of
them before. Yes, there is a game.
What's so cool about magical girls from axes and orcs?
Yeah, a hack of some Jerry Sinclair stuff.
So that's honestly the only other magical girl, straight up
magical girl teacher. Everybody that I'm personally
aware of. I'm if if, if, you know, our
hordes of listeners actually commented on our stuff.
I'm sure we would get a lot of comments, but our.
Millions of fans. Yeah, right.
So on the for this book spiral bound, don't forget it is going
to cost more to do this than just perfect bound this thing
it's $30.00 for the print and PDF and for PDF only it's
$15.00. So I think that's, I think
that's the cost of it. I think.
I think, yeah, I don't, there's not.
I mean, in the context of the game, sure, you can make your
own game. There's like ways to do enemies
and stuff like that. But I think giving points for
that going forward, I think almost all games have that.
So it's kind of well. It for me it depends on how much
of that there is in the quality of that.
Like every game has it, but some games have better tools for
generating stuff in the long term.
This doesn't really have those things.
Which is not a knock on the game, just a statement of fact.
I don't, I don't see a third party license.
I mean it's always you don't have to, but it is always really
nice if they're like feel free to do this or that like, you
know, whatever. I can't with most NDT RPGs.
I can't imagine someone would be like super butthurt if you came
up with like a list of new weapons for days of change.
But it's not listed here. So what are you thinking for for
value on this? I think this is good.
I think it's fine. I think it's not blowing
anything out of the water. It's it's just slightly above
average in in terms of actual cost of a thing, something like
a six. I think A6 works for this too.
Yeah, Yeah, nothing. It's, it is the cost that it is,
right. 55 being the average is average.
So 6 it is slightly above average.
I do really love the the spine. Yeah.
So that gets us to a 35. It feels like a 35.
What was the last game I did 37 for for Wolfold?
Yeah, yeah. I think something like that.
Well, it was what? Yeah, it's what was still in
there from the last one. So I do believe that's what it
was. And this feels, this feels good.
I honestly also, though. So let's finish this, then we'll
talk about something else. So Daisy Chainsaw 35.
This is great. Don't forget again, I wish, I
almost wish we would have done season one, Season 2, Season 3
so that you know, because I do think that like if.
We're in Season 3 right now, right?
Yeah. We are in Season 3, but I really
like this game. I think it slaps.
I want to play it. It's super light.
I think this is one that you could easily give someone like,
hey, guys, we're playing this on Friday and they could easily
read this super quickly, have a character.
I mean, even if they were like, oh, I didn't really get to read
it. Yeah, like they would easily be
able to make a character. I think it would be super fun to
to even like the first episode where just like the the club
gets together and you meet the mascot and shit.
Like I would love to play this game and and the rules are so
clean and so tight and so nice. I really, really like it a lot,
like I said, but just a little bit more clarity.
I think in some of the spaces this definitely goes up and I
would love to eventually see like some expanded stuff for
this, some maybe some like seasonal adventures, you know,
some, some extra, some more stuff.
I hope this is not the only Daisy chainsaw that's going to
exist out there. But I, I do highly recommend
this game. I think it's super fun.
I love the format and you can grab it over on Space Penguin
Inc. We can.
We'll make sure that we not only link Space Penguin, Inc, but we
link Charlotte Leskowski's each page and everything in there as
well. And on top of that, on top of
that, we will announce now on Monday, we are going to have
Charlotte and Binary Star Games on the show to talk about, Yeah,
their upcoming celestial bodies. I forget which version this one
is called. It was the Celestial Bodies.
I think it was the terrestrial edition.
Then it was a Titan edition. And now there is what I guess
will be the culmination edition of all of it together.
It's going to be coming out this coming month.
Very excited for that. We did talk about celestial
bodies really, really early when Binary emailed us to to chat
about it. They're like we I, I think
you're the first people that talked about our our itch page
at all. And we're like, fuck yeah,
because it's awesome. And they blew up.
I mean, we'll talk about it more on the show, but they're a
random itch funding thing went for like 8000 plus or something,
which is not numbers you usually see on Itch.
And that showed like how cool celestial bodies is.
So really excited to talk to both them and we'll talk about a
little bit of their stuff. Daisy Chantal is obviously by
Charlotte. So we'll talk about a little bit
of that binding * pad out apocalypse frame.
And then we have again, Celestial Bodies primary thing
we're talking about. So catch us on Monday for that.
So quick wrap up what I wanted to talk about a little bit.
We'll leave this page here. The scoring change that we've
done to the show, I think after 4, 4 episodes, it feels good.
Yeah, feels great so. Yeah, do you?
We just agreed. Between the two of us, we're
just going to be meaner about everything.
Actually not. Meaner.
Just more consistent yeah. So we have a new internal metric
that we really enjoy, but I'm feeling that this is really
good. I would, I mean, we're never
going to ever, but I would love to go back through a bunch of
our our past episodes like we did with like the the 1st 10
episode re review and give new scores because there's stuff
that is worse than this that has a higher score than this.
Yeah, because we're probably doing.
Maybe we'll just do it quietly, yeah?
Where in the thing that we're never going to update.
I just what I think what I said last time and I even looked at
numbers too. I was like, honestly, if you
drop everything in our first year besides like Adam Vasa
stuff by like 3 points, we're about where we are now.
Yeah, there's stuff that there's a lot of stuff that got 38 that
should definitely be at like 30 fours and 30 fives.
And in my opinion now for because obviously our opinion
matters so much, right? Like, yeah.
No one cares, are you? You're not even listening
anymore, are you? You're gone.
You've already closed the app. You're listening to the podcast
on. Yeah, absolutely.
So that's it. That's us.
Hunter, you have a wonderful day.
Catch us again Monday to to talk with Charlotte and Binary and,
and we'll figure out what we're doing next Friday.
And at some point in February, we will be talking to you, Jert
and some other big events happen in February.
Whatever, we'll get to that. All right, We'll talk to you
later. Bye.